.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

pathfinder January 18th, 2005 10:51 PM

Re: Babylon 5 Mod
 
Quote:

Ragnarok-X said:
Oh, while im at it. I came up with a few new things, racial based facilites. I can just post them here, maybe someone is interested and offers his/her opinion. Unfortunally i dont know a lot about the Narn, except they are prasing ONE god, G`Quan, while the Centauri offer more gods, like the old romans, they have gods for each sin and stuff.



Racial-specific Facilites


Earth Alliance Psy-Chor Outpost
Replaces standart intelligence centers and offers ~ 10% more intel output. In addition has a research outpot of 10% the value of intel generation

Earth Alliance Psy-Chor Center
Replaces the planet-intel-output facility and offers 10% more intel output. Increases planet-wide intel production by 20% more than standart planet-intel facility.

Earth Alliance Psy-Chor Systen Headquarters
Replaces the system-intel-output facility and offers 10% more intel output. Increases system-wide intel production by 20% more than standart system-intel facility.

Earth Alliance crew academie
Replaces standart ship and fleet training facility. Trains with the same rate but has a slightly higher cap. Does ship and fleet traning all in one.

Minbari Worker Caste Emmigration
Facility which is available from the start and increases mineral, organic, radioactive output by 6% +3%. Is made obsolete later on.

Minbari Warrior Caste Emmigration
Facility which is available early on. Increases spacecombat system-wide by 4/7/10%.

Minbari Religous Caste Emmigration
Facility which is available early on. Increases population happiness planetwide (not possible -> systemwide) by 5/8/11%.

Minbari Grey Council
One on each homeworld. Generates alot of research and intel, and has several abilites to make intel and events appear less often in those homesystems. Not rebuildable at all.

Minbari An�la-Shoc Training Grounds
Replaces standart ship and fleet training facilites. Has the same rate per turn but has higher cap. Does ship and fleet training all in one

Centauri Imperial PaLast
One on each homeworld. Generates alot of research and especially intel. It greatly increases the populations happiness. Needs to incorporate the resupply depot or space port ability in order to work ?!

Centauri Imperial Shipyard
Replaces standart construction yard. Highly efficient shipyard, work supported by slaves or war refugees, something like that. Construction output 15/25/30% higher.

Centauri Intelligence Complex
Centauri are sneaky and treacherous. They are superior at backstabbing with a bomb or a dagger. Centauri Intelligence Complexes replaces standart intel centers and generate more intel. That, or they cost less. Whatever.


Interesting! Don't know how they would pan out but worth atry.

Fyron January 18th, 2005 10:53 PM

Re: Babylon 5 Mod
 
Quote:

Ragnarok-X said:
Interesting. i really didnt knew that. So i suppose it wasnt shown in the series, since i own all 5 seasons. Where did you got that information from ?! Tim, can you confirm this, maybe some bit is written in the AoG`s ?!

I am not sure why you would need confirmation... I feel mildly insulted by that. http://forum.shrapnelgames.com/image...ies/tongue.gif

It was mentioned in the series in several different episodes during the Shadow war. I forget which season exactly... There was an episode where G'Kar bought some experimental drugs designed to enhance telepathic abilities and a few later on where G'Kar explained it to some people, probably Sheridan.

Timstone January 19th, 2005 05:53 AM

Re: Babylon 5 Mod
 
No comment... hehe... http://forum.shrapnelgames.com/image...ies/tongue.gif

Ragnarok-X January 19th, 2005 03:02 PM

Re: Babylon 5 Mod
 
Quote:

Imperator Fyron said:
I am not sure why you would need confirmation... I feel mildly insulted by that. http://forum.shrapnelgames.com/image...ies/tongue.gif


I didnt meant to insult you in anyway. I was just confused because i actually thought i know a lot about the B5 Universe. Sorry.

grumbler January 19th, 2005 08:44 PM

Re: Babylon 5 Mod
 
Quote:

Imperator Fyron said:
I am not sure why you would need confirmation... I feel mildly insulted by that. http://forum.shrapnelgames.com/image...ies/tongue.gif

It was mentioned in the series in several different episodes during the Shadow war. I forget which season exactly... There was an episode where G'Kar bought some experimental drugs designed to enhance telepathic abilities and a few later on where G'Kar explained it to some people, probably Sheridan.

The ep you are looking for (the one in which Garibaldi, ironically, is the one who explains what happened to G'Qon and "the mindwalkers") is Ship of Tears.

grumbler January 21st, 2005 09:48 PM

Re: Babylon 5 Mod
 
One of the things to keep in mind as you design facilities is that you need the AI to use them sensibly. Creating a large production facility, for example, does not work if the AI ends up spending a huge percentage of resources and time building it on planets where it will not do any real good.

The AI cannot tell what size planet (and therefor how many facilities and how much total pop is possible) it is building on. Therefor, the key is creating a build queue that makes sense.

My solution was to create a "spoke and hub" plan for colonies. Every colony would build, as the first thing, a "colony hub" that had a spaceport, resupply center, shipyard, and some storage. No specialization here, and the shipyard in fact had the same build rate as the colony without one (just the ability to build ships and bases).

After building the colony hub, the colony specializes in mining, research, etc. Only on the larger planets does it bother with medical centers, training facilities, depots, and the like. When well-designed, the facilities system results in AI colonies that are as efficient (or very nearly) as human-made colonies.

The key to successful facility design, then, is to always keep in mind how you want the AI to "blindly" use them. Know the AI_C_F well,and know what effect any change in facilities has on it.

Fyron January 22nd, 2005 03:29 AM

Re: Babylon 5 Mod
 
You can also just use AI tags to control which facilities the AI builds exactly.

Timstone January 22nd, 2005 02:01 PM

Re: Babylon 5 Mod
 
Good to hear you again Grumbler.
It's really cool to read all the Messages from the veterans and sense they are all eager to play this mod again. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif

Ragnarok-X January 22nd, 2005 03:49 PM

Re: Babylon 5 Mod
 
The facilites already work. I setup a basic Narn AI, and yes, i did it like Fyron suggested, with the help of various AI tags. I hope the 20 of them will be enough if more stuff comes up http://forum.shrapnelgames.com/images/smilies/laugh.gif

Ragnarok-X January 26th, 2005 04:14 PM

Re: Babylon 5 Mod
 
Just to let everyone know, work is progressing nicely. Fighters and Bombers have been incorporated into the mod and they actually have a use, with bombers being able to hit big ships with damage-increasing mounts and fighters being able to easily hit and destroy bombers and seekers, while far less effective against capships. If anyone wants to participate as a betatester, let me know. AI has been set up, so betatesting is actually possible.


All times are GMT -4. The time now is 05:14 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.