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Re: Babylon 5 Mod
To add to what Geryon states the AoG book "Ships of the Fleet" also has the Shadow Omega with molecular pulsar (similar to a Minbari weapon) and another molecular weapon (Light molecular cutter IIRC). I am looking at LEAST the light molecular slicer being added since it actually was in the TV show (testing it in my current game---need something to combat the Minbari & Shadows (regular molecular slicers in battleships mounts *shudder* ).
As for the plasma range...is a problem only if the plasma-equipped ships run into Vorlon, Shadow or Minbari ships or ones with lasers/pulse weapons http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 20, 2003, 01:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
As for 1.49, I am NOT going to go back and try and untangle the RCE's due to engines (and whatever else). The Gold Version has proven to be very stable (>900 turns in previous game without so much as a whimper).
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Re: Babylon 5 Mod
Just checking that I'm following correctly : Version 2.0 will be Gold only.
Version 2.0 will have completely new weapon systems, hopefully giving every race a usable range of comparable power (Ancients will of course have the best) |
Re: Babylon 5 Mod
AGoetz: Gold Version already out. Timstone is doing a bit different Version. I am attempting to re-do some of the weapons in current (unofficial) Gold Version.
I am not going to fiddle with 1.49 any more as the RCE's and their root cause are beyond my limited abilities to determine and/or fix. |
Re: Babylon 5 Mod
Can anyone tell what the heck, in SEIV terms, a gunship is?
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Re: Babylon 5 Mod
A gunship is the modern day equivalent of an attack helicopter such as an Apache. In B5 terms a Gunship might be a warship-like transport (think something like a battle Version of a shuttle) or it can even be a small capital ship such as the Drazi Sunhawk that is a Gunship.
In terms of SE4 you might be able to use it in either a larger fighter/attack shuttle role (if possible) or in a smaller capital ship role between scout and escort. Oh and one Last thing, I was browsing through the booklet that came with my Gold game and it says that it includes a bunch of mods in the cd. I recall one of them having some sort of pirate race that actually assaults other ships to survive and thrive and don't require planets, I was curious what do you think about this for the Raiders? I haven't got a clue how to implement it or if it's from the normal game itself but that does portray them closer to the series. What do you think? [ May 20, 2003, 09:20: Message edited by: Geryon ] |
Re: Babylon 5 Mod
My Last day here, tomorrow I'm off to Poland and the Czech Republic. Jeha! I really want to go there, two very cool countries.
Anyway, back to bussines. I see that nobody has given me any advise about how to do the weapons for every race. Than this is what I'll do. I'll convert the rest of the Ancients (I already had plans for them) and then I'll post that Version and see what you guys think of it. I repeat, nothing special is done to it. I'm just restructuring the whole mod for easy use by other people. Also that way I can add anything much faster (when that Version of the mod is accepted). So PF, I'm not doing something different. It's still the same mod, only with a different internal structure. It'll be entirely Gold orrientated. Geryon: Very impressive knowledge. I comment you. [ May 20, 2003, 09:24: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Geryon: That would be the Pirates & Nomads MOD. Both the Raiders & ShagToth will have these traits (no colonies IIRC) if/when they are implemented. I have no clue as to how that works so atm they both are "normal" races.
