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Re: Babylon 5 Mod
What is the link for the most up to date B5 Mod?
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Re: Babylon 5 Mod
Dragonsword:
I honestly can't remember the exact sequence but goes like this: d/l the basic files from rambies site ( http://www.xmission.com/~rstulce/B5Web.htm ), then sequentially the patches then the gold update I did. 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 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 [ May 05, 2003, 03:16: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
whats rambies sites address? I use to have it but lost it in a restore.
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Re: Babylon 5 Mod
Duh, never mind http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Lurking while I posted, eh? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Thanks so much for the updated vehiclesize.txt Pathfinder. I've almost finished those Minbari Transports but I haven't found a decent Blue Star picture for the main portrait, I should have them done soon enough though.
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Re: Babylon 5 Mod
Knock, Knock, nobody help me? XD
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Re: Babylon 5 Mod
Looking up that game on PBW, I see someone with your name in there.
PBW says: Quote:
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Re: Babylon 5 Mod
Ok, my fault then. :\
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Re: Babylon 5 Mod
For ease of downloading, I have uploaded the entire B5 Mod 1.49.33 in one single (24 MB) zip file. It is here:
B5 Mod 1.49.33.zip |
Re: Babylon 5 Mod
Pathfinder
I have done all the whole thing, downloaded all the files. I replaced the Abbai in the pwb game, btw. But when I try to load the save game, (las turn), says: "The Data Files currently being used do not match the datafiles that were used when this game was started. Please check with your host to get the correct data files". What is the problem?, really I donīt know it. If any player of the mod in pwb read this, plz, tell me where I can download the whole mod,(with the files ok placed), you are using to play there. If, of course, you are playing SEIVGold 1.84+B5Mod, if not, I must forget to play with you, guys. Thanks. |
Re: Babylon 5 Mod
Trying my hand at a shipset for the Yolu (can't find pics so my imaginashun iz free! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif )
only have up to heavy destroyer made so far... |
Re: Babylon 5 Mod
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The RCE problem does let me continue playing, but I cannot view any of the sector maps at all. If I coax the game into letting me see what's in the sector map (by clicking on the sector map repeatedly) then after say 30 clicks the game will crash/become non-responsive http://forum.shrapnelgames.com/images/icons/shock.gif . I'm not certain why I'm getting the RCE however, as I'm using Advanced Fission Engines which have 3 standard thrust. There are 36 of these engines on the ship: 3 X 36 = 108 total thrust (which is much below the 255 threashold) This problem will essentially take me out of the game, as I cannot even check all my ships and planets before it crashes http://forum.shrapnelgames.com/images/icons/icon9.gif Of course I cannot remove the offending ship design, because it is already created. I don't know for sure because this turn has not processesed, but I don't think that making the ship "obselete" will help -- the computer never actually deletes a ship design. question: should we process the turn again with my offending ship "obseleted" or should we just go back a few turns and let me not make the offending ship? We also need to communicate to everyone the correct protocol when getting an RCE message while designing ships: is it good enough to just not create the design, or should they close their turn and restart? |
Re: Babylon 5 Mod
This is why we need to move the mod into Gold, and abandon the 1.49 Version. A lot of silly errors like this will disappear with the latest Gold patches.
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Re: Babylon 5 Mod
IF: PM
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Re: Babylon 5 Mod
I agree with IF...over 700 turns in my latest endeavor in B5 Gold and not a peep out of the game. Gold is MUCH more stable. Except for PBW I have not touched 1.49 since early January.
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Re: Babylon 5 Mod
Would ya'll mind me replacing the generic ship set with a custom set versus the compiled one we currenty have?
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Re: Babylon 5 Mod
I would not mind one bit! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
No I wouldn't mind. What did you have in mind for a replacement?
Also is there a way to build a Jump Gate? I've been able to develop Jump Engines up to 50 Light years, but when trying to move troops 400 ly away and similar I've had problems due to lack of Jump tech. |
Re: Babylon 5 Mod
Geryon, jumpgate (from the B5 MOD Data/components.txt file):
Name := Jump Gate I Description := Technical components needed to constuct a Type I Jump Gate. Pic Num := 662 Tonnage Space Taken := 4995 Tonnage Structure := 1000 Cost Minerals := 10000 Cost Organics := 0 Cost Radioactives := 10000 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Hyperspace Technology Family := 11769 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Jump Gate Construction Tech Level Req 1 := 1 Tech Area Req 2 := Propulsion Tech Level Req 2 := 10 Tech Area Req 3 := Fusion Utilization Tech Level Req 3 := 4 Just part of the script for the jump gate but does show the tech tree http://forum.shrapnelgames.com/images/icons/icon12.gif As far as a generic shipset, deciding whether to do total scratch built or use one of my existing sets and re-texture and re-render it.. [ May 07, 2003, 23:41: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Thanks for the info. I'll experiment with my JG constructions and see if I can deploy my troops out there http://forum.shrapnelgames.com/images/icons/icon7.gif
What would the generic race do in the first place? Oh and could you clarify some of this for me...What does a Stellar Manipulator Barge do? Also I noticed there's a vehiclesize to be added txt with something called a Prospector, Shuttle, Assault Shuttle and Breach Pod...are these types going to be added? I noticed they used existing bmps such as drones and colony ships, is there a reason these haven't been added to the vehiclesize.txt or they are unusable ingame? [ May 08, 2003, 06:58: Message edited by: Geryon ] |
Re: Babylon 5 Mod
stellar manipulator barge is a ship that use stellar manipulation tech (ie warp point closing). Not sure if that tech available in the B5 MOD (it is in unmodded SEIV). the barge(s) are neo standard pics.
