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

Nomor December 23rd, 2002 09:33 PM

Re: Babylon 5 Mod
 
Timstone: See pathfinder bottom of page 9 and me top of page 10 for reference to Tug problem. I also e-mailed Val on this issue before the .33 update but he must have overlooked it in the plethora of other corrections and improvements.
http://forum.shrapnelgames.com/images/icons/icon12.gif
With being away so long it's going to take him a week just to read through and reply to all the forum comments. http://forum.shrapnelgames.com/image...s/rolleyes.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 23, 2002, 19:34: Message edited by: Nomor ]

Timstone December 23rd, 2002 10:27 PM

Re: Babylon 5 Mod
 
I'm terribily sorry fot that, thank you Nomor.

Canuk: Pray for your live! Mauhahahaha... http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder December 23rd, 2002 11:56 PM

Re: Babylon 5 Mod
 
Noble: Do NOT know of any method/strategy myself. I always use tactical when actually doing a ground invasion...

Timstone: One of the problems it seems is when level 11 engines (Ultraefficient Fusion I) is researched and a specialty ship (e.g. large tug, larger carriers) are designed, some limit is breached and RCE is induced. Had similar problem early June with Level 6 Standard Fusion I. For the life of me I can't figure out what Val did back then to fix that one, similar fix hopefully will work here.

Large Repair Tug: For some reason (oversight?) this is the only tug with a cargo requirement. me thinks that knocking the 45% requirement for cargo to 0% may solve THAT hull/ships problem...

Hmmmm: Dreadnought--takes 600 KT (estimated) to merely get the thing to move & have crew. Leaves 400 KT for sensors/ecm/weapons, etc...

[ December 23, 2002, 23:10: Message edited by: pathfinder ]

jimbob December 24th, 2002 01:09 AM

Re: Babylon 5 Mod
 
IF said:
Quote:

Don't add them to the Version you'll be playing the PBW game then.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry it took so long to get back to this messag, it's about three pages ago...
... unfortunately the problem is big enough that I think Nomads will be unplayable in this trial game - it'll be like playing with half the facilities, but still not being allowed to colonize planets -> fun quotient = zero.

I'll still make some stuff up and run it by a few of you. If it doesn't make it's way into the PBW Version, then I'll play a non-nomad race. I still think it would be good to put the Nomads through their paces this time though.

pathfinder December 24th, 2002 01:12 AM

Re: Babylon 5 Mod
 
Jimbob: If I can make a recommendation. Make a .emp file but as B5 standard instead of nomad...and use that. Val for one recognizes that B5 Nomads are not ready for prime time yet...

Fyron December 24th, 2002 01:13 AM

Re: Babylon 5 Mod
 
We can use a different Version of the B5 Mod for the PBW game. That is not a problem. I just meant that you should keep a second copy of the 1.49.33 Version available in case we don't change anything yet for the PBW game. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder December 25th, 2002 11:44 PM

Re: Babylon 5 Mod
 
Why would the AI skip its own AI_research file and use the default_AI_research file (Abbai are doing that in current game).

Nomor December 26th, 2002 07:11 PM

Re: Babylon 5 Mod
 
Timstone : I don't have any info on the Ipsha. Just that link I gave you that showed what they looked like, from the Cards.
Who told you I had any info? http://forum.shrapnelgames.com/image...s/confused.gif
I'm not even sure they're on any of the Web sites other than AOG and I have none of their stuff. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif I always thought the Ipsha were a bit of a mistake, looking like a race of Kermit the frog. That may explain why they appeared so infrequently. http://forum.shrapnelgames.com/images/icons/tongue.gif http://members.tripod.com/~Vree_Saucer/ipsha.html has as mush as most people know other than AOG. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 26, 2002, 17:26: Message edited by: Nomor ]

thorfrog December 26th, 2002 08:29 PM

Re: Babylon 5 Mod
 
Where can we get all of the files needed to run this mod?

Nomor December 26th, 2002 09:33 PM

Re: Babylon 5 Mod
 
atomannj: All the files you need are on Rambie's site,(link on any of his Posts), except one: B5ShipSetsMod v1.x.30 which is on the PBW site. http://forum.shrapnelgames.com/images/icons/icon10.gif
Some people seam to get by without this file, but Val makes specific reference to it for his shipsets. It's about 6mb in size. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

Timstone December 26th, 2002 10:27 PM

Re: Babylon 5 Mod
 
Thanks Nomor. Hmm... who was it that had the SCS pfd-files? Maybe Pathfinder? Hope so. http://forum.shrapnelgames.com/image...s/confused.gif
Pathfinder: Could you send me the SCS pdf-files about the Ipsha?

