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Geryon April 28th, 2003 05:25 AM

Re: Babylon 5 Mod
 
Ok, I'm done. I'll be sending the zip to your E-mail. It includes the Artemis Heavy Frigate, Tethys Cutter and Sagittarius Missile Cruiser and their minis, additionally I added a new Warlock I thought looked nice, in case you agreem, if not the current one is fine. http://forum.shrapnelgames.com/images/icons/icon7.gif

As far as weapons go, since I only partially grasp the concept of how they work in SE4, what I can tell you is that I prefer to maintain the canon weapons loadouts in ships. For example, I love the idea of upgrading the Hyperion's pulse weapons to as high as they eventually got (medium particle pulse in the main turret, heavy plasma in the single batteries throughout the rest of the ship) plus upgrading the side turrets from the plasma pulse cannons to the X-Ray laser beams (the refit done post-Minbari War) but I wouldn't like to see say the Hyperion fire lasers from all turrets (as I've seen in other game mods). But that's just my personal preference. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also out of pure curiosity...I noticed that the Lorkan, Markab and Gaim (Complete shipsets) and the Llort and Yolu (only a few bmps) are in the regular mod but not in your Gold conVersion. Any plans of converting the Lorkan, Markab and Gaim (Or do they work in the Gold Version as they are)? And thinking of completing the Llort and Yolu maybe including the Ipsha?

I was also wondering, since you've separated the League races into their own governments why do you have a League race?

[ April 28, 2003, 06:15: Message edited by: Geryon ]

pathfinder April 28th, 2003 12:31 PM

Re: Babylon 5 Mod
 
Got 'em. They look good!

Geryon April 28th, 2003 09:05 PM

Re: Babylon 5 Mod
 
Great, for armaments and sizes which should help when creating the ship information.

Tethys, is mainly an anti-fighter ship designed to patrol trade routes and protect against Raiders. It's weapons should be composed of anti-fighter weapons (if that's possibe) they can also be used as an anti-fighter screen when in fleet combat. The Tethys is a Cutter, possibly around 400 meters long and is the smallest capital ship in the EA. As far as it's behavior, this ship would work best as a defense ship I believe, though it should only be able to target fighters (if that's possible).

Sagittarius, is one of the oldest designs in Earth Force predating the Dilgar War. It's mission is basically to fire ballistic artilley (missiles) at long ranges. Particularly good against immobile targets such as bases and turrets though it is also perfectly capable of firing its missiles at other ships (Though it can do this fairly well, it's no where near as accurate against other ships as the Warlock's missile arrays). The Saggy has 4 main missile racks but no pulse or laser batteries (It is stated that it does have anti-fighter particle beams though). It's size should be a little smaller than the Hyperion Heavy Cruiser, possibly somewhere between 1100-1300 meters in length. This ship will probably always attack at maximum range since it only fires long range missiles.

The Artemis was designed to use the full capacity of the Rail Guns. It fires 4 forward Rail Guns and 2 backwards, the turrets can turn of course. It additionally carries 2 anti-fighter particle beams which are at it's sides. The Artemis has the thickest armor per inch of any other EA ship, making it sustain huge amounts of damage and continue to operate. The only flaw in the Rail Guns is that they have to be reloaded (though I don't know if that might work ingame). The Artemis is a Heavy Frigate, a bit bigger than the Olympus Corvette, approx. 500 meters in length. This ship could be set to attack from either optimum firing position or close range, whichever you think best.

I hope those small descriptions help so you can make the appropriate ship files and get them working in game. If you need anything please let me know. http://forum.shrapnelgames.com/images/icons/icon7.gif

And any word if the Gaim, Lorkan, Markab, Llort and Yolu work in the current Gold Version?

I've been also looking at the weapons loadouts in the design creation text and to say they are a bit confusing is putting it mildly. I see some lines of main and secondary weapons and number values attached to them...I'm assuming the numbers somehow match the weapkn the ship is supposed to have? I also noticed several unused design types such as Heavy Destroyer, Frigate, Corvette, Heavy Cruiser, and several fighter types. Maybe these can be useful for the new ships?

