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Re: Babylon 5 Mod
I am all for keeping things simple and easy. Balance is an issue so just make one set of weapons then rename them for each race, adjusting some of the finer aspects of them for each, then your off to a good start.
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Re: Babylon 5 Mod
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SJ: Don't make it too simplified... There at least needs to be light and heavy armor, otherwise the game becomes very boring. Structural supports and medium armor can probably go. Medium armor is emulatable by just mixing light and heavy armor. Structural supports are either fairly useless or really gamey if someone wants to add 10000 of them to a ship. Not the most effective use of their time, but still unnecessary... However, the advanced crystalline/emissive armors need to remain in some form, as they are very integral to the Babylon 5 universe. I personally don't see much wrong with the current system, other than possibly the tech grid. Nothing else in the mod is gridded, so having just the armor gridded seems out of place. |
Re: Babylon 5 Mod
Could someone please post the address for the latest version available then because what I have got is nowhere near able to do what youre claiming here.
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Never really played the stock game so I dont know how that works. I bought SEIV to play the B5 and Star Trek mods. The Star Trek mod by Atrocities (and others) is outstanding. The races are distinct enough to make the game interesting and the tech tree is not over engineered. The Federation cant use Borg armour and the Cardassian's cant use Klingon cloaking devices etc. Simple and playable enough to make you want to keep going. The B5 mod I have is unplayable. If there is a newer or better version available already then I will play it and maybe some of my points have already been taken care of. To those who are undertaking to make the mod better, I applaude you and eagerly await your work. I have read my 'ranting' here and I wish to add something. I'm not trying to be overly critical of peoples work. I accept that alot of hard work has gone into this and appologise if I have offended anyone. I just think its a shame that so much effort has gone into this and it still doesnt work as well as I'm sure everyone would like. Thanks for yor time. Steve (Onyx). |
Re: Babylon 5 Mod
In the version I am playing right now the AI uses armor just fine (though it lload heavy armor until there is less than 7 left, then light until there is less than 3 tons left, and then loads light, because that is what I told it to do). The AI cannot use structural suports because they have no weight and you have to give the AI design parameters by weight (or tell it to use just one, which would be silly).
The current armor system is not complicated at all, for the player. He knows that research invested in armor will yield incrementally better armor. There is always a new version of armor awaiting amy given investment. My only issue with the armor system (besides the structural supports, which I think was a neat idea but will not use because the AI cannot use it and it is unclear how the player should use it) is that it is unclear to the new user that you need to research chunks of armor advances at once, or else not at all. Otherwise, all you are doing is creating a huge chunk of components that will be replaced on your ships, but from which you gain little benefit (and battleships with 20% armor have a LOT of armor components). One way around this is to size armor for the hulls, making each armor worth, say, 5% of the hull size, and scaling using mounts (as is already done for engines). Another way is to create some larger armor components. However, I don't now how either solution would affect the "leakiness" of the existing armor, so I am leaving those considerations for the end of my analysis and hope someone else solves them in the meantime! http://forum.shrapnelgames.com/images/smilies/happy.gif IF - thanks for the tip on the tech gridder. It will help a lot. |
Re: Babylon 5 Mod
Grumbler (or anyone else). Could you post a link to where you downloaded the version of the mod you are using please.
If the AI can at least use armour then that is a good start. I actually hope I'm wrong on a few things beacause that would mean the mod is in much better shape! Edit - I found it. Much better but the AI is still producing illegal designs - Multiple Primary Armour. Much better thou. It is even using stuctural supports! |
Re: Babylon 5 Mod
SJ, 1, 2 and 4 Y, 3 N. No suggestions.
And no, I'm not just trying to pad my post count! |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Spaceempires.net appears to be down. That is where I got used to tracking where the mod (including my contributions) was. Anyone know where the latest version is hung, for Onyx to download?
If that becomes too hard, I will hang it here, because it isn't really all that long. All images and whatnot are the products of others and available though the image mods. I only have data and AI file changes. |
Re: Babylon 5 Mod
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If you use scale mounted armor components (each hull has the armor take up 5% of the space or whatever), it would make large ships have vastly superior armor capabilities compared to small ships. Not only could they potentially have more hit points, but their single armor component would have far more hit points per component than a smaller ship's would. This would make the armor act more and more as stock armor the larger the ship hull is (due to having more hit points per component as compared to "internals"), which in my estimation is contrary to the whole purpose of leaky armor. Remember, the more hit points a component has, the more likely it is to be the one selected for being damaged. The more hit points a component has, the more biased these algorithms are towards selecting it. This is the cornerstone of the leaky armor paradigm. Also, it is what really allows heavy leaky armor to be stronger than light leaky armor in the B5 Mod. |
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