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Re: Babylon 5 Mod
Diplomacy is one of the areas I find a bit lacking, though one can have decent diplomacy until one reached mega evil empire or MEE.
One of the difficulties in MODding the AI I was trying to get across are the ship variants...very difficult to setup and stay "canon" IMHO. [ April 19, 2003, 00:51: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Well if you're ever in need of any info I can provide with my AoG or my TBP RPG books let me know. Especially anything on the variants in terms of weapons and balance.
Btw, I completely agree that AI is absolutely the worst part of modding in any game. |
Re: Babylon 5 Mod
Trying a different model/graphic for the Vorlon destroyer:
1050845937.ZIP What do ya think? Also working on the Vorlon Light Cruiser. |
Re: Babylon 5 Mod
Where can I pick up the Gold B5 Mod? I checked out the B5 Mod page but wasn't sure which of the files I needed to play.
Also, is the Gold Version updated like the non-gold Version or will I regret sending in my original SEIV CD? Thanks! |
Re: Babylon 5 Mod
ts22:
First file is the zip for the two readme for the B5 MOD - Gold, second is the AI+Shipsets. 1: 1044154075.zip 2: 1044155514.zip I don't know how to make this zip file load directly to the mod folder, so I just send it to a dummy folder then copy them manually to the mod folder. |
Re: Babylon 5 Mod
Thanks!
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Re: Babylon 5 Mod
ts22: you may want to d/l the "core" files from Rambies site to establish the base, then apply the files I posted. Been so long since I did anything with the MOD I can't remember what I included in the Gold files.
http://www.xmission.com/~rstulce/B5Web.htm [ April 20, 2003, 22:36: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Quote:
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Re: Babylon 5 Mod
Hey Pathfinder, just checked out the new wip Vorlon Destroyer and it looks pretty cool. It definately looks clearer than the older Version which seemed a bit blurry.
My only recommendations would be trying to add the "dark patches?" that run across the hull of the ship...that black stuff that kinda swims through the hull and makes the hull look organic. As for the model itself is good, though the petals in the back don't look quite right grouped like that. All Vorlon ships I've seen with petals have them in cross shaped positions; up, down, left, right; these look grouped 2 up and 2 down. If that can't be fixed then no worries, the ship looks really good. |
Re: Babylon 5 Mod
Geryon: This better? Those petals are a beatch...they keep occluding the ship hull from light source http://forum.shrapnelgames.com/images/icons/icon12.gif
Vorlon Heavy Destroyer: 1050979054.zip I can delete a couple of the petals...2 up, 2 down? |
Re: Babylon 5 Mod
Pathfinder that looks real sweet. The armor looks real smooth, excellent job.
I might not have explained myself clearly on the petal thing. The ship looks great now as it is but just to clarify what I meant. I see you added 2 petals to extend from the sides, that's more or less what I meant. If you look at the Lightning Fighter and the Ambassador Transport they have 4 petals, one extends upwards, one downwards and one to each side...in the original Version you had 2 extending upwards and 2 downwards. Basically, the 2 petals you just added are corretcly placed but there should be 1 petal extending up and one down, not 2 up and 2 down...see what I mean now? That is of course keeping the 4 petal standard used in these ships I mentioned, it's not like they have to be all the same. http://forum.shrapnelgames.com/images/icons/icon7.gif On the other hand, the ship now has a more unique look to it as it currently is with 6 petals (which no other Vorlon ship I recall has) so it's perfectly fine the way it is and doesn't require any further changes unless you personally want to change something. It looks really good congrats. [ April 22, 2003, 05:23: Message edited by: Geryon ] |
Re: Babylon 5 Mod
Or simply a sans-serif "x"
From the sounds of it, you've got an "H" shape instead of an "X" |
Re: Babylon 5 Mod
Yeah like a cross. Still as I said the Last one you put up looked great so there isn't a real need to change it.
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Re: Babylon 5 Mod
Kinda like a cross instead of an X?