the "to be added" vehicles are exactly that...not currently in-game and probably will use current ship .bmp rather some new one (ie neo standard). as for "generic": these are used if a neutral has no shipset, eg the Yolu, Hurr, etc. [ May 08, 2003, 12:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
From what I read, the full B5 mod is for SE IV 1.49, not for the Gold ?
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Re: Babylon 5 Mod
There is a gold conVersion of the mod if you look back a page or two at Posts by Pathfinder.
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Re: Babylon 5 Mod
Ok, so are we going to use those to be added designs? Or is there a particular reason they aren't ingame yet? Because if they can be used ingame, I'm thinking of adding them to the vehiclesize.txt so that breach pods, assault shuttles, shuttles and prospectors become available. Though I confess I have no idea what a prospector does unless its mining... http://forum.shrapnelgames.com/images/icons/icon7.gif
I asked about the manipulator barge because it appears in my build list in the mod. Thanks for clarifying that for me. As for the generic race, I haven't seen ship designs for either Hurr or Yolu so you can design them to your liking if you want. |
Re: Babylon 5 Mod
Geryon: I've sent you two ships for your appraisal. http://forum.shrapnelgames.com/images/icons/icon7.gif
Historically the Hurr were occupied by the Centauri before they developed a space technology, so all their ships would be salvaged scrapped Centauri vessels, and low tech purchases from other races willing to sell, like EA or Narns. The Abbai hate them so would not deal with them. http://forum.shrapnelgames.com/image...s/rolleyes.gif Just to mention. http://forum.shrapnelgames.com/images/icons/icon10.gif If you think PF would be interested please send them on, I don't have his email address. http://forum.shrapnelgames.com/images/icons/icon6.gif [ May 08, 2003, 23:40: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Hi Nomor, I received the zip you sent me.
To answer your first question, my Cotton Tender bmp is different because mine shows the ship in a kinda sideways a little front angle where you can see more of the ship's hull, I also enhance my images to be a little brighter so the ship can be fully appreciated in detail...though some people don't like that I always like my ships shiny. http://forum.shrapnelgames.com/images/icons/icon7.gif The second image is a smaller variant of the Kneale Freighter, which would work very well as a small transport or cargo ship, the only problem is that I don't have a model for that ship to take an overhead shot for the mini nor do I have a normal overhead shot I can use either. To your Last question, I actually haven't met Val yet. I look forward to meeting him whenever he returns. I hope this answers your questions. |
Re: Babylon 5 Mod
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Nomor: my email is: OF_pathfinder@hotmail.com [ May 09, 2003, 00:42: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Ok, I think I'll just add those to my vehiclesize.txt so that I can have those ingame then. http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm also thinking of adding a scout because currently the scout and escort are the same. And it can get somewhat confusing when having both ships in the same fleet with the same bmps. |
Re: Babylon 5 Mod
Geryon:Yeah,me using the pics you sent me of the Tethys for the escort and using the current pic as that of the scout.
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Re: Babylon 5 Mod
Well crappola! I tried running some other mods in the non-gold game and found that I get the RCE message no matter what. I guess this must mean that my Space Empires file is somehow corrupted. I can't find my SEIV disk anywhere though (I have my Gold, but that's it) so I'm not sure if I can fix the problem.
This might be lights out for Jimmy. I'll let you all know. |
Re: Babylon 5 Mod
Ahhh Hell.
I tried to do Patch 7, and it spat back that I've got the "wrong Version installed". I've had this problem before, and I guess I'll have to install from scratch = can't fix this problem. Damn, anyone have any ideas without the CD? |
Re: Babylon 5 Mod
PF: I'm glad to hear you like the Tethys and found a place for it. I find myself not being able to play because of constantly making Last minute additions, I want to have as many different designs as possible to prevent confusion between units later ingame. I think I'm about finished with my tweaking though so I'm finally going to set the galaxy on fire. http://forum.shrapnelgames.com/images/icons/icon7.gif
Btw, a friend of mine tells me that when playing tactical mode, he lets the comp run the battle (I know kinda contradiction to play in tactical then let the comp handle it) but he tells me that all the option buttons appear not highlighted and he can't find a way to end the battle when it drags on...any clues? |
Re: Babylon 5 Mod
Geryon: Yeah, The diversity is why I want to make a different set for the "generics"...they currently share a lot with the LNAW if I recall correctly.
as for your friend and tactical combat....that the way it is I am afraid... |
Re: Babylon 5 Mod
Thanks for the info. Damn, you mean to tell me I'll be stuck in some battles which Last an hour due to fighters, planetary assaults, etc. Hmm, that's something they should have had an alternative to like in SW:Rebellion. You could go into Tactical mode but if the battle began to take huge amounts of time there was a button to quickly resolve it, they should have put something like that in.