Anyway, I'll be gone for the next three days. I'm off to Paris to visit a friend of mine. Take care everybody. Bye!

pathfinder December 26th, 2002 11:09 PM

Re: Babylon 5 Mod
 
I have pdf files but they are AoG....

Timstone December 27th, 2002 01:23 AM

Re: Babylon 5 Mod
 
PF: Yeps, those are the ones I meant. Could you send them to me please?
When I was busy with project TAInT King, I noticed Val had done some work on the Torvalus and I noticed the Ipsha shipnames file. In the file are names I don't recognise. So I wondered if they are on the Ship Control Sheet (SCS) pdf-files for Babylon 5 Wars. Maybe they can provide me with valuable info about the various ships the Ipsha use. Thanks!

pathfinder December 27th, 2002 01:28 AM

Re: Babylon 5 Mod
 
Nuts...I thought I did but don't. I do have SCS for several Ipsha ships but not the .pdf....sorry. want me to post the particulars?

Timstone December 27th, 2002 01:31 AM

Re: Babylon 5 Mod
 
Ehh... all of them? Could you just mail them to me? I'll be gone for three whole days so take your time my friend.
This is my e-mail adres: kaptein-aso@planet.nl
Thanks for searching.

pathfinder December 27th, 2002 01:53 AM

Re: Babylon 5 Mod
 
No problem on mailing them. I'll copy then send them to you. Have fun in France!
What I have are:

From Militaries of the League 2:

Battleglobe: Capital Ship, 1-5 Surge cannons (I count 20?), spark field

Warsphere: Capital Ship, 1-5 Surge Cannons (24?), EM Bolter, Spark Field (2?), 6 fighters

Carrier Cube: Capital Ship, 1-5 Surge Cannons (12?), Resonance Generator (4?), Spark Field (2?), 12 Fighters

Battlehex: Hvy Combat vehicle, 1-5 Surge Cannons (12?), Resonance Generator

Tetraship: Medium Combat Vehicle, Surge BLaster, EM Pulsar (4?)

Urchin Heavy Fighters: Light Surge BLaster

Variants 5:

Resohex: Hvy Combat Vehicle, Resonance Generator (9?)

Surgesphere: Capital Ship, 1-5 Surge Cannon ( Icount 30?---maybe 1-5 per turret/mount?), Spark Field, 6 Fighters

Heavy Carrier Cube: Capital Ship, Resonance Generator, Spark Field (2?), EM Pulsar (8?), 18 Fighters

Tetra Escort: Medium Ship, EM Pulsar (6?), Spark Field

Boltlobe: Capital Ship, EM Bolter (12?), Spark Field

[ December 27, 2002, 00:37: Message edited by: pathfinder ]

Timstone December 27th, 2002 02:58 AM

Re: Babylon 5 Mod
 
Nomor: Could you send me all the SCS pdf files you have about the Ipsha?

pathfinder December 27th, 2002 07:05 AM

Re: Babylon 5 Mod
 
Got rid of lvl 11 (dreadnought) RCE with Minbari in current game by changing that max hull size for ship builder to 910Kt. Also changed (in vehiclesize.txt file) to 0 the value for cargo for large tug...

So AGoetz good find http://forum.shrapnelgames.com/images/icons/icon12.gif

I'll have to check and see if I changed any other data (like min/max speed [number engines])...

Timstone December 27th, 2002 11:05 AM

Re: Babylon 5 Mod
 
PF: Could you please add the descriptions of the ships? I have The ones from Militaries of the League 2, but not the ones from Variants 5.
If you could mail me all of those, I'm a happy man.
Thanks, bye!

Timstone December 27th, 2002 11:05 AM

Re: Babylon 5 Mod
 
PF: So only send those from Variants 5. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder December 27th, 2002 01:43 PM

Re: Babylon 5 Mod
 
Timstone: Will do IF I get to work today (stupid starter went bad http://forum.shrapnelgames.com/images/icons/icon9.gif )

Sent http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 27, 2002, 22:35: Message edited by: pathfinder ]

pathfinder December 28th, 2002 02:19 AM

Re: Babylon 5 Mod
 
Gaim: bulkheads (armor) causing RCE (space used cause they load up on them). anyway to limit the amount used but still enable AI to use armor?