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Re: Babylon 5 Mod
I'll leave that heavy destroyer as is and add some petals to the destroyer (same model & texture, just different # of petals http://forum.shrapnelgames.com/images/icons/icon12.gif )
SJ: Naw, the heavy destroyer has an asterix (6 petals) http://forum.shrapnelgames.com/images/icons/icon12.gif [ April 23, 2003, 00:40: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder's Vorlon Light Cruiser:
1051057913.zip Question: Stay as is or should I change texture of the tentacles to match the "torso" or hull? |
Re: Babylon 5 Mod
Maybe the tentacles should be set to a more normal angle? They look kinda odd in that position they are in. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ April 23, 2003, 01:45: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
IF: At least they aren't trying the Gryphin Position or Circling the Wagon http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Babylon 5 Mod
That Light Cruiser is sure looking good PF. http://forum.shrapnelgames.com/images/icons/icon7.gif
I agree with Imperator Fyron about the tentacles. Something looks just not quite right like that...like the builder had a few too many on the job. http://forum.shrapnelgames.com/images/icons/tongue.gif Are you going to use the Vorlon Destroyer from the show? The Red One. |
Re: Babylon 5 Mod
The tentacles are a bit thick...working on them http://forum.shrapnelgames.com/images/icons/icon12.gif and as for the builder having too many on the job http://forum.shrapnelgames.com/images/icons/tongue.gif (probably)
As for a red destroyer...*shrug* I have only seen 2-3 of the shows, so not sure what that is/was. only ones I have seen (in color) are from the B5 tech web site (yellowish with blue petals) [ April 23, 2003, 03:46: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Wow a modder that has barely seen the theme he is currently modding...now I'm going to need a few too many. http://forum.shrapnelgames.com/images/icons/tongue.gif
Doesn't matter that much, the Red ship is the Vorlon Destroyer, seen mostly in background fleet shots and briefly up close in the movie Thirdspace. But if you need references for Vorlon ships or any others, these sketches may be useful. http://www.wolfsshipyard.mystarship.com/drawings.html Just my recommendation though, stick towards the stuff labeled canon...those are the ships from the series and the B5 Wars game...the completely non-canon ones may have a couple of interesting ones but ultimately they look like massive kitbashes on steroids, particularly in the EA non-canon Groups. The ship size charts have some good side shots of the official ships of most races so that might give you an idea of what to search for inside the race sections. |
Re: Babylon 5 Mod
Geryon: Hehe, yeah. Most of what I draw from are the AoG books, the B5 tech website and a couple of others I have since lost the links to. and talking back and forth with Val (and others)...
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Re: Babylon 5 Mod
Well I'm afraid I'll still be only of partial use since severe shipping problems have delayed the arrival of my game...this is so disappointing, I ordered it almost 2 weeks ago and was supposed to receive it in 2 days and they haven't even shipped it to me yet http://forum.shrapnelgames.com/images/icons/icon9.gif
God I hope they can sort this out because I'm really interested in playing this darn Mod http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
I made some new ship models for the Vorlon shipset. The destroyer/heavy destroyer hull seemed a bit blurred (IMHO) and the transports & colony ships minis didn't look right (again IMHO); so I made new ones http://forum.shrapnelgames.com/images/icons/icon12.gif
1051150999.zip |
Re: Babylon 5 Mod
Kinda whacky that there's a colony ship picture, but that the ancients can't colonize http://forum.shrapnelgames.com/image...s/confused.gif
jimbob |
Re: Babylon 5 Mod
I like the new shipset very much PF. Vorlons with colony ships is a bit weird but I suppose practical and necessary for the game.
Hell, they do have a bunch of territories aside their homeworld they must have transported colonists there with something...somehow I doubt they all appeared in those planets out of spontaneous combustion. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Vorlon colonyships: The game would use a ship from that folder or a generic one and I prefer a race specific one http://forum.shrapnelgames.com/images/icons/tongue.gif . Yes, as currently configured in "normal" or as prefferred by most, especially in PBW the Ancients are not capable of colonizing EXCEPT when planets are gifted. However, one CAN setup single-player to have them enable to colonize (VERY tough games http://forum.shrapnelgames.com/images/icons/icon12.gif ).
[ April 25, 2003, 01:35: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Where can I find the EMP Files for all the other races on the Mod or do I need to go in and do them myself?
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Re: Babylon 5 Mod
KlebDoG: If you are in a hurry do them yourself OR wait until I can zip what I have and post them. Which Version of SEIV do you have (Gold and 1.49 "old" have different files)?
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Re: Babylon 5 Mod
Pathfinder's B5 .emp files for the 1.49 "old" Version of game:1051309218.zip
Pathfinder's B5 .emp files for the Gold Version of game: 1051309310.zip |
Re: Babylon 5 Mod
My current single-player game (B5 Gold): Narns seem to bit off too much--at war with both ShagToth and Minbari. They ShagToth on the ropes then blam their fleet got hosed or left to take on the Minbari and then got hosed there...
I have the EA and am at war with Minbari and dancing a fine line between the Brakirii and Vorlons who are at war with each other.. [ April 26, 2003, 20:59: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Can someone that knows where they are post links to all of the latest files for the 1.49 Version and the Gold Version of the B5 Mod?
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Re: Babylon 5 Mod
IF, this is the latest Gold less the Vorlon graphics updates I posted a day or so ago:
First file is the zip for the two readme for the B5 MOD - Gold, second is the AI+Shipsets. 1: 1044154075.zip 2: 1044155514.zip You may want to d/l the gold "base" stuff from Rambie's site then overlay this into it. I don't know how to make this zip file load directly to the mod folder, so I just send it to a dummy folder then copy them manually to the mod folder. [ April 26, 2003, 21:08: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey PF, just to make sure I have everything I need to run the Gold Version of the mod when the game finally arrives, could you list me exactly which files I need, I seem to have about a thousand zips right now...