[ May 20, 2003, 11:11: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Quote:
Anyway i'm glad to see someone agrees with the prob with the pulse weps size http://forum.shrapnelgames.com/images/icons/icon10.gif Are we going to keep Val's formula for weapons as they are and just tinker to improve gameplay (this includes adding some weapons to give some races more choice in what to use)? Or are we going to start from scratch. Apparently Val took all his specs for weapons from the B5 War game and did somthing to make it so he had levels of weapons insted of just the one. it this somthing we could contunue as it does give a solid bases for weapon damage and range to a point, the only problem is you don't get lvl1-10 heavy laser, only one type of heavy laser (i hope you get what i mean). So you would need some type of formula for each weapon (how it increases in range and damage over the X amount of levels the weapon has). On a different note, the Shaddow based EA weapons are catered for on the mod allready arn't they. IIRC vorlons and shaddows have "Shaddow/vorlon based weapons" as a research field and the idea is the player gives this tech to another race eg. EA and with the tech and another tech eg laser weapons 4 and biological weapons 3 the EA player is able to produce the kickass hybrid weapon. Anyway i'm off to download the Gold Version of this mod and the latest Version of the Gold se4 patch |
Re: Babylon 5 Mod
The way it works is:
a) The race has no colonization ability b) The race is given bonus components for improving their ability to capture ships cheaply. Small boarding party components, anti-boarding defense crew toxins, shield disruptors, etc. c) The race is given bonus components for living in space... Tiny spaceyards, no maintenance costs, completely undetectable ships (Blend in with the civilian traffic), etc. All combined, this gives you a race that will quickly spread out and build small bases and outPosts in secret places. They will be able to use their stealthiness to pick and choose the targets they attack (unescorted transports, small colonies, etc). They can then plunder the planets and deconstruct the ships for cash and tech. Low or No maintenance allows them to survive even after taking losses to unexpected resistance, and when the other races have their military doing extra patrols and escorts. |
Re: Babylon 5 Mod
Quote Jamorobo:
Or are we going to start from scratch. Yes! That is the thing I suggested a long time ago, but nobody wanted that, so I dropped it. I have some books from AoG and that would be a perfect basis for the new stream of weapons. I'm currently restructuring the whole mod for easy use and further component implementation. If we have some sort of rules available for use on weapons, we could steam ahead with incredible speed. What do you say people?! We start with this new project? Sadly I'm off to Poland and the Czech Republic, so I'll be out of the picture for about 3 or 4 weeks. I hope I have some sort of acces to a internet connection. I'll upload all my stuff on my laptop, that way I can at least continue work while I'm there. I hope this new wind will sweep new life into our mod. Hope you guys are willing to help. Till soon!! |
Re: Babylon 5 Mod
Ok, sorry Timstone, I didn't want to give advice when I'm really not that useful for the construction of the files, etc. Nevertheless, your call for suggestions elicits this:
I think it would be nice if the special racial tech weapons wouldn't require several levels of the racial tech. As it stands now, a researcher would need to do say 4 levels of racial tech to get a race specific weapon... but they would get nothing at levels 1, 2 or 3. For a new player they're going to be confused and not persue it. Instead, I propose that the race specific weaponry would work like this: Super-duper Raiders Laser Requirement 1: laser weapons 8 Requirement 2: (general*) medium weapons 2 Requirement 3: raiders racial tech 1 ** versus the current system: Super-duper Raiders Laser Requirement 1: advanced laser weapons 1 *** Requirement 2: raiders medium weapons 2 **** * of course there would no longer be a "general" Category, and there would be no "racial" categories here. These are really confusing, and often do not provide any immediate component pay-off. Unless one wishes to delve into the text files, they take their life into their own hands gambling on an uncertain tech tree. What if we just up the price and reduce the number of empty technologies? As far as the general and racial specific categories go, just colapse this down to a general Category, and use the racial trait instead. ** this technology will of course never need to be "researched" by the player so is a "hidden". The result? The player has one less thing to worry about. *** which requires lasers 7 (the addition of "advanced" lasers instead of lasers 8 is confusing to me anyway. The ambiance is nice, but the confusion is overwhelming = not worth the ambiance IMHO) **** which requires raiders light weapons 2 + raiders medium weapons 1... neither of which results in any useable components. This way it is still necessary for the racial tech to be present, but the system is a little less convoluted. Even if things become capturable by this method, it has the advantage of elegance/simplicity = good in my book! |
