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Re: Babylon 5 Mod
Val/SJ, et al.... been comparing the Hyach (uses default AI in my setup) vs the EA. One peculiar thing I noticed was that the Hyach will put reactors in their attack ships (escorts) and troop ships (small transport) the EA didn't until I deleted the .emp file and made a new one. Colony ships still don't put a reactor on board nor will pop transports.
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Re: Babylon 5 Mod
First Things First - Here are the latest Data/AI files--
DataAI041202.zip Something that needs to be done- Mod the Systems so blackholes & nebula have an 'invisible' star, using either the BlackHole Star or 'blank' star from the planets folder. This is important for the reactors to work properly. Pathfinder: Oh man! I can't believe you actually printed the whole kit-n-kaboodle out! Insane!! Well, at least you'll get a good workout carrying it around http://forum.shrapnelgames.com/images/icons/icon12.gif If you would like a list of the Weapon Families by race, I am working on an Excel list to make AI modders lives easier. If you were printing out for some other reason, let me know what you are looking for and maybe I can make your life easier http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks much for the tireless effort (that goes for everyone else working on this as well). You might want to use the latest Data and such files posted above and move all the old EMP files and AI out of the mod folder. Andy: Right now my main site is down, but you can go to one of the other sites (SJ posted a link below, plus there is a mirror at SJs site and may soon be one at Rambie's) and if you just download the Races zip file, you will have the shipsets for everything we currently have. The actual mod aims to go much further though. Once the mod is completed it will have different graphics (including win/lose/title screen - thanks Rambie), a variety of new weapons (when Last counted over 200 unique weapons each with up to 10 Versions), different armor system (thanks SJ), some new shipsets (such as the Shag'Toth, aka SoulHunters, and Hyach - thanks Oleg & Zircher), new Random Events (including Dracus' - Danka) and quite a few other things (thanks Atomannj, Master Belsarius, Imperator Fyron & Pathfinder). But we need people to test it as we get the AI finished and start working on the individual AIs, so if you're up for it http://forum.shrapnelgames.com/images/icons/icon12.gif Engines & Reactors: Revised both for all types. AI is much happier with it this way. Size is consistant, thrust/cost/struct differ. Instead of Light/Medium/Heavy/Huge now Prototype/Standard/Advanced/UltraEffecient. Reactors provide enough fuel for ship to avoid the Narn circle (fly out one turn, fly home next because it thinks supplies are low). Hope y'all like. AI: Working a bit better, still working on base AI, though I have at least changed the racial AIs to include their individual races as a first step. Weapons: Still have to add ElectroMag and Gravitic. Now that engines/reactors are working I will do this weekend. |
Re: Babylon 5 Mod
Val: Yeah, I was looking to setup a database or spreadsheet so that weapons mod-stuff would be easier http://forum.shrapnelgames.com/images/icons/icon12.gif
I'll go ahead and get those data/ai files http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
*Dances jig* WHooHoo! ya got the reactors fixed!
*Salute* Good job Val! Only one not using them is the escort-based satellite layer *shrug*... |
Re: Babylon 5 Mod
Ah, who needs satellites http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
WeapList.zip
Here is a rough excel sheet, if you look in the tech column you can see what race the weapon is for (in some case more than one race). Also, most basic weapons can be researched by all races (such as light/medium lasers) up to a certain level, then you need to have the specific racial trait or tech (depending). I also included a corrected AI and Data folder (1 file in each). Doesn't do too much, just corrected a few things. Must get some rest now....... |
Re: Babylon 5 Mod
Thanks everyone I've downloaded nearly 5 meg of race piccies, will see if I got the right file!
Andy |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andy Watkins:
Thanks everyone I've downloaded nearly 5 meg of race piccies, will see if I got the right file! Andy<hr></blockquote> See what have you done : "The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information. Access to this site will be restored within an hour. Please try again later." - this is what I get when I tried to download B5 files. http://forum.shrapnelgames.com/images/icons/icon10.gif Geocities sucks ! |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andy Watkins:
Struggling a bit with the piccies. What I have tried is moving the Earth Alliance directory into the main game pictures/races directory. When I looked at the others they had about 6 or so .txt files for aggression, facilities etc, these did not appear to be with the race pics on the B5 page, and from what others have said I am not sure if they would work with SEIV gold anyway?? --- Andy<hr></blockquote> Race AI files are in separate download link "AI files 1.49" and yes, AFAIK, they will not work with Gold. But you can still utilize EA speach file. It is quite hilarious. |
Re: Babylon 5 Mod
Sorry to be dim, but I have been playing for a couple of weeks (with the speakers switched on!) I get explosions in combat but that is it, I have never heard any voices?
Andy But you can still utilize EA speach file. It is quite hilarious.[/QB][/quote] |
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