Currently I have everything in Rambie's site; Core, data files, and 3 updates. I also have your Gold conVersion, latest Vorlon shipset and the new emps you just released. Do I need anything else? And in what order should I install these? Should I first install the Core, then normal data and 3 updates and then your gold conVersion, shipset and emps? Or should I just install the Core and then your Gold conVersion, shipset and emps? Thanks bud. Btw, what are those new emps for? I guess I'll find out what an emp is when my game arrives huh http://forum.shrapnelgames.com/images/icons/icon7.gif Oh yeah and one more question, how does the combined League race work if you have them separated by race? There's Brakiri in the League race fighting the Barkiri government? Was wondering about that. [ April 27, 2003, 03:08: Message edited by: Geryon ] |
Re: Babylon 5 Mod
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2-Yes http://forum.shrapnelgames.com/images/icons/icon12.gif (I thimk). 3-The .emp are the basic start-up setup factors for your race and the AI (numeric values for how well a race does certain characteristics/traits) Before doing this look at the folder & file structure of the game. The Mod should be in its own sub-folder which looks something like this (crosses fingers that I get it right): shrapnelgames/malfador/seiv/B5 [ April 27, 2003, 03:16: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
LNAW Vs Brakiri or others in the LNAW? hehe...it gets confusing at times....no way to stop it unless you manually setup the races that you play against in single-player.
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Re: Babylon 5 Mod
Thanks Bud. Hopefully I'll get the game on Monday and start wrecking havoc in the B5 universe. http://forum.shrapnelgames.com/images/icons/icon7.gif
Have you thought about using the Tethys Cutter, Artemis Heavy Frigate and Sagittarius Missile Cruiser? Or any other B5 Wars ships I could help you out with? Thanks again. [ April 27, 2003, 03:21: Message edited by: Geryon ] |
Re: Babylon 5 Mod
Geryon: Actually yes on the other ships....seems the Nova is being used as a destroyer, so maybe an enterprising soul could re-do some the ships http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
It's such a shame when I think about it. Long ago, before I even had ordered the game I had made my very own EA shipset but eventually erased it when I was convinced I wasn't getting the game...oh well.
Anything in particular I should know about the ships or at least the type of ships you'd like me to find? So that I might have an idea of what to look for. Still keep the Nova in there though, I love that ship. The only thing that I've never agreed with is the Nova firing lasers, fine with Omegas that have a specialized turret to fire both pulse and beam weapons but the Nova has exactly the same cannons as always I kinda like the idea of it firing the heaviest pulse weapons (stronger than the Omega's) but no lasers, after all the pulse cannons on the Warlock are the ones taken from the Nova stated by Tim Earls CGI director of B5 and creator of the ships. [ April 27, 2003, 04:06: Message edited by: Geryon ] |
Re: Babylon 5 Mod
Geryon: How's this for a Tethys? Darn hard to get the aft or rear done correctly http://forum.shrapnelgames.com/images/icons/icon9.gif
1051453497.zip Oh, and would the Tethys be a scout/escort or corvette/frigate or some other class/size? EA Sagittarius missile cruiser?: 1051456890.zip EA Artemis?: 1051463470.zip One thing to think abou: SEIV has the ships set by class/size (scout, escort, corvette, frigate, destroyer, etc) not by model (Sagitturus, Tethys, Nova, etc). [ April 27, 2003, 18:12: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey Pathfinder. Those aren't bad at all, still they are a bit different from the actual ships. Here is a link to a B5 RPG which currently is using these ships:
http://www.sgnOnline.com/vb/showthre...=&threadid=789 Those are small pics of the high poly models. If you need multi-angle shots, I can provide them for you using the models I have for my ST Armada 2 B5TC. I can send you pictures of that and any other ship you need to give you an idea what they look like. Just let me know how it'd be best for you; if by E-mail or if you have MSN Meesenger I can give them to you directly. As for the sizes, the Tethys is a Cutter (that's the classification of patrol boats used by the Coast Guard) so I suppose the nearest thing in SE4 could be either Escort or Scout. The Sagittaius is a Guided Missile Cruiser so you can classify it as any kind of Cruiser you want, though the Sagittarius is used as a ranged artillery ship only, no pulse or beam cannons so maybe it might be considered less than the Hyperion which has both pulse and beams (maybe the Sag can be a light cruiser? Or any class that might be used as a artillery ship). The Artemis is a Heavy Frigate. Frigates usually have special roles and weapons suited for that role. The Artemis is equipped with 4 forward and 2 backward Rail Guns. Rail Guns (in case you don't know) are cannons that use series of magnets to propel uranium shells at extremely high velocities, these shells punch through enemy armor and explode releasing high radiation (kinda double wammy) the trouble with Rail Guns is that they have to be constantly reloaded since they use munitions, still the Artemis is a bit bigger than the Olympus Corvette (somewhere between 450-500 meters in length-Olympus is 444m) and the Artemis is also made with the thickest armor for its size making it a really deadly opponent (it's listed as the only ship really capable of damaging Minbari Sharlins dring the war). |
Re: Babylon 5 Mod
That is a cool forum... Very interesting...
