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Re: Babylon 5 Mod
IF: will do
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Re: Babylon 5 Mod
Btw PF is there any chance the new changes and additions can come out as an addon to the existing mod? Since I added the breach pods, assault shuttles, a few bmps here and there, etc. I'd really appreciate it if I could just add it into my currently existing mod so I wouldn't lose any changes or have to do them again. If you can that is, if not, I'll make do http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Updated armor names & descriptions.1053731983.zip
Primary, secondary and grid. The descriptions in secondary and grid armors mention the fact that they are addons, and that the secondary armor has a limit of one per ship, while the grid does not. |
Re: Babylon 5 Mod
Not sure that I can since I do not know specifically what was done..
You could unzip to a dummy area/folder then pick-and choose.. [ May 24, 2003, 00:53: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I can do that, all I need to know is what files I have to add to get the new Plasma and Molecular weapons ingame. Because right now I don't know which files you altered to make them work http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
I think we should work towards speeding up game play a bit. It takes too long to get anything done, esp. in PBW games...
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Re: Babylon 5 Mod
My hands are full doing what I am doing...no time to figger that out IF.
Someone else what to take on research and build times (cost)? [ May 24, 2003, 02:51: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Just halving the costs of most facilities is a good start. 5.5 years for a Spaceport-type facility is just excessive...
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Re: Babylon 5 Mod
Geryon: to get Path's weapons when he gives them out, just unzip the files in to a different folder then look through the component text where the new weapons will be and copy them in to the same place in you component text. The n just do the same with the tech area text i'm path has made and changes to it.
THEN post up the new combined comp text so we will all have it therefore making it the latest Version of the text we can build on. (i just like the sound of assault ships http://forum.shrapnelgames.com/images/icons/icon7.gif ) IF: The main thing about construction speed is it is based aLOT on population amount therefore in a new colony with few population construction will take longer, basicly u need to shift loads of population from your homeworld to colonys to get a decient production rate out of them, i can get Shipyards down to 1.6 years on my first non homeworld colony. I do agree however that this can be slow at times, The main problem with the system at the mo is that the ai can't handle it very well as they rarely move population around so their colonys take a good 70 turns to get anything close to what i get in 30 turns. And since the ai relys on being able to expand and produce quicker that you to make the game a chalange, they ain't pulling it off, Computer on hard with medium bonus and 3 starting planets is still quite easy. |
Re: Babylon 5 Mod
assault ships are already made by the AI(breach pods researched, uses heavy destroyer thru cruiser hulls, capture ship strategy.
[ May 24, 2003, 14:53: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Then make the pop penalties much les stringent. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Thanks for the info Jamorobo, I'll definately be on the lookout for these files once PF finishes them. I'm dying to try out those Light Molecular Slicers for the Omega-X.
For the Breach Pods and other assault ships, those have to be activated (and a few things added to them) so they can work. I have got them ingame but I haven't used them yet so honestly I don't even know if they are working properly...but I think so http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Quote:
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Re: Babylon 5 Mod
Hey PF, how do I set up a laser to use blue beams such as the light molecular slicers in the Omega-X? Thanks.
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Re: Babylon 5 Mod
Geryon: Not sure which graphic is used. I'll have to check. which ever one is "beam weapon" for the EA. Ahhh...uses pic #103 for the slicer, maybe should be #108.
BTW which class vessel would that advanced plasma EA weapon go into? gonna put it in larger space bases and dreadnought/baseship for now. [ May 25, 2003, 03:52: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The trans-pahsed plasma cannons were set on the Warlock according to Tim Earls, Cgi Director of B5. He also stated that those are the same cannons on the Nova.
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Re: Babylon 5 Mod
Soo...down to battleship level.... http://forum.shrapnelgames.com/images/icons/icon12.gif
Done http://forum.shrapnelgames.com/images/icons/icon12.gif I should be able to at least post the components.txt and the 2 EA files tommorow/latest Monday. [ May 25, 2003, 04:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
That sounds great man. Thanks for the new weapons, can't wait to use them against the Shadows and a few other misfits causing me trouble http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
jamorobo, cute pic.
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Re: Babylon 5 Mod
Quote:
What sort of pop curve to we want to change it to? |
Re: Babylon 5 Mod
I've got a program to generate pop modifiers... just give me an equation and I'll plug it in.