[ April 29, 2003, 08:14: Message edited by: Geryon ]

Fyron April 29th, 2003 06:36 PM

Re: Babylon 5 Mod
 
The B5 Mod PBW game could use a replacement for the Abbai.

Pocus April 29th, 2003 07:25 PM

Re: Babylon 5 Mod
 
which site host the B5 mod?
Is it playable solo, with fair AI?

does PBW games are launched often, I'm not ready still http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 29th, 2003 07:46 PM

Re: Babylon 5 Mod
 
Rambie's site hosts the mod. Skim back through the Last few pages to find a link to it in his sig.

Geryon April 29th, 2003 10:42 PM

Re: Babylon 5 Mod
 
Well my game finally arrived today (oh thank God) and I've been studying the manual to learn how it works and what can be done with it.

Pathfinder, you've been MIA for a couple of days, I hope everything's all right and it's nothing worse than finals or schoolwork (though that sucks too I know). I hope the descriptions and info I gave on the 3 ships in my Last post serve of some use for getting them ingame. I look forward to seeing them in any update you can put them in. http://forum.shrapnelgames.com/images/icons/icon12.gif

Also if you're interested I think I might be able to find the Cotton Fleet Tender to play the role of repair ship, if you'd like let me know.

Also a buddy of mine just got the game also, he had some difficulty in the installation process and I believe I read a few pages back that you should install into a temp folder and pass everything manually? Could you clarify this a bit for me so I can tell him exactly how to get the game going because he told me that he could see a B5 title and events but none of the races worked, he added the EA separately and then it worked. So if you can help me through the installation process I'll guide him (and myself lol) through it. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ April 29, 2003, 21:44: Message edited by: Geryon ]

pathfinder April 30th, 2003 12:32 AM

Re: Babylon 5 Mod
 
Geryon: One your question on the weapons & numbers---yes there are number codes for each weapon and that is how the AI decides what weapon(s) to place into each class of ship. Based on what has been researched and what is placed in the designcreation.txt file is what the AI ends up putting its ships. There are tonnage limits so after adding engines, reactors, ecm, sensors, armor and weapons space goes very fast. That is why canon ships will be a rarity (IMHO) in the AI ships and probably even in the human-designed ones until research has gone on for a while. The AI files can come close but not very close....

as for installation, hopefully someone else can clarify what I am about to butcher:

1: the MOD folder is placed as a sub-folder of the main SEIV folder. Critical here is the path file which is usually "naked" in the SEIV main folder has a statement in it "Using Mod Directory := None"; however, in order to use a mod one must say something like "Using MOD Directory :=B5". Or somefink like that. what I use is the SEIV launcher (it is included on the GOLD CD as the "Modlaunching" zip file in the extras folder).

I honestly can't remember the exact sequence but goes like this:

d/l the basic files from rambies site, then sequentially the patches then the gold update I did. hopefully this will get the files in the right place. when done the strructure should be :

Space Empires IV Gold/B5 (or B5 MOD or B5 MOD GOLD)/AI,DATA/Dsgnname, Empires, Facilities, Maps, Pictures, Readme, Sounds. In other words there is very nearly a complete new set of graphics, AI & facility & data files within the MOD. They follow the same general pattern as the un-modded game, at least in arrangement of folders and files. Hope I haven't confused you.....

Reason I install "out of game" is it is easier for ME to sort it out that way http://forum.shrapnelgames.com/images/icons/icon12.gif

and yes, me been pre-occupied: Father-in-law died and been getting stuff here & at work ready so I can attend funeral.

[ April 29, 2003, 23:43: Message edited by: pathfinder ]

Geryon April 30th, 2003 01:08 AM

Re: Babylon 5 Mod
 
Thanks for the clarification. I am sorry to hear about your father-in-law you and your family have my deepest condolences and take as much time as you need to sort out your family business.

Thank you also on the clarification of the installing process, you didn't confuse me...at least too much http://forum.shrapnelgames.com/images/icons/icon12.gif I'll install to a clean folder and see how folders are set up then I'll go over this again and make sure everything matches to what you said.

