.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

grumbler December 24th, 2005 12:29 AM

Re: B5 MOD General
 
Raapys, delete the AI_research.txt for the Shadows. there is not one in the current mod, so they just do generic research (which for them will be nothing at all that they can use). I have modded the HH to delete research and made the Ancients Research center unavailable.

I have played around a bit with the lowered supply consumption for engines and find that the AI is much more active. This may be the fix that was needed, so if people can playtest to make sure, that would be great.

Fyron January 2nd, 2006 07:04 PM

Re: B5 MOD General
 
Working on the new mod file upload.

In Facilities.txt, there were 5 instances of ability descriptions consisting of "1". I have removed these.

In RacialTraits.txt, I added 3 section headers with help info on selecting traits in the same manner as Adamant and AIC. Hopefully you don't mind. Note that any existing empire files will be invalidated by this, but I think it is worth it...

House Ship component for Centauri is useless. It is only 35% maint. redux unlike 40% for Corporate Ship, and it comes with an increased combat penalty, 35% instead of 30%.

Due to being in the same family, I can stack Civilian and Corporate Ship to get 100% maintenance reduction... If you put them in the same family and move Corporate after Military, the exploit will vanish and both should appear with "hide obsolete" enabled. If the House Ship is made to be better than Corporate, it will hide the Corporate one. Worker Caste could be moved after Civilian, and Religious can be left appearing after House. They should all be in the same family to prevent exploits. Warrior Caste should as well, but we need another dummy comp to go between it and religious so that it shows up... I'll try fixing this and include it in the mod.

EDIT:
Ok, I put all of them in the same family, which prevents multiples from being used. Unfortunately, this causes them to be upgraded to Military Ship when you hit "upgrade." I think this is a tolerable tradeoff to prevent cheating for 0 maintenance ships...

mottlee January 18th, 2006 10:37 PM

Re: B5 MOD General
 
1-18-06 Is there an up-dated mod??



(Edit) I have 1.8

Suicide Junkie January 19th, 2006 03:01 PM

Re: B5 MOD General
 
Hey, feel free to include:
http://imagemodserver.mine.nu/other/.../SJsFTLmap.MAP
in future releases.

Fyron January 19th, 2006 03:26 PM

Re: B5 MOD General
 
I think the mod makes changes to map data files, thus breaking compatibility...

So I am going to go ahead with the ship hull type schema, since noone has objected...

Timstone January 20th, 2006 08:21 AM

Re: B5 MOD General
 
Hi all,

After a long period of adsence I'm back!
The reason I was out of the picture for so long is quite... well... hard.
I was hit by a truck. It wasn't a pretty sight. Anyway, I won't go into detail here. Suffice to say I was more in pieces than whole... http://forum.shrapnelgames.com/images/smilies/Sick.gif

Now I'm back and I still see the B5 Mod Thread still on top of the heap I'm quite happy.
Good work everyone!
Anything from Val yet?
And what about moving to a Strategy First forum? I got a small message which said something like that.
Can someone fill me in please?

Fyron January 20th, 2006 02:26 PM

Re: B5 MOD General
 
SE4 has been republished by Strategy First, and it was supposed to have gone to retail back in September... So far it is only available as a download. Hopefully they can get SE5 published in retail on time.

Shrapnel has announced that this forum will be sticking around, so there is no reason to move to S1st forums, which are a hassle to use anyways.

Timstone January 21st, 2006 06:16 AM

Re: B5 MOD General
 
Hey Fyron!
Thanks for the info. http://forum.shrapnelgames.com/images/smilies/cool.gif

grumbler January 21st, 2006 09:46 PM

Re: B5 MOD General
 
Quote:

Imperator Fyron said:
I think the mod makes changes to map data files, thus breaking compatibility...

So I am going to go ahead with the ship hull type schema, since noone has objected...

The mod uses the old map files, so I think new ones might break.

The hull schema you have produced is good. i have never figured out the "right" one, and what you have is better than what I had.

Timstone January 22nd, 2006 08:26 AM

Re: B5 MOD General
 
Hey Grumbler!
Everything alright?
Good to see you're still active.


All times are GMT -4. The time now is 03:23 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.