Re: Babylon 5 Mod
Ok,
Jamorobo: The EA Shadow-hybrid weaponry and armor (the Omega-X hybrid armor) are not in the mod yet to my knowledge. PF is working on the Light Molecular Slicer and the trans-phased plasma weapons (EA advanced plasma weapons). Suicide Junkie: Firstly, fantastic job on the Pirates and Nomad mod. The concepts you created are perfect for Raiders and Soul Hunters. Again I have no idea how this could be implemented into the B5 mod should it be decided to do so. I have seen the Soul Hunters use something called B5 nomadic race traits, but I'm unsure if they are the same as what you created. If it is the same, then the Soul Hunters already have this style and all that would be needed is changing the Raiders from B5 standard race to B5 nomadic race. Timestone: I like the idea of using authentic weapons system for the mod but considering how far Val's Version is right now I don't know if it would be the best to rewrite the weapons system all over, that would certainly push the mod back a long ways and take much more time to develop and balance. But after this mod is finished I can see great potential for an addon with the new weapons system, again just my opinion http://forum.shrapnelgames.com/images/icons/icon7.gif PF: I already added the ship sizes that were in the yet to be added txt and I have a question. Since Breach Pods and Assault shuttles carry troops are they supposed to house some sort of cargo bay or do they automatically have the numbers of troops stated in the description? I ask because both of these fall under the fighters Category and I can't see any kind of cargo bay to add to them to hold the troops. Since they were wip I was wondering if I needed to add these cargo bays somehow...do you know? Thanks. |
Re: Babylon 5 Mod
Geryon: Not sure on the Assult shuttles and breaching pods. Guess Val was trying to figure this out to.
I have the EA lt mol slicer and the new plasma weapon in-game (though not used in combat yet). All I would have to do to get the armor is add that research path. The armor IIRC is already in the components.txt file so doing the research statements is all that has to be done. and on Nomads, me just clueless on HOW to write those statements up. Guess I need to study the Nomad trait(s) in the P & N MOD. [ May 21, 2003, 00:19: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Ok thanks PF. I guess I'll just have to build some breach pods ingame and see if they successfully capture an enemy or derelict ship...I think I'll try it on some of those derelict Ancient ships and see if they get it. If it doesn't work, then that's probabaly the reason they hadn't been added yet.
Since Suicide Junkie added a ship capture system I can also have a look at this and see if something like it can be done...again, if it doesn't already work which I hope it does, I was more interested in playing this mod than modding it http://forum.shrapnelgames.com/images/icons/icon10.gif Well as soon as you get those new weapons working, give me a holler...I'd love to give them a test run...if I can add them mid-game otherwise, it would be a while until I could reach them in a brand new game, being advanced weapons and all http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 21, 2003, 00:25: Message edited by: Geryon ] |
Re: Babylon 5 Mod
Oh oh...The EAS Yorktown (heavy cruiser) (3 Light Molecular Slicers) just popped a Hurr Battlecruiser (9 squares, 152 damage http://forum.shrapnelgames.com/images/icons/icon12.gif ). Yes, they do work...so human players would have them available now. I need to add molecular research to the AI_research.txt file) and 1 ship(?) class to have the slicers in AI_designcreation.txt file...which one?
The EA will be required to research both Earth Alliance Ultra weapons and molecular weapons. Also, just the light molecular slicer? or also add the pulsar and cutter? [ May 21, 2003, 01:20: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I've given in and ordered the Gold Version. When that comes I'll see if I can of any assistance with newer Versions than is currently in use in PBW.
Research in particular feeling much slower in PBW than in single player - guess that's the difference between 5 end turns and a week and a half .... |
Re: Babylon 5 Mod
Notes:
Units can not carry cargo or capture ships via boarding parties... Allegiance subverters would work, but are insanely powerful skip-all weapons that would stack the chance to convert (even at 1% chance, 100 fighters in a stack will get you 100% chance to convert. http://forum.shrapnelgames.com/images/icons/icon9.gif ) You will want a small ship with boarding parties instead. If you put the boarding party ability into the hull, the ship will never lose them, and can capture an infinite number of ships in combat. A special mount that reduces the size or cost of boarding parties on the assault transport would be effective. |
Re: Babylon 5 Mod
Hmmm...ability to the hull.....