On the weapons thing, I guess then all I have to do is match the number values to the weapons to see what numbers mean what weapons and also examine the weapons per class to find out what weapons you've got on the ships, and hopefully I can figure out how to add the Tethys, Artemis and Saggitarius ingame (I senserely doubt just renaming the bmps will get them ingame and with proper weapons). If I can figure out how to do it I'll give it a go to take some of the workload off you. http://forum.shrapnelgames.com/images/icons/icon7.gif I also am confident I can find the EA Repair ship. I'll see if I can work out the Repair ship, supply ship and maybe a Minaelayer/sweeper also for you. Though it might be a while and I might not figure it out and have to ask you to get all of these ships ingame once you can get to mod again http://forum.shrapnelgames.com/images/icons/icon12.gif

Take care.

pathfinder April 30th, 2003 01:51 AM

Re: Babylon 5 Mod
 
Get them in game no problem...with canon weapons would be or at least perfectly canon...

Look at the regular game and see how the .bmp naming convention goes.

example: say you want the Tethys to represent the EarthAlliance escort class: the larger .bmp would be named EarthAlliance_Portrait_Escort.bmp and the mini would be named EarthAlliance_Mini_Escort.bmp. These two files would then be placed in the B5/Pictures/Races/EarthAlliance folder. They would replace whatever image currently represents that class for the EarthAlliance.

Also note one thing: If you want to establish particular .bmp for repair ships it CAN be done but a data file called vehiclesize.txt would need modifying to change the .bmp called from the regular transpot(s) to the "special" repair ship .bmp.

currently the .bmp maps used are:

Small repair tug = transportsmall
Medium repair tug = transportmedium
Large repair tug = transportlarge

[ April 30, 2003, 01:05: Message edited by: pathfinder ]

pathfinder April 30th, 2003 01:57 AM

Re: Babylon 5 Mod
 
A decent "How-to-Mod" site is Imperator Fyron's at:

http://galileo.spaceports.com/~kazha...gTutorial.html

It may help clarify some of the jibbering I am making.

Geryon April 30th, 2003 02:02 AM

Re: Babylon 5 Mod
 
Thanks again for the info and I'll definately be studying IF's "How to newbie SE4 modding".

I'll see if I can get these darn things operational or not. http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor April 30th, 2003 05:11 AM

Re: Babylon 5 Mod
 
Val has a Cotton Class bmp which would serve for a Repair Tug, he just hasn't used it yet. http://forum.shrapnelgames.com/image...s/rolleyes.gif And a generic small cargo transporter from the DVD.(very nice http://forum.shrapnelgames.com/images/icons/icon6.gif )

He also has new Hurr Abbai and others, race portraits from the DVD series.

We'll just have to wait for an update. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://forum.shrapnelgames.com/images/icons/icon12.gif
Sorry PF, I hadn't read all the Posts.

[ April 30, 2003, 04:16: Message edited by: Nomor ]

Fyron April 30th, 2003 09:46 AM

Re: Babylon 5 Mod
 
I could still use someone to take over the Abbai in the PBW game. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

A decent "How-to-Mod" site is Imperator Fyron's at...
<font size="2" face="Verdana, Helvetica, sans-serif">So did you pick decent to imply that it could use some work to be better, or did you just pick a random word akin to "good"? If there are problems with/in it, I'll be glad to fix them. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geryon April 30th, 2003 09:48 AM

Re: Babylon 5 Mod
 
Thanks for the scoop Nomor. I'm highly anticipating any kind of update from Val, but I'm still interested in helping out with whatever I can. I'm far from being any kind of real help because I'm a complete noob to SE4 modding. I'm practicing though. http://forum.shrapnelgames.com/images/icons/icon7.gif

It's good to hear Val has some more stuff, I already created the Cotton Tender bmps and I made the bmps for the Majestic Freighter (that's the same as the EA cargo freighter but with fuel tanks) to use possibly as a supply ship that goes with the fleets. I am lacking a Minelayer/Sweeper though have no idea what to use for that. In any case, I can use these myself as placeholders until Val delivers the real ones unless Pathfinder wants to look at them as temp placeholders for the mod also. http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh and IF, I'll let you know if your tutorial is effective on a newbie like me or just repeated sets of migraines after I give it a good read through and test it out lol.

