![]() |
Re: Babylon 5 Mod
Pathfinder,
As for the issue about AI research I was only trying to assist Val and you. May I made a suggestion, try this, start a game and after a hundred turns or so go into each AI empire and review they on-going research. Note the changes you make to tweat/redirected they research. They do some screwie research, like trying to research third level of resupply as an example. Review the AI empire every ten turns there after. I find its increase the level of gaming differculty for me, thus increase one's game enjoyable. The Vorlon http://forum.shrapnelgames.com/images/icons/icon8.gif are going OK in my present game, all ther other http://forum.shrapnelgames.com/image...s/confused.gif could use some assistance in strenghting they research effort. Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Lighthorse: Which race(s) is/are doing the screwy research. The EA and Centauri do not have that level re-supply until way along the research tree......
I have seen tech skipped but usually there is a space (double space instead of single space) between techs causing this and I don't see that in the EA and Centauri... [ November 14, 2002, 13:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder,
I don't remember, when I get home tonight I will review my se4/B5 game and email you. Lighthorse |
Re: Babylon 5 Mod
I found the Abbai had it fairly early and re-set that and also re-did the laser tech to get to advanced laser earlier. As soon as my PC gets back from getting fixed I'll look at others...
|
Re: Babylon 5 Mod
PF, want to send the new AI along http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Babylon 5 Mod
Val: soon as my PC with the AI on it gets back from the shop (lurking using the wife's PC atm). Darn video card is messed up (new one at that too http://forum.shrapnelgames.com/images/icons/icon8.gif ) http://forum.shrapnelgames.com/image...s/rolleyes.gif
|
Re: Babylon 5 Mod
What's the chances of, once .34 is ready, a fresh complete download? I'm still unable to figure out how to get the test save game to load.
|
Re: Babylon 5 Mod
Pathfinder,
The SHag'Toth Collective was researching resupply level 2. I reset all the other races already back on turn 100 or so and can't remember who else was doing screwie research projects. Sorry for the poor memory Lighthorse |
Re: Babylon 5 Mod
Lighthorse: No problem. At my age memory "slippage" is the norm http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks for the input. Looks like the general/neutral/default AI (which the Shag'Toth is a copy of of) needs work. |
Re: Babylon 5 Mod
If PF and any other people that have pending submissions for the mod can get me their stuff by the middle of next week the latest, I will post everything by next Friday.
|
Re: Babylon 5 Mod
Sure, I can post .34 as a 'full' download - though it will have to be broken into several parts as usual. Be a good way to confirm we all have the exact same things.
I'll do - B5CoreMod - all the graphics, sans shipsets B5ShipSets - all the shipsets B5Mod149_34 - all the data and text files Though I may have to break out the sound files again for upload to PBW, have to check on what I did Last time. |
Re: Babylon 5 Mod
I will IF (big if it seems) I get my PC out of the shop...
|
Re: Babylon 5 Mod
re : Test Save game - finally got it to work. If you move the Neutrals to the Race directory - leave a copy in the Neutral directory.
Battle report - current game. I've done my usual grab a group of systems (25 in this case) and then turtle against a hostile galaxy. Only the Minbari have turned up to the party so far and I'm slaughtering them - on the contested jump point I currently have 6 Cruisers (4 Particle Concentrator X, Move of 10) and they are wiping out fleets of Minbari Heavy Cruisers with Scattering Armor and Molecular Disruptors. Haven't seen any hostile fighters yet - wondering how long before the Minbari send a Carrier through - I'd expect that they have some. In case they do actually make it through the current line, I've got another 30+ Cruisers currently orbiting a world with a Military Outpost III on it so they will be level 20 trained and I've started construction of Heavy Cruisers (similar weapon load to the Cruisers, but with a Jump Drive and couple of fighter bays - slightly less armor to fit all that in) [ November 17, 2002, 22:11: Message edited by: AGoetz ] |
Re: Babylon 5 Mod
Hey Val.
I don't have a mini for component #767. And you've probably got a bunch more images for stuff since I Last checked. |
Re: Babylon 5 Mod
PC out of the shop but JUST got internet back. Have not spent any time on the AI as I didn't have access to the files until this evening.
*makes note...BUY A CD-BURNER!* Finally! 1.49 of non-gold installed and B5 MOD re-loaded. All I lost were the save games...*shrug* no biggy there... [ November 19, 2002, 07:49: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: When does .34 come out? And could you make it a complete new Version. I mean, a download with everything, shipsets, sounds and data? It would make the mod far more accessable for the noobs. And apart from the scanner thingies, what would you need screenshots from? Any ships, aliens? I can provide it, as long as it is from the first season (hehe). I can make very good shots with the software my dad has.
Oh yeah, now i remember, the jumpgate sequence. Doh... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
I'm trying to get .34 done before this weekend, going to hike around the Grand Canyon next week and visit Vegas, Tombstone and Pheonix. So, want to post it before I go http://forum.shrapnelgames.com/images/icons/icon7.gif This would also make sure we are all on the same page for the PBW before we start. Some of the 'neutrals' are moving to prime time.