Boarding attack ? Looks like I need to drop the 25% cargo requirement (no cargo hold small enough currently in-game) and/or add a boarding attack ability. My vote is to drop the cargo requirement and add the ability. [ May 21, 2003, 04:20: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hmm, I haven't the slightest clue how to add the boarding ability to the hull (wish I did to get it working asap) but since PF seems to get it...phew!!! http://forum.shrapnelgames.com/images/icons/icon7.gif
I take it this means my breach pods do nothing at the current time...oh well. You can add the molecular pulse weapons and cutter if you like, though I really don't know the difference between the slicer and cutter. The ship to naturally carry the Light Molecular Slicer would be the Omega-X or battleship in mod terms. Though I can assure you I'll be adding them also to the super-dreadnought variant of the Warlock. http://forum.shrapnelgames.com/images/icons/tongue.gif Update: I checked the designcreation.txt in the Pirates and Nomads mod and compared it to the ones in the B5 Mod and the normal game. And the Assault Ship type has the boarding ship abilities so I suppose I can classify the Breach Pods as an Assault Ship and it should work fine. I have no idea what to do with assault shuttles since they are supposed to be used as combat dropships and troops are dropped into planets via normal transports, I also haven't a clue about regular shuttles for that matter since I can't find a use for them. So I guess we already have functioning breach pods, all we need now is those advanced EA weapons and we're set http://forum.shrapnelgames.com/images/icons/icon10.gif [ May 21, 2003, 06:50: Message edited by: Geryon ] |
Re: Babylon 5 Mod
Damn, I'm glad to login on the www! In my hotelroom (in Germany) for the night is a internet connection!! Jeeha!!! I just love those thorough Germans.
Thanks for the input Jimbob and Geryon. I'll see what I do with it. For now, I'll just clean up the mess the mod has developed in over the Last few Versions. What about the armor section? What the heck do I do with the hazy concept of Primary, Additional and Alternate armor? I don't intend to let them stay all three. I would like to scrap one of them. The concept is hazy, even to me. A noob would know the difference or the usefulness of those three Versions. So, I plan to scrap the Alternate Version. Would make it a bit more clear. What do you guys think? Damn typos! Grr... [ May 21, 2003, 14:26: Message edited by: Timstone ] |
Re: Babylon 5 Mod
At tech level 1, you get Primary which is a big chunck that provides most of the special ability.
At tech level 2, you get Alternate, which allows you to add one more chunk of special ability armor. At tech level 3, you get the Additional, which allows you to have as many of the extra special ability armor chunks as you like. This keeps large ships from getting an overwhelmingly large advantage from those special abilities, and provides a tech progression to gradually improve the number of armor segments you can get to "work together" for use on the large ships. I can provide a set of components with more detailed descriptions if you want. [ May 21, 2003, 14:36: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Thanks for the quick reply SJ!
Aha, so that is how it works. Well, I still think the Alternate Version is a bit superfluous. It takes up research points and it delivers only a fraction of the help a Primary bit gives you, if you research some more, you get heaps and heaps of the same advantages (Additional) and to make it worse, you can only fit one of the Alternate one on your ship. I think it's a waste of space, research and filelength. Quote SJ: I can provide a set of components with more detailed descriptions if you want. What do you mean? |
Re: Babylon 5 Mod
Timstone: Yah, well I hope the ideas are useful. I'd like to think of myself as a good SEIV players, but really, I'm a bit more of a newbie when it comes to the complex tech trees. Just think of me as your litmus newbie http://forum.shrapnelgames.com/images/icons/icon10.gif
I was also thinking, almost all the mods have self destruct devices at only the 3rd level of propulsion. Since playing pirates and nomads, where ship boarding is supposed to be important, I've come to believe that self destruct devices are introduced way to early in the tech tree. Could we bump them up on the tech tree? Maybe have a computer requirement too? This would be especially important (IMHO) if the B5 mod picked up some P&N-like races. hope these ideas help, jimbob |
Re: Babylon 5 Mod
Jimbob: That can be arranged. I'll give it a computer requirement besides the normal requirements. When it is done, I'll report it here.