[ April 30, 2003, 08:52: Message edited by: Geryon ]

pathfinder April 30th, 2003 12:35 PM

Re: Babylon 5 Mod
 
Geryon: Yeah, Val has race sets of the following from me: Brakirii (needs major re-work as some of the ships stink), partial Raiders, Gaim, Pak'Ma'Ra, re-do of Drazi, Abbai, Dilgar. The Abbai and Pak'Ma'Ra are available here at Shrapnel in the race style forum.

Example:

The rough Dilgar ship set for B5 MOD:

1043037950.ZIP

Abbai B5 placeholder racestyle/shipset.

1034052611.zip

[ April 30, 2003, 11:44: Message edited by: pathfinder ]

Netra April 30th, 2003 04:13 PM

Re: Babylon 5 Mod
 
When will there be a B5 mod for the gold Version of SEIV ready for use? if there is one ready what is the link? http://forum.shrapnelgames.com/image...s/confused.gif

Fyron April 30th, 2003 08:54 PM

Re: Babylon 5 Mod
 
Just skim back through the Last several pages of Posts to find it.

PF:
You missed my question. http://forum.shrapnelgames.com/images/icons/icon12.gif

Pocus April 30th, 2003 09:26 PM

Re: Babylon 5 Mod
 
Netra :

http://www.xmission.com/~rstulce/B5Web.htm

but incomplete it seems.

Geryon April 30th, 2003 09:57 PM

Re: Babylon 5 Mod
 
You did include most of these partial races or placeholder ones with your Gold conVersion I see, except the Gaim. The Pak'Ma'Ra, Dilgar and Abbai don't look bad at all imo. The Drazi have a few problems because of the coloring on some of their ships, I saw several Sunhawks with the front section green.

I see what you mean though about the Brakiri, I don't believe I saw a single one of their ships in there, if it's any help I can give you portraits for the following Brakiri ships: Avioki Heavy Cruiser, Tashkat Advanced Battlecruiser, Halik Gunboat, Falkosi Heavy Fighter and Brokados Carrier, it's not a lot but at least it's a start for the Brakiri if you want them.

pathfinder April 30th, 2003 10:24 PM

Re: Babylon 5 Mod
 
Pocus & netra: As Imerator Fyron says go back a couple of Posts or pages and I have the other files that flesh out the B5 MOD or at least to the point it is at...(yes, incomplete)

Geryon: reason no Brakirii are shown is I did not include the set I did. They are REALLY rough. I'll post later tonite and you can use or not as you wish but be sure to have a barf bag ready http://forum.shrapnelgames.com/images/icons/icon12.gif

The Avioki I did is REALLY bad...

[ April 30, 2003, 22:08: Message edited by: pathfinder ]

Geryon April 30th, 2003 10:56 PM

Re: Babylon 5 Mod
 
PF: Lol, ok I have the bag prepared and lots of Pepto Bismol...I also have a psychiatrist on speed dial in case this will cause permanent psychological damage. http://forum.shrapnelgames.com/images/icons/icon12.gif

Btw, what are those extended Groups of ships I see a lot used for? I've seen a lot of shipsets (outside the B5 mod) that have an extended group of ships like infantry, Carriermassive, resourcestation, resourceship,worldship, etc. Does the AI use these additional units as well or can it be made to?

pathfinder April 30th, 2003 11:06 PM

Re: Babylon 5 Mod
 
The extended shipsets are what are called neostandard set and yes the AI can be made to do those. B5 has the infantry as an "added value" to "troops". This what I was referring to when I said we could make the AI use the Cotton for a repair ship. all it would mean is changing one line in the vehiclesize.txt file in B5/data folder. course that means the B5 coder/programmer (I guess me since Val is AWOL again) would have to figure out what to call the ship in the AI folder. Probably somefink like repairshipsmall, repairshiplarge and repairshipmedium and change the line in the data folder. *shrug* can be done..

