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Re: Babylon 5 Mod
Tim: This mean you going to do the the other Ancient shipsets too?
[ December 12, 2002, 22:51: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Yeps, it's pretty easy compared to the Ipsha. The Ancients mainly use very simple and straightforward forms for their ships. So, that will take far less time than the Ipsha. And I've got the perfect textures for those Ancients.
Well, I'm turning in for the night. Sleep well all! [ December 12, 2002, 22:56: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Kewl! Take care.
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Re: Babylon 5 Mod
*grumble* stoopid %^&*(0...bleah...grrr
got an RCE in a test game where I "downsized/reconfigured" the movement requirements for the ships in AI_designcreation. darn, I go to the race that has the RCE and try to see what it is and a different race has one; go to the autosave a turn or two before and go the other race and *bleep* if yet another race doesn't have one.... they are all at different stages of research and therefore design so I can not figure what the *bleep* is the root cause... http://forum.shrapnelgames.com/image...s/confused.gif Update: Abbai and ultra-efficient Fusion engine (lvl 8)(not sure what ship type/size). oh and BTW me thinks the Abbai (true to the Dilgar Wars stuff from AoG) are going to be a beatch to assult their homeworld....their WPs use quad arrays which are BOTH PD and direct fire..... and they load the HW with them, defense sats and fighters...no infantry or armor but still... [ December 14, 2002, 00:36: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF: Re Abbai http://forum.shrapnelgames.com/images/icons/icon9.gif , that sounds as it should be,... great. If the Abbai http://forum.shrapnelgames.com/images/icons/icon9.gif are to have any troops they should perhaps be as mercenaries http://forum.shrapnelgames.com/images/icons/icon8.gif , made up of races like the Drazi http://forum.shrapnelgames.com/images/icons/icon6.gif . I actually sent Val a bmp of such a character, but don't know if he will include it. There are a number of races in this situation, I think?
Humans http://forum.shrapnelgames.com/images/icons/shock.gif are another race that would likely turn to mercenary http://forum.shrapnelgames.com/images/icons/icon8.gif duties and it might be nice if you could use them as a form of revenue? http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif (Graemlins..aah such fun) |
Re: Babylon 5 Mod
Gah ! http://forum.shrapnelgames.com/images/icons/icon8.gif
Can't pin this down..... only the Narn have any number of ships and they aren't causing the RCEs. Stripped most sats away (most except Narn has 190+ around HW). Minbari just had one...gonna have to see wth they were researching http://forum.shrapnelgames.com/image...s/rolleyes.gif Propulsion LvL 11, Advanced Fusion Engine IV, dreadnought. No idea why, stats seem to be same as # III... http://forum.shrapnelgames.com/image...s/confused.gif possibly building a specialty ship (assult, mine layer/sweeper, ???) based on dreadnought with the new engine....?? All their ships looked ok at the time... [ December 14, 2002, 15:39: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val, Fyron, or anyone involved in the B5 project.
I have a request to setup the B5 Mod for 1.49 Version 32 on PBW. I am having a little trouble accomplishing this. I cannot find anywher that I can download the entire ver 32 in one piece. I have pieces of various Versions and updates all over the place. I have had problems with other mods in the past trying to piece them together like this from updates and frankly it just never really works out. I always end up missing a piece or something and having to do it two or three times to get it right. What I need is one of two things. Preferably I would like a one piece complete Version 32 mod that I can download and put on PBW. I realize this will be a large file, but you can upload files up to 30 MB to the Shrapnel upload section, it's not larger than that is it? If this is too much trouble, or if it is larger than 30M, then I need a list here of exactly which pieces I need to extract and in which order. And I need the list with URL links so I can just click on it and download them. Sorry to be a pain, but it's hard enough maintaining the PBW server I don't really have the time to construct the mods and work out the kinks. It';s nothing personal, I made the same demands of Pvk and others in the past for their mods. http://forum.shrapnelgames.com/images/icons/icon10.gif Geoschmo [ December 14, 2002, 16:49: Message edited by: geoschmo ] |
Re: Babylon 5 Mod
Geo: Yeah, that's very reasonable. After I had my diner, I'll zip my B5Mod and DL it onto the Shrappie server. But first: DINER!!!
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Re: Babylon 5 Mod
Geo: The file is almost 29 megs large. A bit large isn't it? Well I'll send it over anyway.