Only issue is I am also trying to get all my work done on the current project, so time is getting tight (as is usual) - haven't even been on the site for the past 4 or so days. I have 3 of PFs shipsets ready to go and am half done with another 3. Here are some samples (Dilgar, Cascor & Raider) - all work is based on PFs excellent DoGA models with some minor tweaking. Ship Samples SJ I'll compact out the mini's for you on the different components http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
I'll try and get the shagtoth and default ai done. ea and centauri are done (for now anyways http://forum.shrapnelgames.com/images/icons/icon12.gif ). Any others with a basic default AI could be done easily too.
and BTW Val, those ships sure look purty. Ya done good with what I gave ya! [ November 19, 2002, 19:22: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Tarnations! Them Dilgar were purty much perfic ta begin with, just angles and a few color changes.
When all is said and done, I may go back and revisit the others and give them an expanded color pallette as well http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Val, glad to see you back. I had started worry something bad might have befallen you. Trip sounds like a nice change to pace.
PF, the ship samples look great. I too one day will make great looking ships. mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
I've been following this project for a while with great interest but no time to actually play and contribute. That's now changed, as I am settled in my new house and my new job has become a bit more predictable.
I'd like to contribute, but have no graphical expertise. I do know how to mod data though. Is there any consideration yet of the need to port this game to the Gold Version? Seems a shame to leave it pre-Gold, when Gold is the new standard. I've done some work on the data files to make them Gold standard, as Gold is what I have installed. Maybe I can add new features to the gold standard as they come out pre-Gold. In any case, I have some time and a lot of interest, so let me know what you need. |
Re: Babylon 5 Mod
*grumble* AI will have to wait til Wednesday night. had to re-install windowss (FAT got bolluxed). *bleah* http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
|
Re: Babylon 5 Mod
Grumbler: Great! You could do the conVersion. I voluntered for it, but I don't seem to have the time So I'll justs tick to making good captures and jumpsequences. But if you could start the conVersion, that would be awsome! A lot of people are waiting for the Gold Version of this magnificent mod.
BTW: I've finallty got the first of 4 orders of the AoG books. They aren't what I expected them to be (almost no pretty pictures), but they are nice to read. Maybe even play the game a bit, yeah sure with myself as my opponent... |
Re: Babylon 5 Mod
Timstone: I'm dying to know the software you're using to capture stills from the DVD. http://forum.shrapnelgames.com/image...s/rolleyes.gif
I've had the best results with a trial Version of "DirectDVD 4.47" but have yet to try "PowerDVD". HyperSnap-DX just wouldn't work. http://forum.shrapnelgames.com/image...s/confused.gif (Val/PF) Ship samples are great. http://forum.shrapnelgames.com/images/icons/icon6.gif Val you will have mail shortly. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
All: I have revised the EA, Centauri, Shag'Toth and Default AI_Research files. Are there any others? I'd like to get them done latest tonight so I can fix, zip and e-mail to Val for the .34 update. For any race that would probably mean 1 weapon tech for early survival. I won't have time to revise multiple weapon tech research (like the EA have).
Also I don't have time to do the ruins tech research. Had all that PC down time until tonight http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif Hopefully I'll be able to get it entered soon...and at least uploaded here.... |
Re: Babylon 5 Mod
Regarding the Unique techs, some of them don't yet do anything :-
Functional Cure for Nano-Plague (better Medi-bays) Great Machine (defensive installation) Stellar Balancer (change a star) Ancient Atmospheric Adjuster (change a planet's atmosphere quicker - yet to find in a game) Universal Colonizer (colonize any planet - yet to find in a game) Not Functional Ship Automation - guess something like a Master Computer component - but then how to make it immune to Telepathic attack? Ancient Neurotech - description talks about research - a system wide research increaser? Unique Ship Class - new class(es) of ship size, possibly with some useful properties. If Val and the like can give me some idea of what they intend these to do, I could try to put together some additions to Facility.txt, Component.txt and VehicleSize.txt. As I don't know enough about the AI side of things, I wouldn't be touching anything else. |
Re: Babylon 5 Mod
I've been experimenting with the files to figure out how to convert them to gold. Seems pretty straightforward.
Once a gold Version exists, though, it will be important to keep track of the actual changes made in the pre-gold files as we go forward, so I can just do the same to the gold files. Connverting from pre-gold to gold takes quite a bit of time per file (i.e. for every vehicle I have to change the existing bitmap line and add a new one). I will start to convert "for real" once .34 is published, since any conVersions before .34 will be OBE in a week. |
Re: Babylon 5 Mod
grumbler, could you write a macro to help? I not a modder. But the files are text, yes?
