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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

pathfinder August 4th, 2005 12:21 AM

Re: B5 MOD General
 
Drones...be sure the following lines are the last ones in the AI_SETTINGS.TXT file for EVERY race:

Percentage of total drones to keep as planetary cargo := 40
Number Of Anti-Ship Drones Per Target := 3
Number Of Anti-Planet Drones Per Target := 3
Maximum Anti-Ship Drone Target System Distance := 5
Maximum Anti-Planet Drone Target System Distance := 5

The numbers can vary BUT you MUST have those lines or else you get errors.

Fyron August 4th, 2005 02:24 AM

Re: B5 MOD General
 
Quote:

Dragonswrd said:
...not having any facilities to build....

That is not a mod error. You must select either B5 Standard Race or B5 Ancient Race and the trait that matches your race (Narn, Drazi, etc.).

grumbler August 5th, 2005 10:51 PM

Re: B5 MOD General
 
Sorry, folks, I have been at conferences for most of the last month. I must admit that I do not understand some of JohnFutch's errors, but am REALLY glad someone is starting this from scratch, as I don't have a good handle on "configuration control" and he, alas, will find all the stuff that I will not have encountered by virtue of the gradual changes!

You have to select "B5 standard race" as your race. None of the others work right now. The plan is to have the B5 Ancients work as a non-player race at some point, but B5 Nomads probably will never work, for reasons of me not understanding how to make them work! http://forum.shrapnelgames.com/images/smilies/happy.gif

The AI should all be modded up to speed, unless you are trying to use Technomages, Raiders, Shadows, Vorlons, or League of Non-Aligned Worlds. The later is now in the game as seperate races, and the first three are not activated and any AI they have is bad juju.

I hope this weekend to get out a "more final" version of the mod with the weapons racialized (though not yet the facilities). Timstone has some ideas on how to make the weapons more in line with the B5Wars books, but since i don't have the books I am not sure where we are going with that.

Please keep trying. It is very valuable to hear of your problems, and your pain will yield a better mod.

Keep chacking back for updates. I am trying to bag this before the end of August.

Fyron August 6th, 2005 12:58 AM

Re: B5 MOD General
 
We don't want you to rush through completion. Just need a stabilized version to host in place of all of the different files out there now...

Atrocities August 6th, 2005 01:02 AM

Re: B5 MOD General
 
At this point in the games life span, I would call this a dead dog mod. Just tag and bag it.

The B5 mod, DOA.

Fyron August 6th, 2005 02:40 AM

Re: B5 MOD General
 
Or not... *hands AT a mellowing brewski* http://forum.shrapnelgames.com/image.../beerglass.gif

Atrocities August 6th, 2005 08:52 AM

Re: B5 MOD General
 

Game over man, game f'ing over man!

Timstone August 6th, 2005 02:49 PM

Re: B5 MOD General
 
*Ignores AT completely*

Fyron:
Thanks for the support man! Thumbs up for you! http://forum.shrapnelgames.com/images/icons/icon14.gif

Grumbler:
I'll make some of the weapons I've send you (I mean the ideas for the plans).
Please send me a mail (if you have the time of course) to tell me what you don't understand or just see differently.
I'll send the weapons ASAP.

grumbler August 8th, 2005 10:49 PM

Re: B5 MOD General
 
Okay, after a few false starts i am in production mode on the weapons for each race. Maybe 25% done. I have also gone and "commented out" the race types, races, and technologies that are not applicable to human players in the race selection portion, so that hopefully will get rid of some of the confusion.

Anyone want to volunteer to do the .emp files and associated AI_general files?

Fyron August 8th, 2005 11:06 PM

Re: B5 MOD General
 
.emp files are easy to generate automatically after you get the AI_General.txt files done.


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