Some shipsets aren't included. You'll have to DL those somewhere else. Sorry. |
Re: Babylon 5 Mod
Timstone. Like I said if it's too large I don't need a complete download, but I would like a list in one place of everything I need and what order to load them in to get the mod on to PBW. Maybe I missed it, but I didn't see a lot in the way of documentation in the v32 download.
Geoschmo |
Re: Babylon 5 Mod
haha, sorry Geo, this is the complete B5Mod .33:
B5Mod .33 It took some time, but I made it. Thank technology for ADSL! If you don't want to DL this, ask Nomor, Pathfinder or Fyron for a complete list of thingies to DL. They know that, I don't. [ December 23, 2002, 20:23: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Pathfinder, things I've done trying to prevent RCEs :
Make Ship Builder size 700 only (smaller and doesn't put a SY on, larger and you get engine problems). Bring max size of Mine Layer & Satellite Layer to 500 (num engines again). Bring max size of Kamikazi ship to 500 (when the AI gets Fusion warheads, the engine problem show up). Eliminated the 4th Troop Transport entry. Eliminated the Heavy and Super Carrier entries. If someone knows better solutions to these, please let us know. |
Re: Babylon 5 Mod
Me, I am throwing in the towel. This problem is beyond my skill level to figure out much less fix.
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Re: Babylon 5 Mod
Geoschmo : This is from an email to Val in October:
Just to clarify the situation: I've reinstalled SEIV and reinstalled the 4x B5Mod files. 3x from Rambies site and the B5ModShipsets30.zip from the PBW site. B5ModCore30.zip B5ModData30.zip B5Mod.Update30.zip and Lastly the B5ModUpdate149-31.zip Look under "SEIV Shipsets" then Contributor named Valll (with three l's) for B5ShipSetsMod v1.x.30 or take this link http://seiv.pbw.cc/graphic/index.jsp . (Sorry my link dosn't take you to the download area http://forum.shrapnelgames.com/images/icons/blush.gif ) However you now need B5Mod.Update33.zip which I think is on the forum somewhere? http://forum.shrapnelgames.com/image...s/confused.gif I found that some of the files and folders didn't unzip as they should have http://forum.shrapnelgames.com/images/icons/icon9.gif and so I unzipped them into a test folder and then dragged or copied them into the B5Mod folder. If you need more help just post on the forum. http://forum.shrapnelgames.com/images/icons/icon10.gif See also Pathfinder above. http://forum.shrapnelgames.com/images/icons/icon12.gif [ December 15, 2002, 17:03: Message edited by: Nomor ] |
Re: Babylon 5 Mod
33 update should be in Val's signature.
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Always glad to be of service.
But I must admit I've made a very big error. I only discovered it 5 minutes ago, I said i posted Version .34, but it is in fact Version .33!!! Sorry for this. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Babylon 5 Mod
Does anyone have a timeline for v.34? I have been playing about with some of the files to get a handle on the Gold conVersion, but I don't want to waste a lot of time on files that I will have to redo within days or a few weeks (especially as I can't get into "mass production" until Christmas break).
If v.33 is going to be around for a while, then I will go ahead and convert it to Gold and troubleshoot from that. If .34 is just a week or two down the road, I will wait. Comments? [ December 15, 2002, 23:09: Message edited by: grumbler ] |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
B5Mod Home Page updated.
I got the updates all the way to v33 now Online... yes, I know, about time. If anyone has B5MOD or other SE4 files they'd like me to host let me know. |
Re: Babylon 5 Mod
Vaal has NOT published .34 yet. He was hoping to before Thanksgiving but did not make it..
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Re: Babylon 5 Mod
Rambie: http://forum.shrapnelgames.com/images/icons/icon6.gif What's missing from your site is the B5ShipSetsMod v1.x.30 , which is currently only available from the PBW site.
According to Val he split the main mod into three core files but then http://forum.shrapnelgames.com/image...s/confused.gif confused everyone by placing the shipsets in a different folder, leaving us to think that B5Mod.Update30.zip was one of the 3 core files when it was actually just an update. http://forum.shrapnelgames.com/images/icons/icon8.gif You need to set this file on your website in order to have all three of the core files. IIRC. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Thanks for letting me know.
I thought the Core file contained all the necessary shipsets. At least the Core files on my site contain shipsets. I'm downloading it now anyways and will post it. |
Re: Babylon 5 Mod
Damn it! I had to go to work today. I'm at home for about one hour and then it's off to the next job. Darn, no time to make pretty models! Tomorrow is the day, then I'll contiue to make my models! I've got the 3 transports already finished and of course the famous Battleglobe and the Tetraship. What's next on the list? Hmm... I think I'll go ahead and make the Scout and Escort. Untill tomorrow!
