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

userx October 8th, 2005 04:37 PM

Re: Babylon 5 Mod
 
Where can I downlaod the lasted version of this mod?

Suicide Junkie October 8th, 2005 10:56 PM

Re: Babylon 5 Mod
 
There is a copy on imagemodserver:
http://imagemodserver.mine.nu/other/MM/SE4/Mods/B5mod/

grumbler October 9th, 2005 03:17 PM

Re: B5 MOD General
 
Quote:

pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped.... http://forum.shrapnelgames.com/images/smilies/shock.gif

http://forum.shrapnelgames.com/images/smilies/shock.gif Added back in with today's version, though the AI is not yet programmed to use them.

grumbler October 9th, 2005 03:36 PM

Re: B5 MOD General
 
1 Attachment(s)
Here is the "beta 2" mod of the mod, mostly Ai upgrades (which will not affect games in progress) and some slightly tweaked data files, which you should use next time you start a game (it includes the Lorkan race data, which was still listed as "Lumati" in the RacialTraits.txt file).

You should find the AI a better opponent now (they build more sensibly, I hope). The Centauri AI files have been further "specialized" so that the Centauri now build slower but more heavily protected ships, plus they have offensive disadvantages and defensive advantages in the AI_General file, just to make them "more different." The rest of the AI remains largely generic except for the speech files modded earlier by Pathfinder.

Anyone looking to mod a race's general stats will probably want to use Centauri_AI_General as a template, as it lists all of the modifiable racial traits.

I will need to add a planetary bombardment ship to each race, as I left them out.

pathfinder October 9th, 2005 04:16 PM

Re: B5 MOD General
 
Quote:

grumbler said:
Quote:

pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped.... http://forum.shrapnelgames.com/images/smilies/shock.gif

http://forum.shrapnelgames.com/images/smilies/shock.gif Added back in with today's version, though the AI is not yet programmed to use them.


No biggie, as I figured out a way to teach those scummy Vree a lesson or three! http://forum.shrapnelgames.com/images/smilies/wink.gif

One thing I noted...the Vree sure use a lot of defense ships instead of satellites...(battleships and battlecruisers, oh my! http://forum.shrapnelgames.com/images/smilies/Sick.gif http://forum.shrapnelgames.com/image...es/Injured.gif)

grumbler October 9th, 2005 09:07 PM

Re: B5 MOD General
 
Yeah, the unit balance among the AI players is still not optimal. I bumped it up a bit with this round, but they still build gobs o'ships.

I don't think the AI_Construction_Unit.txt works as I thought it did, and I (or you?) may have to put some more units into the AI_C_V.txt. Modding Ai is the weakest part of my toolbox,and there are no sharp tools in there to begin with.

grumbler November 4th, 2005 04:09 PM

Re: B5 MOD General
 
Is the thread dead?

narf poit chez BOOM November 4th, 2005 04:50 PM

Re: B5 MOD General
 
I think a lot of SE players are on hiatus until SEV.

Wolfman77 November 4th, 2005 04:59 PM

Re: B5 MOD General
 
I played the mod some, but I don't have very many shipsets for it. I only put the pics in for about 1/3 of them. The vorlons seemed overpowering to me. I might have just had bad luck though. Didn't run into any major bugs, but I didn't get very far. Is there a plan for getting everything together, or parts still being worked on?

Ragnarok-X November 4th, 2005 06:04 PM

Re: B5 MOD General
 
Im looking forward to making a B5 mod for SEV, wether it be a new product or more of a conversion of the existing mod, so i guess narf is right. SEV all the way. Does anyone know when it will be released anyway ?


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