[ December 28, 2002, 00:19: Message edited by: pathfinder ]

Captain Kwok December 28th, 2002 02:29 AM

Re: Babylon 5 Mod
 
To the Bab5 team:

What has been the greatest challenge or caused the most problems in building this mod?

pathfinder December 28th, 2002 02:36 AM

Re: Babylon 5 Mod
 
Capt Kwok: IMHO is getting rid of RCE's caused by the QNP (engines/hulls & running out of space/exceeding space due to fitting of engines in new hull size). In other words the "many small engines" is giving me fits (especially since I don't fully understand it http://forum.shrapnelgames.com/image...s/rolleyes.gif )

[ December 28, 2002, 00:37: Message edited by: pathfinder ]

pathfinder December 28th, 2002 06:04 PM

Re: Babylon 5 Mod
 
My head hurts.... http://forum.shrapnelgames.com/images/icons/tongue.gif

Resolving the problems due to QNP is giving me a migraine..hehe

finally got the AI to accept heavy & super carrier hulls without RCE. Now the problem, IMHO, is that the darn things go too fast. Somehow I get kinda ill seeing Battleships and Dreadnoughts zipping along at 25-35 spaces per turn http://forum.shrapnelgames.com/image...s/rolleyes.gif . But at least the RCEs are gone http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie December 28th, 2002 08:54 PM

Re: Babylon 5 Mod
 
Sounds like the engine thrust needs to be scaled down a bit.

Can't you just load up the capital ships with weapons, armor and misc components, and then have the engines fill in the remaining space?

Set minimum engines and desired engines to something very low.
Then at the end of the misc abilities, add "standard movement", with "spaces per one :=1"

pathfinder December 28th, 2002 09:18 PM

Re: Babylon 5 Mod
 
SJ: I am not sure what settings to use to determine amount weapons and especially armor.

Hmmm...all the ships (all sizes) have that standard ship movement set at 25...??

one reason for the RCE was the AI trying to fit engines in after all that other stuff but exceeding the hull size in order to fit them in or so it appeared so to me.

[ December 28, 2002, 19:31: Message edited by: pathfinder ]

pathfinder December 29th, 2002 05:36 AM

Re: Babylon 5 Mod
 
Finally got rid of the Gaim ship builder RCE....had to fiddle with the min/max engines per move

Picard December 30th, 2002 05:02 AM

Re: Babylon 5 Mod
 
Hi

I had a question. I atempted to load mod in Space Empires IV Gold but came with alot of data errors and was unable to play the game. I also loaded the updates. Has anyone else experienced this problem. I also had the same problem with the sci fi crossover mod. I have the latest Version of the image mod and the quadrant mod.

pathfinder December 30th, 2002 05:26 AM

Re: Babylon 5 Mod
 
Picard: The MOD, in current form, is for non-gold. One gamer is trying his/her hand at changing it to gold but sure how long before it is done. not to mention it is hardly in complete form yet...

ALL: I maay be onto getting the ship hull/engine problems more or less fixed (thanks to SJ's suggestions on movement min/max and standard movement). Didn't do exactly as he said and need to tweek the snmaller ships a bit but seems to be on the way to a go...

[ December 30, 2002, 03:28: Message edited by: pathfinder ]

Timstone December 30th, 2002 03:22 PM

Re: Babylon 5 Mod
 
Hi everyone, I'm back!
Wow, Paris rocks by night! All is nice and quiet 6 in the morning, even in Paris.

PF: Thanks for the pics. I've send you an e-mail.

All: I know I've asked this before, but I need a reminder. When does the new DVD box (season 2) of Babylon 5 come out?

pathfinder December 31st, 2002 05:43 AM

Re: Babylon 5 Mod
 
So far the testing and tweaking is going ok (Abbai vs Minbari as a test). May need some tweaking but so far looks promising. Wednesday I'll continue and see if the larger ships do ok.

This is the engine/hull (hope no RCE) test..

Still can't the AI to design well for a full tech game (do not install engines! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif )

[ December 31, 2002, 03:48: Message edited by: pathfinder ]

Timstone January 1st, 2003 01:34 PM

Re: Babylon 5 Mod
 
Is there any news from Val? What the heck is he doing?!

pathfinder January 1st, 2003 03:24 PM

Re: Babylon 5 Mod
 
Been awhile since I e-mailed him. Guess it wouldn't hurt...