[ April 30, 2003, 22:07: Message edited by: pathfinder ]

pathfinder April 30th, 2003 11:18 PM

Re: Babylon 5 Mod
 
1051737325.zip

The Brakirii ship set I did for the B5 MOD. Really VERY rough set (placeholder only). Has a Gold compliant AI.

Bare, nekked files as it were so unzip accordingly.

Geryon April 30th, 2003 11:55 PM

Re: Babylon 5 Mod
 
Gotcha. Are you interested in using these additional ships though. I already made the EA Repair and Supply ships and can look for other things as needed.

Additionally, the Brakiri aren't as bad as I was expecting, some of the models are a bit plain yes but the overall designs aren't terrible at all. Still, I already made portrait/minis for the Avioki Heavy Cruiser, Tashkat Battlecruiser, Brokados Carrier, Falkosi Heavy Fighter and Halik Gunboat.

If you want the Brakiri ships I made and the EA repair and supply ships I can send them to you. Otherwise, I'll start working on getting them ingame at least for myself until Val or you develop the real ones http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 1st, 2003 12:56 AM

Re: Babylon 5 Mod
 
Geryon: go ahead and e-mail them. I won't be able to do much with them though until Sunday.

I'll do that vehiclesize.txt change after loading them in...should work AND provide some variety http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 30, 2003, 23:58: Message edited by: pathfinder ]

Geryon May 1st, 2003 01:50 AM

Re: Babylon 5 Mod
 
Great, they're on their way. If you can get these and the other 3 EA ships I sent you; Artemis, Tethys, and Saggitarius I'd really appreciate it. If not then I'll manage to get them in eventually. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 1st, 2003 02:26 AM

Re: Babylon 5 Mod
 
Geryon: Gaim, you say found not?

In pictures/races neutral look you must...

OR this download....

1051748635.zip

[ May 01, 2003, 01:32: Message edited by: pathfinder ]

jimbob May 1st, 2003 03:34 AM

Re: Babylon 5 Mod
 
The Gaim shipset looks great to me! (IMHO)
And with the exception of just a few ships that need textures, the Brakirii look great too.

jimbob

[ May 01, 2003, 02:36: Message edited by: jimbob ]

pathfinder May 1st, 2003 03:36 AM

Re: Babylon 5 Mod
 
Geryon, anyone???: Other than the EA, who had fleet tenders (repair tugs)?

After getting home Sunday I just may try to figger out how to make the EA AI design and BUILD repair tugs...and any other race that had repair ships in-fleet

Putting Cotton in as RepairTugMedium. Is the Majestic a larger civilian ship? If so, it will be the repairtuglarge http://forum.shrapnelgames.com/images/icons/icon12.gif

Halik "gunboat" = ??? Heavy Destroyer? Frigate?

[ May 01, 2003, 03:21: Message edited by: pathfinder ]

Geryon May 1st, 2003 04:22 AM

Re: Babylon 5 Mod
 
I have repair ships for other races but they are completely non-canon and were developed for the Armada 2 B5 mod. I'm not sure if you're interested in those but that's the best I can offer at the moment.

The reason I have the EA Cotton Tender is because that ship was developed (though never used) for the show, no other repair ships were created for any other race in the show. B5 Wars also didn't create any repair ships either (hell they don't even use the Cotton) so repair ships have been created from made up/or kitbashed designs. Still if you're interested in that I can send you what I have.

So you received the Last zip I sent you? Were the Brakiri and EA ships ok?

I'm definately going to check out these Gaim http://forum.shrapnelgames.com/images/icons/icon7.gif

The Majestic is a resupply ship, fuel and maybe weapons and the such so that ships don't require to go back to starbases all the time.

The Halik is the SE4 equivalent of either an escort or the ship that goes just above that one but smaller than a standard Cruiser.