Tjeez, I really like this German hotel, nice women behind the intake desk downstairs, a cool bar with my favorite Dutch beer, a fairly spaceous room, an internet connection at a low price and nice colleagues to travel with. It's a real pitty I leave here in two day's. http://forum.shrapnelgames.com/images/icons/icon9.gif Could someone please tell me what the point is in having three types of ECM (Basic, Advanced and Elite) and also three types of Combat Sensors (Basic, Advanced and Elite)?! I couldn't make heads or tails from it when I played the mod, it's not very diffirent now. What should I do with it? Edit: Jimbob: I've changed the requirements for the Self Destruct Device to Level 5 Propultion and Level 1 Computers. Is this more like it? [ May 21, 2003, 18:48: Message edited by: Timstone ] |
Re: Babylon 5 Mod
well i've started a new B5mod game on gold, (3 planets start off, ai has medium bonus, with all the races that are emp files at the mo and randomly generated empires ticked which means 2 narn races! Oh well
It's turn 15 at the mo and i'm 6th but i havn't really started to try and expand (i've only colonised 3 other planets bringing my total to 6). Checking on the score screen the ai empires don't seem to be going fast at all even with the bonus i gave them they have the same or just below the amount of techs i have and some have less planets, IIRC in my se4 plain games the Centuri would grab any and every planet in site and the minbari were the same, in this gold Version they seem to be rather stale at the mo. We really need to give the ai a kick in the arse to get them going. Keep the Sensors and ECMs as they are, the idea is that instead of having one component which just increases your to hit chance to a stupidly high number or whatever you need several components wich each give a small advantage so to get a really good hit prob you need to use alot of your prescious space on your ship to get it. With weapons, val used the B5 wars AoG stuff (not on everything offcourse eg. bLast cannons,) now if val was here he could tell use how he converted the weps for use in the mod, he might of used a scaling formula for different types of weapons/ race weapons. who knows http://forum.shrapnelgames.com/image...s/confused.gif what we do need regardless is ideas on weapons or weapon fixes which can be seen and agreed by all before final implimentation into the next Version of the mod. |
Re: Babylon 5 Mod
Quote:
If you are facing enemy guns that do 50 damage, and your primary armor blocks 30, an alternate that blocks only 10 will reduce the damage you take from 20 to 10, and your ship survives twice as long. As for being a waste of research, that also depends on the situation... These armor techs are designed such that players CANNOT race down the entire tree. You will quickly reach a point where the additional research costs are too much for the value you'll get... However, after a few years, the other techs you work on will get to be the same way, and you'll come back to the armor tech again! Filelength? Ha! Not a problem at all http://forum.shrapnelgames.com/images/icons/icon7.gif Have you seen my 7 meg components file upgrade for P&N? It still loads in a flash, and dosen't hurt SE4's speed in the least. Quote:
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[ May 21, 2003, 20:28: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Downloaded the mod, have tried it out a little, and wouldn't mind getting in on the game. I have applied for the open spot for the Vree, can I have it?
Thanks, Starfishy |
Re: Babylon 5 Mod
Last post before I turn in for the precious night.
SJ, Jamorobo: Thanks for all the info. It's crystal clear now. Sensors: Do they need work? If so, who's the best person to do it? Armor: SJ designed them. So the questions are, do the need work and is SJ prepared to do it for the mod? Tomorrow I'll be Online most of the day (good hotel, lots of free time... after some stupid meeting with uninteresting people). So please feel free to spew you ideas, suggestions and the like. I had a little idea about how I get the mod going a bit sooner. When I have the time, I'll begin with the work on it. Yes, I foresee great things. Yeeess... (Megatron stile) |
Re: Babylon 5 Mod
StarFishy: One note: you need to have SEIV v 1.49 to use the B5 PBW... SEIV Gold will not work.