He was going on holiday/vacation (Las Vegas) when contact was lost..

Timstone January 1st, 2003 03:31 PM

Re: Babylon 5 Mod
 
Do you the honors, or do I?

pathfinder January 1st, 2003 03:54 PM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/blush.gif Just did it...

pathfinder January 1st, 2003 03:57 PM

Re: Babylon 5 Mod
 
SJ, Rollo, any other knowledgeable folks: Why would the AI start putting cargo pods in attack ships (ATM destroyers and frigates)? No requirement for such in vehiclesize.txt nor are there calls for that in AI_designcreation.txt.

Timstone January 1st, 2003 04:00 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
http://forum.shrapnelgames.com/images/icons/blush.gif Just did it...
<font size="2" face="Verdana, Helvetica, sans-serif">Ah, great. Hope he quickly returns.

pathfinder January 1st, 2003 05:16 PM

Re: Babylon 5 Mod
 
Timstone: e-mailed you a word document where I transcribed the Ipsha ship variant background material.

and BTW, my e-mail to Val failed. Seems he hasn't been cleaning it out.... http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/shock.gif

[ January 01, 2003, 16:50: Message edited by: pathfinder ]

Timstone January 1st, 2003 07:23 PM

Re: Babylon 5 Mod
 
PF: Thanks for the texts! I really like to read those and sometimes it give little hint on how the ship looks like.
A pity that the e-mail to Val failed.

pathfinder January 1st, 2003 07:52 PM

Re: Babylon 5 Mod
 
Found out why the Abbai were adding external cargo pods to their frigates, corvettes and destroyers: External cargo pods have an "ability" as armor...bleah. Now the AI won't get armor into designs because I refuse to add armor (~10 kt for "normal" armor sections) to AI_designcreations just to have 75KT external pods added as "armor" when the space is better used for weapons and/or sensors/ecm or "normal" armor!

[ January 01, 2003, 17:52: Message edited by: pathfinder ]

Timstone January 1st, 2003 08:30 PM

Re: Babylon 5 Mod
 
A question. I'm busy with the Ipsha shipset and I was thinking about the background. Would it be nice to give the ships a different background than the standard black?

Rojero January 1st, 2003 08:36 PM

Re: Babylon 5 Mod
 
Its your shipset man...do whatever you want...but black is a universal... http://forum.shrapnelgames.com/images/icons/icon7.gif
But again its up to ya

pathfinder January 1st, 2003 08:49 PM

Re: Babylon 5 Mod
 
The only problem with a different background would be in nebulae, black holes, etc (IIRC). The ships would have that background instead of the nebula. The black acts like blue or pink does in other games.... so if you have a starry background it would stick out as "different" against the SEIV sector background..

[ January 01, 2003, 19:03: Message edited by: pathfinder ]

Timstone January 1st, 2003 09:18 PM

Re: Babylon 5 Mod
 
PF: I meant the 128x128 pics. I know the "limitations" of the mini's. This afternoon I was busy searching suitable backgrounds and I found a lot on the site of the Hubble telescope. I guess I just experiment with them.

pathfinder January 1st, 2003 09:26 PM

Re: Babylon 5 Mod
 
Ah, oh..hehe....its your set http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder January 2nd, 2003 02:22 AM

Re: Babylon 5 Mod
 
Timstone: NO, no word from Val since the end of November.

Timstone January 2nd, 2003 02:46 AM

Re: Babylon 5 Mod
 
Can't we just send an e-mail to him, asking what's wrong?

pathfinder January 2nd, 2003 04:32 AM

Re: Babylon 5 Mod
 
Anuther question: How the blue blazes do I get the &^%$# idiot AI to build defenses? The Minbari are getting the poo beat out of them because they simply refuse to build planetary defenses and darn few attack-type ships for defense. Looks to me like they are still in exploration by the numbers of colony ships spewing out.

Rambie January 2nd, 2003 07:40 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
A question. I'm busy with the Ipsha shipset and I was thinking about the background. Would it be nice to give the ships a different background than the standard black?
<font size="2" face="Verdana, Helvetica, sans-serif">The portrait picutres don't usually use masking, but do sometimes, so you can put a background if you want.

Do a Google for a site call "Babylon 5 the place to be", they have some B5 models and nebula stuff.


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