[ May 01, 2003, 03:25: Message edited by: Geryon ]

pathfinder May 1st, 2003 04:41 AM

Re: Babylon 5 Mod
 
I guess that Halik will be the corvette (between escort and Frigate) then http://forum.shrapnelgames.com/images/icons/icon12.gif

Yup, got 'em (other pics) that's why me askin' about their size/type http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 01, 2003, 03:43: Message edited by: pathfinder ]

Geryon May 1st, 2003 04:54 AM

Re: Babylon 5 Mod
 
Ok then. In the E-mail I sent with the Lastest zip I briefly mentioned the classes of both the Brakiri and all of the EA ships I sent you. If you need any further info such as weapons or actual sizes let me know. http://forum.shrapnelgames.com/images/icons/icon7.gif

Btw what do I do with the neutral races that are the same as the new normal ones like the Abbai and Gaim? Do I leave the neutral Versions of these races in the mod also or just use the new ones? And also will these new races like the Gaim, Dilgar, Raiders, etc work without an emp file? Because there aren't any.

[ May 01, 2003, 09:34: Message edited by: Geryon ]

pathfinder May 1st, 2003 12:35 PM

Re: Babylon 5 Mod
 
Neutral Versions are the same as the others (I think). I'd leave them neutral ...for now anyways. You could, to make sure that AI isn't pre-Gold, overlay them (I gave the Gaim and Abbai their own AI even if neutral).

Neutrals don't require an .emp IIRC. It is better if "regular" races do...

[ May 01, 2003, 12:30: Message edited by: pathfinder ]

Fyron May 1st, 2003 04:53 PM

Re: Babylon 5 Mod
 
Abbai still need a replacement player in the B5 Mod Game on PBW.

Geryon May 1st, 2003 05:08 PM

Re: Babylon 5 Mod
 
Ok thanks for the info. I'll leave both normal and neutral Versions installed for now.

Have you decided the positions of the Brakiri and the other EA ships I sent you?

Halik as the Corvette sounds real good. Here's my suggestion for the ships. I guess you can put the Avioki as either the Heavy Cruiser or Battlecruiser if you want, the Tashkat maybe as the Battleship or Dreadnought, the Brokdaos would probably work as either the normal or large Carrier, Falkosi as the normal or large fighter. As for the EA I was thinking the Tethys could be the Escort, the Olympus (currently the Frigate) could be placed as the Corvette and the Artemis made the Frigate, the Saggitarius is tough, maybe the light cruiser or some kinda cruiser (doesn't really matter all that much all this ship does is spew out missile after missile), the Cotton sounds perfect as the medium repair tug and the Majestic I'd say as the supply ship. Any and all of these are subject to change to your personal preference, better suggestions, drunken mishap or innate madness. http://forum.shrapnelgames.com/images/icons/icon12.gif

And on a separate note...a buddy of mine is having problems with combat. He plays in tactical combat but lets the comp control the battle. But he tells me that then he can't access any of the panels and doesn't know how to accelerate or end the battles which drag on for a long time. Do you have any idea what this is about or how to get around it?

[ May 01, 2003, 17:10: Message edited by: Geryon ]

Nomor May 1st, 2003 10:39 PM

Re: Babylon 5 Mod
 
PF I don't think anyone else did.

The Repair Tug was my bright idea to Val when I first started emailing him. He liked it so much he bunged it in the mod pronto and got me working on other aspects. It was just coincidence that a Cotton Class supply ship was found on B5TECH.com.

The idea was to have a ship that could tow stranded vessels out of Black Hole systems. However the programme did not allow for this kind of action http://forum.shrapnelgames.com/images/icons/icon9.gif so the only compromise was to have a ship that could repair even if badly damaged.

It would make sense for any space age race to have some means of rescue or repair for ships that are very expensive to produce. EA have the Cotton Supply vessels, but any large ship like the Carriers should also be able to serve this function although not to the same degree as the specialist. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Other races could simple modify an existing combat hull to this purpose. Advanced races like the Abbai and Minbari etc. would simply have one of their large battle cruisers modified to serve this roll, and leave it looking like any other ship so as to not attract undue attention or reveal it's vulnerability.