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Re: Babylon 5 Mod
This will likely be my Last post for a while - going on holidays so if the game starts before the second week of next year, can some please look after the Gaim for me?
My list of RCE changes (seems to be working in my current game - so far) Ship Builder fixed at size 700 Mine Layer, Satellite Layer, Kamikazi ship & Assualt Ship all have max size decreased to 500 Eliminated the 4th Troop Transport entry Eliminated the Heavy and Super Carrier entries Current Game : Gaim. Have Trade & Research treaties with the EA and Cascor. War with the Hurr. Did have a brief war with the Grome - they now occupy my Oxygen planets http://forum.shrapnelgames.com/images/icons/icon10.gif The Hurr are sending Super Dreadnoughts equipped with 7 Massive Mount Heavy Plasma Mk V guns at me through a single Jump Point. Thanks to my Boarding Parties I've jumped 5 levels in Plasma, 2 in General Heavy and 5 in Ship Construction http://forum.shrapnelgames.com/images/icons/icon10.gif The Grome are reputed to be good at ground combat - well so are my Gaim and I wanted a match up. I invaded the Grome's only sector (they were in the game as a Neutral) with an impressive force of 20 Heavy Destroyers, 18 Light Cruisers, 3 Light Carriers (each carrying 120 Light Fighters) and 3 Light Transports (each carrying 1500 Elite Light Infantry with Mk I Infantry guns). I headed straight for the Homeworld. My losses to their defences were 4 Light Cruisers and approx 1/3 of my fighters - but it was the ground combat I wanted to see. The first transport landed and I watched at the 1500 troops were slaughtered by the Grome's 2000+ Light Infantry - but they did kill over 500 of the foe. The second transport grounded and again my entire force was wiped out - but the foe was down to under 700 Infantry and 80 Militia. The final transport dropped and the battle field was finally mine - with a mere 600 Infantry left of the 4500 I came to this battle with. |
Re: Babylon 5 Mod
I noticed a small flaw in the requirements of the Large Repair Tug. In the ship creation screen, it was required to have 45% of cargo containers aboard. That can't be done, because then you're well over the limit of the total tonnage of the tug. I removed it from the vehicle file.
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Re: Babylon 5 Mod
Ok, one more post - just got an RCE that I can't fix by just dropping max sizes. Hyach AI, just researched Hyach Ultra Weapons giving it the Spinal Laser - RCE. If I remove that weapon family from the design_creation file then I'm denying the AI one of it's most potent weapons.
At this point the AI has Ship Construction 12 and Propulsion 12. |
Re: Babylon 5 Mod
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I suggest the following settings changes: Defending Units Per Population := 1 Population Defender Attack Strength := 1 Population Defender Hit Points := 20 Number Of Ground Combat Turns := 2 For one, this will let you drop reinforcements before the entire contents of your first transport is wiped out. Two, it will make homeworlds take much longer to secure compared to colonies. The militia's attack strength is not significantly affected, but they have many more hitpoints, taking longer to root out. (See Centauri occupation of Narn) |
Re: Babylon 5 Mod
SJ: I had one invasion that I never did finish (after 30+ turns) as the HW militia (Grome) was just good enough to hold off my 250 or so Elite rated Narn infantry....was several months ago...
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Re: Babylon 5 Mod
Okay, I went ahead and modified v.33 to gold. It appears to work, as long as you don't add any random races (I don't have all the AIs tweaked yet for the other races - still looking at the job done on the 1.49 standard AIs).
If anyone wants to get the files to test this Gold Version, I am setting up a web site just for that. What I really need now is a summary of the racial charactoristics of the various races (besides the obvious special charactoristics of "B5 Race" and the race-specific specials). Anyone have those to hand? Or isn't that "official" yet? |
Re: Babylon 5 Mod
On the Hyach spinal laser: Unless the AI is being weird the 3 ships I have using it are: Battleship, Dreadnought and Battle Cruiser.