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Timstone: Yes, that would be nice. Propulsion 5 and computers 1 pushes the selfdestruct up the tech tree just a bit, buys some of the players just that little bit of extra time.
cheers, jimbob |
Re: Babylon 5 Mod
Stupid meetings! Grr... Ah well, at least I get to drink some excellent tea and talk about things I won't have to use my brain with. I hope it's over soon, I want to work on the mod again. If I'm not so lucky I'll be stuck in that room with those uninteresting people for about the rest of the day (if they feel the offer we make isn't good enough). Hope it's over soon.
Jimbob: Hope I pushed it far enough behind. I wanted to push it to L6 Propulsion and L1 Computers, but that would be just a little bit too far and it wouldn't make sense. You can make ships, but not destroy them with a single bLast to the powercore? A bit strange. Ah well, we'll see if this is enough. When I'm done with the business talks, I'll commit myself to the mod again. I'll strip all the race dependant thingies and then I add every race bit by bit. One race at the time. I'll begin with those Ancients, coz I already have some ideas for them in store. Hope it works out fine. See ya all later! |
Re: Babylon 5 Mod
I'll withdraw since this is being totally re-written. Ciao..
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Re: Babylon 5 Mod
Path: Are you mad at me? I hope not.
Tha Version I'm making is a Version beside the one that already exists. A sort of supplement. I'm very curious if my Version is as good as the mod we have at this moment. I thought you guys by now understood my Version is a test. If not, I'll tell it again. MY VERSION IS A TEST VERSION. I DON'T KNOW IF IT WILL DO BETTER THAN THE MOD AT THIS MOMENT. Please Path, I don't want you to be mad at me. When all the basic work is done, I need your experience with the race files and the like. I apologize if I did something very wrong. |
Re: Babylon 5 Mod
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The biggest thing with them, I believe, would be their effectiveness relative to purchasable racial traits... Doubling the strength of the sensors & ECM is a possibility. |
Re: Babylon 5 Mod
Quote:
Anyway, we need to decide on what we want or need to change in the mod before we do anything substantial, ai is an exception as that is a general ongoing process which needs to be updated constantly as new idea's come along. Could i also have names of people who want to contibute to the mod either through creating new components + adding ones that haven't been implemented yet or general testing of new components and ai. This will make it easier to gather names when a new Version of the mod is created and when sorting out who is doing what. I myself would like to see if i can sort out Pulse weapons for EA which are currently taking too much room for their worth. |
Re: Babylon 5 Mod
Stupid meeting is finaly over, damn, those people were picky. Each and every thing had to be talked over. Tjees!
Quote of Jamorobo: ...OUR mod... Sorry my good man, my mistake. Thanks for correcting me. http://forum.shrapnelgames.com/image...s/rolleyes.gif The plan I had in mind for this Version is the following: 1) Stripping eveyrthing ot do with races. 2) Restructuring following a certain pattern (I came up with). 3) Add all the tech that every race can get. 4) Discuss a standard way to make a race. 5) Implement a few races. 6) See wat has to be changed. 7) Implement the changes 8) Add some more races. 9) etc... I've done 1 and 2, but now we have to decide on point 4. A standard outfit for every race. Point 3 is a relatively simple thing. I'll do that too. I think it'll be finished next week. But as I mentioned, point 4 needs attention. That way everybody can design his or her favorite race. I have made preparations for the Ancients (except the Vorlons and the Shadows), so I want to implement those. Path: Please don't leave. You're one of the senior (sorry for the word) member, you have solved soooo many problems with the AI, made dozens of important changes to the mod and delivered a huge amount of shipsets. I really hope you decide you stay and help. If you feel I should apologize for anything I might have done wrong I will. But please decide to stay with us, you're very important. |
Re: Babylon 5 Mod
SJ: If you would like to update the Armor and the Sensors, please do. If you have them ready could you send them to me? Don't worry about the family number, I have that covered. I'll fill them in when you have them ready. If you don't want to update them, please give instructions on how I should do it. Thanks!
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Re: Babylon 5 Mod
Well, I'll sign off for today. I've continued work on the restructure and it is done now. Next stop are the weapons, the greatest changes in the current Version.