I'm sure that most EA war ships can link up air locks and tether to one another to act as an engine for the other. Even the fighters had a grapple design to allow them to piggy back, so to speak. Other races with less modular designs would have to be explained away some other way.

The Cotton Class could be made available to the lesser league races as a sort of lend lease, like the Sherman Tanks to the Brits in WWII. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

IF: I'm sorry I can't take on the Abbai, limited PC time. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ May 01, 2003, 21:43: Message edited by: Nomor ]

pathfinder May 4th, 2003 01:59 AM

Re: Babylon 5 Mod
 
Geryon: I did pretty much as you patterned for the EA and only slight variance for them : the Majestic I have as the large repair ship. The Brakiri same except: Taskat as the Brakiri battlecruiser.

and as for the other repair ships. the AI currently uses the tarnsport .bmp as the ship hull. *shrug* no biggie (IMHO). The AI will design the repairships but I haven't seen them use the hull yet...I'd probably have to put a call for that in the vehicle construction file (not sure how to do that)..

[ May 04, 2003, 01:04: Message edited by: pathfinder ]

jimbob May 4th, 2003 03:37 AM

Re: Babylon 5 Mod
 
RE: B5 PBW game.

Hey, I just got an RCE error message when playing my turn. Actually I got a few of them, and I just clicked the "ok" box. What effect will this have on my turn? Is it a real RCE message? I ask because I was able to finish my turn. unfortunately my sector screen and my galaxy screen went completely black.

Help?

pathfinder May 4th, 2003 03:40 AM

Re: Babylon 5 Mod
 
jimbob: ugh....mine went ok, so not sure what happened. Not sure what the cure would be...what race are you?

[ May 04, 2003, 02:40: Message edited by: pathfinder ]

jimbob May 4th, 2003 03:49 AM

Re: Babylon 5 Mod
 
playing the Raiders. Made a medium transport ship with a speed of 10.

I've never come across the RCE message before - I guess my biggest question is "how screwed am I" http://forum.shrapnelgames.com/images/icons/tongue.gif

pathfinder May 4th, 2003 03:54 AM

Re: Babylon 5 Mod
 
good question: In single-player: not much (go to turn before and not do the action that caused the RCE and maybe it won't show again). However, since this is PBW....wondering if you are using "regular" Raiders or B5 nomad...the Nomad stuff is incomplete (as is Technomage).

jimbob May 4th, 2003 03:59 AM

Re: Babylon 5 Mod
 
I inherited the race from Canuck. He had realized that the nomadic trait was incomplete, so designed them to be "normal". I'm pretty sure that my error message was independent of the racial traits.

So will my turn process?

pathfinder May 4th, 2003 04:02 AM

Re: Babylon 5 Mod
 
Don't know: This my 1st PBW and I am not sure of the mechanics.

Geryon May 4th, 2003 04:49 AM

Re: Babylon 5 Mod
 
Hey Pathfinder sounds like a real good setup. Since the Boards had apperently taken a nosedive recently I tried to use your advise and Imperator Fyron's modding tutorial to get those darn Repair ships set up.

As you suggested I copied the file of the medium and large repair tugs and renamed them so they can use the Cotton's and Majestic's bmps. I'm hoping I did this right all I changed was the first 2 lines (Name and short name) from medium and large repair tug to medium and large fleet tender. I also changed the bmp name so that these new entries use the Cotton and Majestic bmp and not the transports. Everything else I left the same though, Code and every other line.