Testing them now... Interesting; Some of the AI have 2 sets/sizes of satellite layers/mine layers/kamikazes/assault ships (most do not)....wonder if having the option is good or bad...guess I'll find out... [ December 18, 2002, 02:52: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder,
I take it that our B5 PBW game won't start until Val returns and post 1.34 Version sometime next year. I can wait as long as it take to get it right. I'm keep checking the forum for any updates/news. Sorry that I'm unable to assist in improving B5mod, unless you want to play test another race. I'm looking forward the B5 PBW game. Happy Holidays to all B5 mod players. Lighthorse |
Re: Babylon 5 Mod
Grumbler: What do you mean? btw, great work with starting with the conVersion!
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Re: Babylon 5 Mod
Lighthorse: Yeah, awaiting for the return of Val and Version .34. You take care and have a happy holidays.
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Re: Babylon 5 Mod
Is there a program for creating weapons the easy way?
I've been strugling with it for the past two days and I'm getting tired of typing all those stupid numbers. |
Re: Babylon 5 Mod
Timstone,
What I am asking about is the distribution of racial points for all the races. I am pretty sure this issue came up somewhere in the 163-odd pages of this discussion, but I cannot find it. If the discussion hasn't been held, maybe we should hold it! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Grumbler: That is one of the items to fixed by playing the PBW game. Take a look at the AI_general.txt i have made for the races and it should give at least ball park figures to start with. They DO need some tweeking...
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Re: Babylon 5 Mod
Doh! http://forum.shrapnelgames.com/images/icons/blush.gif
I knew I'd seen that somewhere! Creating empires now. |
Re: Babylon 5 Mod
Just finished a quick 50-turn runthrough of the Gold mod. Evrything worked out okay, except that I apparently didn't give the technomages "B5 standard" racial charactoristics, since they didn't have any facilities at all. Worse, they started 3 systems from the Shadows. http://forum.shrapnelgames.com/images/icons/shock.gif They did NOT have a nice day!
Neither the Shadows nor the Vorlons ever built a colony ship, though both had the design. Is this deliberate? And how can I tell? |
Re: Babylon 5 Mod
Grumbler: Yeah, the Ancients (so far Shadows and Vorlons) don't colonize except by gifts or invasion.
also the Technomage techs are not complete so they can cause , uhmmmm...some "unique" situation http://forum.shrapnelgames.com/images/icons/icon12.gif [ December 18, 2002, 23:55: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PH: then I will try a 100+ turn game and see what comes up. Thanks for the clarifications.
It is exciting just to be able to play the "real thing" after so many cluges I had to do in the past. I may want to revist the "dozens of little engines" design decision, though. In my mods of the old "Proportions" game I came to find small numbers of powerful engines seemed to work better, both in terms of designs and in terms of combat's decisiveness. [ December 18, 2002, 23:59: Message edited by: grumbler ] |
Re: Babylon 5 Mod
Johoo! Is there a program to make thise new weapons of mine in an easy less irritateable way?! I'm getting really sick of typing all thise little numbers in a text program.
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Re: Babylon 5 Mod
Timstone - I don't know of any. Can you create the weapons in the HTML component editer, save them, and then paste them into the components file? If so, is that really any easier?
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Re: Babylon 5 Mod
Was it intentional that only PD weapons could go on weapons platforms? That's the way the current components file seems to read.
I have made a "rough and ready" mod to the weapons file to allow missiles, matter cannons, and non-particle beams to be added, but not torpedoes or particle beams (figuring an atmosphere might make them null and void). OTOH, are weapons platforms even "canon?" Should they be done away with? |
Re: Babylon 5 Mod
Val intended for the WP to be anti-fighters only. As for "canon" there was only one true wp and that was the great machine on the planet that B5 was near. We had a bit of a debate over this awhile back and the PD-only WP was the compromise.
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Re: Babylon 5 Mod
PF: Thanks, That's a decision I can live with.
The only other WP we saw was on Mars in the "Endgame" ep, and that was pretty clearly fighting only in the atmosphere. Space-based weaponry seemed the rule, and that's all to the good! |
Re: Babylon 5 Mod
grumbler: next test ya do, take a look at space stations. with the station-keeping engine?/reactor? they move a bit, so they can get themselves into range of a target ship/fleet, unlike "normal" SEIV; plus the sats have special sat mounts of the direct fire weapons. This helps them be a bit more effective http://forum.shrapnelgames.com/images/icons/icon12.gif (added range)
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Re: Babylon 5 Mod
On the SE IV Gold disk I found the component modder program. Is there a higher Version of the program (current: v1.0.14)?
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Re: Babylon 5 Mod
Timstone: DavidG has one or at least somewhere in this thread there is one:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=006349 |
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