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Re: Babylon 5 Mod
Alrighty then! Thanks PF!
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Re: Babylon 5 Mod
Hmm... I tried to program, but it takes more time to do it in that program than to do it manually. So I'll stick with the text editor. Sigh...
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Re: Babylon 5 Mod
Bleah...RCE with Narn in trial game. Level 10 engine in something http://forum.shrapnelgames.com/image...s/confused.gif
UltraEfficient Fusion Engine 1... [ December 21, 2002, 01:33: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The PBW game has begun! Several players had no passwords, so I entered fillers, and will email them shortly.
I was supposed to switch 2 players to different slots, but I don't remeber who anymore. I couldn't find it in the Search feature. Who was I supposed to switch? |
Re: Babylon 5 Mod
What strategy settings do you use to get your transports to head towards enemy planets as soon as the battle begins? I've only seen two things happen so far with the settings I've tried:
1. Drop troops primary, optimal firing secondary. - The transports sit back and wait for the fleet to damage the planet. The combination of high shields from all the facilities and weapons platforms (even a few of them) generally leads to ridiculously heavy casualties amongst your ships before the transports head in. 2. Drop troops primary and secondary. - The fleet sits back while the transports charge the planet. They die, of course. I'm looking for some combination of the two above. I need the fleet to head in and distract the defeneses while the transports slip through the cracks and land the ground forces. What strategy settings should I use? |
Re: Babylon 5 Mod
IF: Interesting, I have no clue how to start/do my turn for the B5 PBW. Never played by web http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif
Ok, get error about mis-matched data files?? [ December 21, 2002, 05:09: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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It's really pretty much the same thing as a PBEM game. |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Done & turn sent http://forum.shrapnelgames.com/images/icons/icon12.gif
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I found out who I needed to reassign, Jimbob and Stargrazer. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Nomor: Yeah, most likely B5 standard was left out. As then you could at least access the neutral/generic shipset http://forum.shrapnelgames.com/images/icons/icon12.gif
AND my guess is they also need to be pulled into the races vs the neutrals folder http://forum.shrapnelgames.com/images/icons/icon12.gif AND AND my current AI_General.txt shows them only having a description and the advanced traits (2000 point game) [ December 21, 2002, 13:26: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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Well, we should let everyone finish their first turn to ensure we don't run into others with this problem then start a new game with fixed empires. |
Re: Babylon 5 Mod
Well that just sucks. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll set it to No Auto turns, so that we can keep the PBW site at the right turn date.
Pathfinder: Your email sent to turn@pbw.cc may not have gone through then. It is best to check the site at least once or twice a day, to make sure. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Hey ya,
I uploaded my turn and found some interesting things. I think that from a nomadic perspective, things are a little imbalanced http://forum.shrapnelgames.com/images/icons/icon7.gif i) my homeworld had the following facilities: 12 trading ports, 9 settlements, 2 homeworld strongholds and 1 nomadic ship yard. ii) from these facilities my race starts with moderate amounts of resources, tons of storage and no research facilities to speak of. iii) I looked in the facilities file, and found that nomads never get anything better than nomadic ship yard I. This will be a problem, as upgrading will not be possible, and the level I facility is pretty weak to start with! I didn't look yet, but I'm guessing that I will not be able to build research facilities either. Hope this report helps with mod balance. -Jimminy Cricket |
Re: Babylon 5 Mod
Jimbob: That is one reason (not all nomad race stuff implemented) that I got Val's ok to make ShagToth standard instead of nomadic (which is what they will be in "public" Version)
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Re: Babylon 5 Mod
If the Nomads are taken from P&N, they are supposed to use base and ship -based SYs, not planetary ones. Their ship SYs are much better than normal ones. http://forum.shrapnelgames.com/images/icons/icon7.gif The no research facilities would be a bug though.
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Re: Babylon 5 Mod
Ok, I'll buy that the nomads should (maybe) only have one level of planetary-based space yards, but then they should definitely have some better ship-borne/base-borne yards. I had a look through the components.txt and found only a set of generic non-planetary ship yards. Should I make a few nomadic ones up and drop 'em into the file - it would need a review by someone (Val still on holidays?) before I'd be comfortable with it though.
cheers, jimbob |
Re: Babylon 5 Mod
Don't add them to the Version you'll be playing the PBW game then.