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Nomor: So you're dying, heh? Hah... your fate is in my hands! Now kneel before thy master! Ehh... sorry, I didn't mean that. My darker side slipped out. Sorry, won't happen again. My apolgies.
I first used a program from my dad, but I found a similar program on the net. And yes, it's Hypersnap DX 4. I've got the complete Version and it works great. You just have to turn on the right options. Here's how you do that. 1) start Hypersnap DX 2) click "Capture" 3) go to "Enable special capture" 4) turn on the two top options ("DirectX/Direct 3D Primary Surface" and "DirectX Overlay, e.g. DVD, Video") 5) Exit Hypersnap DX 6) Start Hypersnap DX Now you can capture nice pics form DVD's like the ones from B5. Happy? If you need a crack or something, PM me. P.S. oh, to make a snapshot, press "Scroll Lock", you can also press "PrintScreen", but it annoys me because every time I press it, a screen comes popping up. I HATE THAT! So I use "Scroll Lock", but it shouldn't matter. However, if you want to take a snapshot from a game, you must puch "PrintScreen". [ November 21, 2002, 15:22: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Timstone: Thanks, I'll give your instructions a try and compare them to the PowerDVD which I found just as good as the DirectDVD but easier to use. http://forum.shrapnelgames.com/images/icons/icon10.gif
|
Re: Babylon 5 Mod
Oh Vaaallllll: Ya gots mail! http://forum.shrapnelgames.com/images/icons/tongue.gif Maybe somewhat intelligent mail http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
PF, forget Val is in the Grand Canyon/Las Vegas for the week?
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Thats next week http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
I sit corrected. Think I miss read Vals post!
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
|
Re: Babylon 5 Mod
I've been reading in my first AoG books about those Ipsha, but they freaking rule! Together with the Vree, the Streib they are my fav races! Does anyone has some pics from the batteglobe or any other ships from them? I might just give it a try to make a shipset for them.
|
Re: Babylon 5 Mod
Timstone: Wish I did, all I have are the silouhettes from the AoG books.
|
Re: Babylon 5 Mod
Some Ipsha ship pics I found Online (Timstone http://forum.shrapnelgames.com/images/icons/icon12.gif )
1038149349.ZIP Mostly of the Battle globe Val: Don't know if by design but several Dilgar weapons seem to be missing (listed against ships in the AoG books): *Scatter Pulsar (Llort also have and currently are in components file) *Quad Pulsar (Llort also have and currently are in components file) *Enery Pulsar *Plasma Torch 1st two alrady have pics. etc would simply have to modify the Llort entries in components to reflect Dilgar; others may be too big a pain to implement (graphics have to be done for image mod) [ November 24, 2002, 16:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF and Val: You were searching for nishino parts? Well if you're interested, this is the url for them:
http://zircher.iwarp.com/fots_3d/library.htm PF: Thanks for the pics! |
Re: Babylon 5 Mod
NP Timstone.
and thank you for the link to Zircher's web site! http://forum.shrapnelgames.com/images/icons/icon10.gif I had lost the link during that recent HD format... http://forum.shrapnelgames.com/image...s/rolleyes.gif [ November 24, 2002, 16:09: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Timstone: If your going to do the Ipsha you'll need a Race Portrait; try-
http://b5ccg.mahasamatman.com/WheelofFire/Gallery/?151 http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
Alright Nomor! Thanks for the pic!
|
Re: Babylon 5 Mod
Val: You have mail; only 248KB, hope you like. http://forum.shrapnelgames.com/images/icons/icon10.gif
http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
Then I'll search for them myself. I hope I can find some usefull pics. Thanks anyway.
|
Re: Babylon 5 Mod
Ahh, the joys of a lucky Ruin. The first Ruin planet I settled in a recent game gave me Ice/Water Colony, Fighter level I and something else (forget now). Bit of boost http://forum.shrapnelgames.com/images/icons/icon10.gif
|
Re: Babylon 5 Mod
Mlmbd: no I am, but I'm not as fast as PF. So be in for a delay.
|
Re: Babylon 5 Mod
Timstone/mlmbd: My DOGAL3 is messed up so I can't do any shipsets atm http://forum.shrapnelgames.com/images/icons/icon12.gif . So the ball is in Timstone's hands http://forum.shrapnelgames.com/images/icons/tongue.gif
|
Re: Babylon 5 Mod
Anyone know how to get DOGA to recognize the extra parts by Val, noshino, etc...????
FINALLY!!!! figgered out what went to heck 'n gone...STOOPID .ini file! http://forum.shrapnelgames.com/image...s/rolleyes.gif [ November 25, 2002, 23:09: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF, are you working on ships/shipset from those Ipsha ship pics?
Nomor; Thanks for the link (Even though I'm not Val or PF) http://forum.shrapnelgames.com/images/icons/icon12.gif Very usefully!! mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
PF: How long does it take you to make a full shipset? I recon it takes about one week when I do it. Pretty slow, heh?
|
All times are GMT -4. The time now is 02:45 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.