Anyways, I look forward to seeing what you come up with for the generic shipset. The diversity thing is actually quite important for me, since I use the EA, that has been the race I have modified the most and included the most number of different designs, I even had to add a Light Frigate class to the vehiclesize so I could add a ship specifically to be used as an Electronics Warfare/Intelligence ship and not have to sacrifice weapons or defensive systems space in larger warships. I had a look at the vehiclesize file in the Crossover mod...my God they have some heavy tonnage on those Star Destroyers. 5000 compared to the 1500 or so in the normal Super Dreadnought. Those things must carry enough weapons to destroy entire systems on their own. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Hmmm..there is a "resolve combat" button in tactical it can take awhile (IMHO) even with it used. I 'll check and see if one can change to while in a battle.
Un-modded SEIV you can turn "resolve combat" on after going any number of combat turns under human control but can NOT turn it back off. Not in a position currently to test in B5 MOD though it shouldn't be any didfferent. [ May 10, 2003, 15:17: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Geryon: I think one of the coolest things about the cross-over mod will be the fact that different genres have different strengths and weaknesses. This is being "exploited" in Kwok's STrek mod... the largest Borg ship is something like 10 000kT in size, while the Feds are only 1 000kT, and the Ferengi are maxed out at ~800kT.
Of course, the Star Destroyers could also be viewed as carriers, and I think they currently have a pretty significant dedication to cargo components of one sort or another (in the X-over mod). |
Re: Babylon 5 Mod
I see what you mean Jimbob. Still the Omega Destroyer is larger than the Imperator SD (not to mention Sharlins, Warlocks and Poseidons), I think they need to rebalance their B5 techs at some point as well.
PF: I haven't engaged in combat yet so I'm not sure how it works I have only an idea. My friend was just somewhat frustrated that some battles had taken almost an hour long. Still by no means has this affected his addiction to the game, he's way more advanced into it than me and I had it first lol. Btw, I got this error message constantly Last night when I ended my turn: AI Design Creation Error: Unknown value "Maximum Weapons Range" for Default Strategy in record "Scout" Any ideas what's wrong and how to fix it? I'm uncertain as to what race is causing this. It always happens in race no.10 but that might be because it's the only race at the moment engaging the scout in combat I don't know. Or it might be a new race I created an emp for such as the Dilgar, Hyach, Raiders, etc. Still it doesn't mention any race specific problem but default startegy in the error message...any clues? |
Re: Babylon 5 Mod
on your error: In-game go to upper left menu, click on the letter icon, then players. see who player 10 is. tell me and I will try and fix that line in that races files.
[ May 10, 2003, 20:00: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The race that occurs with is the Minbari. I'm unsure if any other race has this problem so far that has been the only one but that might be because none of the others have engaged in combat yet.
Once this is fixed, I won't have to restart the game right? Thanks for the help. |
Re: Babylon 5 Mod
Fix for the Minbari (Geryon):
1052605352.zip I am not having that error in my B5 gold game, so your Minbari_AI_designcreation.txt file must be corrupted. So these are the ones I am currently using. I'd go ahead and also replace the Minbari_AI_strategies.txt file just to be sure. [ May 10, 2003, 23:26: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Double post sorry!
[ May 10, 2003, 23:41: Message edited by: Geryon ] |
Re: Babylon 5 Mod
That's odd, I compared the scout portion in the desingcreation in the file you just handed to me and my old one and the settings are identical. I'm not sure what could be causing this problem but I appreciate the help anyways and will replace my old one with this one as well as the startegies.
I hope the problem hasn't anything to do with the new Light Frigate class I added but I doubt it since it specifically mentioned the Scout and the Light Frigate isn't a starting unit. Thanks for the help. Can I add these files and continue the game from my Last save or do I have to start over? |
Re: Babylon 5 Mod
You should be able to continue with the game.
and odd yes, unless the light frigate is out of place (my guess it's data should be between the frigate and escort). |
Re: Babylon 5 Mod
Actually I placed the Light Frigate between Frigate and Corvette. I'll give it a run and see if the problem persists, still there shouldn't be any conflict with the Light Frigate and the error named the scout in particular.
Thanks again. |
Re: Babylon 5 Mod
Geryon: You're right. me just grasping at straws.
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Re: Babylon 5 Mod
Geryon: On the Minbari error; maybe re-do the .emp file? This was solution presented in another thread for a similar problem.
If this is done then a new game would have to be started IIRC. [ May 11, 2003, 14:13: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Strangely enough the files you sent me fixed the problem so there you go, I guess you grasped the right straws http://forum.shrapnelgames.com/images/icons/icon12.gif
Been playing now for a bit and good lord does research take a long time to complete. Still, having a lot of fun seeing the universe cave in on itself with Centauri/Dilgar exapansions http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Hehe, EVERYTHING takes awhile (compared to "normal" SEIV) due to B5 following the "proportions" model. But I kinda like the slower pace at times.
[ May 11, 2003, 22:53: Message edited by: pathfinder ] |
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