I am not sure about it, but I think the plan was to make the Nomads like the Nomads in P&N. I could be wrong, ofc. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
IF:
??? "You can submit your turn by replying to this e-mail (do NOT change the subject!) and attaching your turn (using MIME)." ??? this was in e-mail from turn@pbw.cc Update: Ok, did it thru a link @ pbw.... [ December 21, 2002, 12:42: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
My PBW empire is neutered. I have no ship designs, no facilities, no history or descriptions. http://forum.shrapnelgames.com/images/icons/icon9.gif
This is most likely because the Abbai empire has not been assigned B5standard race, B5Abbai race etc. http://forum.shrapnelgames.com/images/icons/blush.gif I mentioned a while back that I was unable to create an empire file for a race that was essentially a neutral race because the SEIV game did not allow this. I was sent an empire file by the Grand Designer, but it seems he overlooked the racial characteristics? All my race can do at present is reproduce at 5% per turn with a smile on their beloved faces. http://forum.shrapnelgames.com/images/icons/icon7.gif Oh... and research things they cannot use. http://forum.shrapnelgames.com/images/icons/tongue.gif I'm glad we started this now so these things can be sorted sooner. http://forum.shrapnelgames.com/images/icons/icon10.gif Where are'rt thou Val http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon6.gif [ December 22, 2002, 02:25: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Timstone,
Thanks for posting the .34 B5 mod update. I needed it to update my SE4/B5 mod data file so I could game PBW. Merry Christmas Timstone Lighthorse [ December 22, 2002, 07:30: Message edited by: Lighthorse ] |
Re: Babylon 5 Mod
The PBW game isn't using .34, it is using .33.
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Lighthorse:
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Lighthorse:
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Lighthorse:
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Re: Babylon 5 Mod
Lighthorse:
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Re: Babylon 5 Mod
Lighthorse:
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Lighthorse:
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Lighthorse:
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Lighthorse:
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Lighthorse:
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Lighthorse:
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Re: Babylon 5 Mod
Lighthorse: Ehh... sorry mate, but the Version I posted was Version .33. I explained in two Posts above the initial upload. Thanks for the best wishes. Nice holidays to each and everyone of you guys and to the next Version of the B5Mod! Happy newyear!
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Re: Babylon 5 Mod
Hahahahaha... LOL!!! My keyboard got stuck... I think. 11 Posts in 1 second. That's a world speed record me thinks. Woooops...
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Re: Babylon 5 Mod
Admit it timstone, your just trying to get your rank up http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Timstone
Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone................ Thanks for .33 |
Re: Babylon 5 Mod
Timstone
Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone Timstone................ Thanks for .33 |
Re: Babylon 5 Mod
B5mod PBW Players
There eight of us that got our moves done. Come on the other seven. Lighthorse |
Re: Babylon 5 Mod
i just d/l the game file and well... uhhhhh... i cant remember my password for my race, i thought i knew it but it didnt work. well then... ummmm HELP!!!
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Re: Babylon 5 Mod
The PBW game is going to be restarted, cause some players don't have enough racial traits, and so can't do anything. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Imperator Fyron,
My I suggested that for the next PBW game you used the cluster, large, setting. That would increase there number of systems greatly and thus give us more room between players. Lighthorse |
Re: Babylon 5 Mod
Cluster has nothing to do with how many systems there are. I selected Medium for the map on purpose, as there is (IMO) plenty of room already. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
http://forum.shrapnelgames.com/image...s/confused.gif
Quad array is listed as point defense and has wp has one of the things it can be a component in but the Abbai aren't allowed (not showing in design area) to use it...???? http://forum.shrapnelgames.com/image...s/confused.gif Seems the component.txt in November 5 (.32 or .33) got changed to not allowing them on wp (notation left off of stuff it allowed on). [ December 23, 2002, 01:25: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
*grumble*
now not only an RCE but an access violation... warp point battle (Abbai v Vorlons) caused the access violation...not that many units involved though RCE caused by Shadows dreadnought + Ultraefficient fusion engine #1 Shadows also getting multiple living cpu's (only 1 is needed---just like a master computer)... [ December 23, 2002, 02:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Say, did anyone read my post about the Large Repair Tug?! I gueass not. Well, here it is again: We can't build LRT's because of the demand of 45% cargo containers. This can't be done because of lack of space. So the best tug we can build is the Medium Repair Tug.
$&$%&%#$#&)(*&( Damn! I don't want to restart! I got a system that was SOOOO nice! Woe to the one who forgets his password again!! |
Re: Babylon 5 Mod
Um, *ahem* Does no one have any suggestions on how to configure the Strategic combat strategies so invading planets in this MOD doesn't result in ridiculously heavy casualties?
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Re: Babylon 5 Mod
So when you guys restart the game, how will i know my password? will you guys change it then send it to me or should i reload my empire file?
and sorry timstone... please dont hurt me... NO NO NOT A SPOON!!!! (deadly silence) |
Re: Babylon 5 Mod
nevermind about that password stuff, finally checked my email, but now i have a new problem my files dont match up with the games. i used the fullinstall that timstone posted for v.33, and i dont know which files i need or dont need cause there has been so many updates and pathes and what not that its kinda confusing, so if you can tell me what to d/l and in which order i should install them, that would be great... (still hiding from the wrath of timstone though... i dont think val can fix that problem)
[ December 23, 2002, 18:52: Message edited by: The Canuck ] |
Re: Babylon 5 Mod
What I did was to get the original .30 Version, and then get the update to .33 file.
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