I hope you people discus a bit about the standard for every race (how many weapons and how many from which sort (heavy, light, medium, pointdefense, mine, etc...). Tomorrow is my day of, so I think I'll be off with my friends to see something from this little town (don't even know it's name). The day after tomorrow is the Last day here in this wonderfull hotel, so I think I won't login then. See ya!! |
Re: Babylon 5 Mod
Mad ...no. Refusing to waste my time on a MOD that may be totally re-designed..yes.
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Re: Babylon 5 Mod
WTF just happened here? I leave for a day or two and when I come back the mod is being redesigned and PF sent in his walking papers?
Timestone: I understand you're making your own Version of the mod with your personal preferences and all I can say is keep up the good work http://forum.shrapnelgames.com/images/icons/icon7.gif PF: I hope you're seriously not considering leaving. I am not interested in changing the mod's contents myself aside from what we've been discussing. In my point of view the mod as it stands is quite ahead in progress and it would be a real shame if you dropped out of it now. I know I've only been of marginal help to you with your work and you've had to take up pretty much everything since Val's gone AWOL for so long, but I do hope you stay and finish the mod as it currently stands. If you still decide to leave then thanks for all your hard work and great job on the mod. |
Re: Babylon 5 Mod
PF: Damn, I don't know what to say to you PF. I really want you to stay and see the final update of the next Version of OUR mod (Thanks Jamorobo http://forum.shrapnelgames.com/images/icons/icon7.gif ).
Wait with resigning until you've seen the first things of this Version. We need you with the testing of the mod. You know more than anyone else (besides Val) how the mod should be, feel like and look like. For me, you're the undisputed champ of this mod. You kept it going when Val disappeared and did all of the frustrating things like the AI and ironing out the RCE's. All I ask of you is to be patient. Wait until you see the first glimpse of this Version. Edit: Geryon: Thanks for your trust. I think you can help build the mod too, I'll let you know later on. Thumbs up! SJ: Ehh... what do you say about the Armor and the Sensors? You would like to redo them? I really hope so, I'm not that good at those kind of things. Goes a little bit too deep. [ May 23, 2003, 18:31: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Let me be very clear: NOT retiring (completely anyways). Simply NOT wasting my time with AI or data files until the situation clears. I really do NOT want to do 2 sets of AI/Data files.
and yeah I AM bummed a bit: about year doing this to have the work flushed... http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Babylon 5 Mod
I can see how this might have been misinterpreted, but the way I see it Pathfinder the mod you've been working on (Val's Version) is the official TBP mod. I personally find this mod quite complete as it stand, except a few things here and there; shipset reworkings, weapons or a tech or two that needed to be added.
Timestone's mod is a variant of this mod as he has explained, it's not inteded to replace the normal Version at all. Anyways, I do hope we can continue to work on the mod PF, I was really looking forward to seeing the new weapons you developed. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Babylon 5 Mod
Quote:
As for the sensors; if you guys feel they're too weak, I wouldn't have any problem doubling the strength. |
Re: Babylon 5 Mod
Oh that Version will come out and as a "complete" d/l. may have to be 2-3 parts (30 mb limit here) but several things: smaller size pulse weapons (especilly heavy), a bit longer (especially heavy) plasma in general tech tree, already have added light mol slicer for EA along with an advanced plasma weapon. looking at adding advanced armor (but way down tech tree) to EA (shadow armor ala Omega). that light mol slicer I guess goes in EA battlecruiser. also have a number of shipsets for neutrals and a new generic shipset. will also add Drakk.
[ May 23, 2003, 23:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF: PM
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Re: Babylon 5 Mod
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For the Gold Version, I suggest that the Ultimate Startegies Mod (see sig) be merged into B5 Mod. The formations in it are much much better, as well as the strategy options. http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 23, 2003, 23:48: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Sounds great PF, can't wait to see it http://forum.shrapnelgames.com/images/icons/icon7.gif
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