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

Timstone December 20th, 2002 01:27 PM

Re: Babylon 5 Mod
 
Alrighty then! Thanks PF!

Timstone December 20th, 2002 08:57 PM

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...

pathfinder December 21st, 2002 03:20 AM

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 ]

Fyron December 21st, 2002 05:30 AM

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?

Noble713 December 21st, 2002 05:44 AM

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?

pathfinder December 21st, 2002 06:29 AM

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 ]

Rambie December 21st, 2002 07:13 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
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
<font size="2" face="Verdana, Helvetica, sans-serif">Easy, download the turn from the PBW site. Open the game, take your turn, then use the PBW site to upload it. If the turn file was sent to you in email, just unzip it from there... then reply to the message and attach the PLR file to supmit your turn.

It's really pretty much the same thing as a PBEM game.

Fyron December 21st, 2002 07:28 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
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??

<font size="2" face="Verdana, Helvetica, sans-serif">That means you don't have the same data files that I do. I suggest you reinstall the B5 mod (back up the orignal install first), and then apply the 1.49.33 patch to it.

pathfinder December 21st, 2002 08:09 AM

Re: Babylon 5 Mod
 
Done & turn sent http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron December 21st, 2002 08:35 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Done & turn sent http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Turn sent where? PBW shows that you have not yet uploaded a plr file. You need to upload it to the PBW site for the game, not email it to me (if that is what you did).

I found out who I needed to reassign, Jimbob and Stargrazer. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder December 21st, 2002 03:18 PM

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 ]

Rambie December 21st, 2002 08:15 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
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

<font size="2" face="Verdana, Helvetica, sans-serif">I had the same problem, lucky for me I tried a single-player game first and discovered it. http://forum.shrapnelgames.com/images/icons/icon7.gif

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.

Fyron December 21st, 2002 08:57 PM

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

jimbob December 21st, 2002 10:38 PM

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

pathfinder December 21st, 2002 10:41 PM

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)

Fyron December 21st, 2002 10:58 PM

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.

jimbob December 21st, 2002 11:55 PM

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

Fyron December 22nd, 2002 01:41 AM

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

pathfinder December 22nd, 2002 02:36 AM

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 ]

Nomor December 22nd, 2002 02:52 AM

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 ]

Lighthorse December 22nd, 2002 09:29 AM

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 ]

Fyron December 22nd, 2002 09:32 AM

Re: Babylon 5 Mod
 
The PBW game isn't using .34, it is using .33.

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:32 PM

Re: Babylon 5 Mod
 
Lighthorse:

Timstone December 22nd, 2002 12:34 PM

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!

Timstone December 22nd, 2002 12:35 PM

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...

Raging Deadstar December 22nd, 2002 01:49 PM

Re: Babylon 5 Mod
 
Admit it timstone, your just trying to get your rank up http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone December 22nd, 2002 03:29 PM

Re: Babylon 5 Mod
 
Yeps, LOL!!! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse December 22nd, 2002 08:22 PM

Re: Babylon 5 Mod
 
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone................

Thanks for .33

Lighthorse December 22nd, 2002 08:22 PM

Re: Babylon 5 Mod
 
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone................

Thanks for .33

Lighthorse December 22nd, 2002 09:02 PM

Re: Babylon 5 Mod
 
B5mod PBW Players

There eight of us that got our moves done. Come on the other seven.

Lighthorse

The Canuck December 22nd, 2002 10:03 PM

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!!!

Fyron December 22nd, 2002 10:54 PM

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

Lighthorse December 22nd, 2002 11:06 PM

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

Fyron December 22nd, 2002 11:57 PM

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

pathfinder December 23rd, 2002 02:34 AM

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 ]

pathfinder December 23rd, 2002 03:59 AM

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 ]

Timstone December 23rd, 2002 05:04 PM

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!!

Noble713 December 23rd, 2002 05:59 PM

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?

The Canuck December 23rd, 2002 08:28 PM

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)

The Canuck December 23rd, 2002 08:42 PM

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 ]

Fyron December 23rd, 2002 08:59 PM

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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