All I have to say is why ? Why give me another forum... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Sorry there Tesco, that's where the Armada 2 mods are based, along with the B5 one.
They also play that B5 RPG and since they have the EA shiplist which has all the ships except the Warlock and Omega-X (because they aren't in that timeline yet, they're playing season 2). Anyways, I thought PF could use those pics of the ships we were talking about, near the bottom of the thread, as reference. |
Re: Babylon 5 Mod
Hmmm...details. Having difficulty with details and if I manage to do them then they don't show when rendered...limitations of DOGA (and me) I am afraid. I'll keep plugging as I find time.
Yes, the pics are excellent (better than the sketches I have in the AoG books). |
Re: Babylon 5 Mod
So do you need me to take those multi-angle shots for you? Or are those pics enough?
If you want me to take the shots let me know how to send it to you, e-mail or if you have MSN, let me know http://forum.shrapnelgames.com/images/icons/icon7.gif Btw, the ship you made for the Sagittarius looks a lot like the Oracle Scout Cruiser (used for Electronic Intelligence). It's almost the same hull frame as the Sagittarius minus the Missile racks, there is a pic of the Oracle in the link I gave you also, in case you still want to use it. [ April 28, 2003, 02:13: Message edited by: Geryon ] |
Re: Babylon 5 Mod
I have details enough I think, just gonna be a bit difficult to get some of the detail work to show.
DOGA is a decent, if simple, 3-d modeler & renderer. It has some limitations, mainly difficult doing curves and a limited group of parts to bolt together. I have had very limited success in making those parts myself. |
Re: Babylon 5 Mod
Is there any particular reason you need to model the ships themselves? Cant't you make the large bitmaps from the pictures in that link I gave you? You do have the same Poseidon, Nova and Hyperion as they do.
The only portraits I see giving somewhat dificulty are the minis because they are overhead shots, but I can take overhead pictures of the Armada models and convert them to bmp. Unless you specifically need or want to make the models. It could save you a lot of grief just using the pictures in the link and I can provide the overheads, just a thought. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
No problem, either way. BTW, welcome to SEIV and the B5 MOD http://forum.shrapnelgames.com/images/icons/icon10.gif
Since the majority of the EA bitmaps/pics are copies of stuff from the internet it maybe be better for consistency if pics rather renders of 3-d models are used http://forum.shrapnelgames.com/images/icons/icon12.gif Portraits are 128 pixels by 128 pixels and minis are 36 x 36 pixels. Both have black backgrounds (for transparency against the system graphics). [ April 28, 2003, 02:45: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Thanks for the welcome. http://forum.shrapnelgames.com/images/icons/icon7.gif
I should be able to have the portraits and minis by later tonight or tomorrow, we can discuss weapons loadouts then. As you know I don't have the game yet and will rely on you for that. http://forum.shrapnelgames.com/images/icons/tongue.gif I'll give you a shout when the Artemis, Tethys and Saggi are ready for "deployment". |
Re: Babylon 5 Mod
Cool!
Coupla pointers (if you don't already know)...mini's the bow is normally at the top of the pic. If it isn't close to straight the image "wriggles" as it goes across the screen. No real big deal as even some of the "stock" images do that. The portrait is used in-game as a larger pic used when designing, etc. The mini is what actually goes across the screen during movement. Weapon load-outs are set in the designcreation.txt file for each of the races. Primary and secondary weapons can be designated and usually the AI will place, after researched, at least 1 point defense (anti-fighter) weapon. Kinda limits what the AI will use. I keep having to re-visit this file as I find out more of the load-outs. One caution is that numerous variants per "canon" probably won't go. One as top-end for each class is of course. No telling what shows up before, except the AI uses "best" of currently available of each weapon designated for each class in the designcreation.txt. Of course, as the non-computer player, you can be as close or far from canon as you like http://forum.shrapnelgames.com/images/icons/icon12.gif Me I use the it depends...against Minbari, Shadows and Vorlons I use ballistic weapons for the stand-off. Others, just depends how "in your face" I feel http://forum.shrapnelgames.com/images/icons/icon12.gif e-mail: OF_pathfinder@hotmail.com [ April 28, 2003, 03:24: Message edited by: pathfinder ] |
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