I hope you don't find this too disappointing but as I was toying around with the Tenders I kinda got inspired and rearranged the EA shipset for myself, here's my new list:
Baseship: Victory
Dreadnought: Warlock
Battleship: Omega-X
BattleCruiser: Omega
Heavy Cruiser: Nova
Cruiser: Tempest
Light Cruiser: Hyperion
Heavy Destroyer: Saggitarius
Destroyer: Equador (that's your current Cruiser)
Frigate: Artemis
Corvette: Olympus
Escort: Tethys
Medium Repair Ship: Majestic
Large Reapir Ship: Cotton
Tiny Transport: Iron Side Crew Shuttle
Small Transport: Skylark (Your current Escort)
Medium Transport: Kneale (Your current Large Transport)
Large Transport: Asimov (The unused ship in set)

I kept the Carriers, stations, troops etc the same. But I got "inspired" so I made some of the new ships you see up there, lucky for me all of the other sizes (beside the new repair ships) were already in the vehiclesize.txt. I know there is some AI file I have to edit for the EA to use all of these as well but I don't know what file and what to change (since I play EA it isn't a necessity for the time being). So what do you think? Any comments, suggestions, flying cabbage? http://forum.shrapnelgames.com/images/icons/icon12.gif

I also incorporated the Brakiri ships I made, and replaced 2 of the Drazi green ships with a couple of Drazi ships you have in the generic race folder.

The next thing I will tackle though wilkl be those Minbari Transports, having the Centauri Carrier there is just disturbing. http://forum.shrapnelgames.com/images/icons/tongue.gif For the small transport I was thinking the non-combat Flyer, for medium maybe the Blue Star since they have the WS, and for the Large Transport I think the trasport from the movie In the Beginning. Any ideas?

AGoetz May 4th, 2003 08:36 AM

Re: Babylon 5 Mod
 
re : new Gaim shipset
As I'm laying the Gaim in the PBW I just had have a look. Ohh, pretty. http://forum.shrapnelgames.com/images/icons/icon7.gif

re : RCEs in PBW
No idea on what effect it has during a players turn. I know in single player that a RCE during the AI processing kills the game. Tip : never let the combined ship speed from your engines (before the divisor from ship size, not counting bonus moves) pass 255. Simple Version of this rule - keep your engine count to at most 30 and you should be safe no matter what engines you fit. It's a limitation of the game engine.

pathfinder May 4th, 2003 02:27 PM

Re: Babylon 5 Mod
 
Geryon: in order for the game to use those repair tug images you have to re-set a line in yhe data/vehiclesize.txt. I'll post that file ASAP.

I named the repair tug .bmp:

small: repairtugsmall
medium: repairtugmedium
large: repairtuglarge

The .bmp should be named the same.

OR

here is the line I changed:

Name := Small Repair Tug
Short Name := Small Repair Tug
Description := A small craft based off of a standard Small Transport hull that has 2 on board Maint Bots capable of doing on the spot repairs. Extra crew quarters are required for the workers.
Code := SRT
Primary Bitmap Name := RepairTugSmall
Alternate Bitmap Name := TransportSmall

I changed the "primary bitmap name" line.

same line changed for medium and large tugs. as you see the shipsets that do not have a bitmap with the specific name will use the transoport ship as their .bmp.

Geryon May 4th, 2003 02:42 PM

Re: Babylon 5 Mod
 
Ok so it's pretty much as I thought, thanks. I'll be refitting it accordingly to match what you described. Hey what do you think of using the Tonka Construction Fury as the small repair tug?

Will the AI build ships such as the Heavy Destroyer, Corvette and the such? Because as of now my EA has a full house shipset.

I'll also give you a holler once I have those Minbari Transports done if you'd like them.

[ May 04, 2003, 13:46: Message edited by: Geryon ]

pathfinder May 4th, 2003 03:12 PM

Re: Babylon 5 Mod
 
Yes, the AI will build corvette, heavy destroyer, etc. now with "new" bitmap images a different pic will be displayed. The AI will build them in accordance with the instructions in the designcreation.txt file for each of the races that have them. those that do not will will a "generic" one from the racegeneric folder.

On the EA small transport: ok by me..

hehe, on the Minbari:

I had changed all (tiny, small, medium) but the large transport to placeholders made in DOGA. So fire away http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 04, 2003, 14:17: Message edited by: pathfinder ]

pathfinder May 5th, 2003 01:06 AM

Re: Babylon 5 Mod
 
Change to vehiclesize.txt. Allows a new bitmap (repairtugsmall/medium/large)for repair Tug.

1052089468.zip


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