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Re: Babylon 5 Mod
Why would a neutral with only an AI_General.txt file not have any facilities built on the homeworld and none show up top be built? Blank spaces somewhere in the generic AI files?
[ May 25, 2003, 15:04: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Cascor AI_General.txt file fixed to allow its use as a neutral in B5 MOD (Gold Version):
1053897863.zip |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
One thing that is holding up B5 Nomads is my confusion on techs and components: Are all the required ones available? If not, what is neeeded?
[ May 25, 2003, 22:57: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hi PF,
Superb job on the EA Advanced weapons. About the B5 Nomads, I haven't noticed anything missing with them...My Shag'Toth are Nomads and they work fine. Although they don't colonize other worlds, but I thought that's part of the Nomads in the first place isn't it? |
Re: Babylon 5 Mod
Yes, but nomads are supposed to use resource ships/stations, not sure how they expand/take over systems. also, how do they start (base yard to make ships for instance). So they need some kind of start facilities). space-borne education/training facilties, etc
My head hurts: adding some Cascor weapon tech http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 26, 2003, 01:03: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
LOL, well Suicide Junkie could answer those questions since I believe that is associated with what's used in the Pirates and Nomads mod of his. Send him a PM or E-mail maybe he can clear up your doubts.
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Re: Babylon 5 Mod
Had to add a B5 Nomad Race life support (or change resource ship to not needed that). definitely a challenge playing them!
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Re: Babylon 5 Mod
Ok so did you find anything wrong or missing in the B5 Nomads? If you did could you tell me what it was so I can put it in?
I already have 3 AIs as B5 Nomads; the Soul Hunters, Raiders and Technomages and if there's anything that needs to be fixed for them I'd like to do it because I'm in the middle of a game with them. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Yeah, I had to copy paste life support (regular one for B5 Standard Race) to bottom of components.txt. called it B5 Nomadic Race Life support with requirement of B5 Nomadic race (takes place of B5 Standard race).
[ May 26, 2003, 04:53: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Thanks, I'll fix that pronto!
Btw, I saw there are bunches of unused component bmps, such as the little dude in the EF uniform, the doctor, the EF Security Officer among others. They looked pretty cool, I activated a few of them instead of using SE 4 standard pics. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
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What the pirates & nomads do, is take their little mini spaceyards on escorts and set up bases to build/refuel/repair/scrap/analyse their ships at. I hold zero hope of getting a decent Nomadic or Pirate AI. They'd just attack the nearest warship instead of waiting cloaked for a juicy unescorted transport ship. |
Re: Babylon 5 Mod
SJ: couldn't the strategy be set to other than warship...1st choice being unarmed?
hmmm....no Nomad-sized shipyard, smallest atm is 500 kt. So, I made one ...copied from P & N, just changed the requirement to B5 Nomadic Race [ May 26, 2003, 06:08: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Geryon: Refresh my old man's memory on breaching pods please. Weren't they ejected from a warship to capture another ship (kinda like a purpose-built shuttle/fighter)?
seems to me adding either an ability to the hull or a special component (breaching party/marines). These components would be small (3-5 kt) in size in order to fit the 20kt limit currently in the assault shuttle & breaching pod craft. assault shuttle I guess would be a planetary assault craft? for small, commando raids. Trick is to get the AI to use these properly... [ May 26, 2003, 15:12: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Just out of curiosity...
... would it be possible to switch the "B5 Nomadic Race" to plain ol' "Nomadic Race" instead? I personally hope to one day see a cross over mod, and that would simplify things for the (hopeful) eventual fusion. |
Re: Babylon 5 Mod
Yes and no: entails a bit of re-write of racial traits which I am not going to do.
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Re: Babylon 5 Mod
PF: Lol, old man memory.
Yeah breach pods are launched from assault ships to capture enemy ships or stations. Troop Transports have assault shuttles or dropships for planetary assaults. At the moment I do have breach pods, assault shuttles and normal shuttles installed. But I must admit I am very unsure as to if they work at the moment. The breach pods and assault shuttles for example should be able to have some sort of troop hold so they can hold their respective commando teams. But fighters (where these ships fall under) do not have any kind of cargo hold at the moment and again have very low tonnage available which means you'd have to pack in a huge amount of breach pods to capture 1 ship and I can't even imagine how many assault shuttles would be needed to secure a planet. On the other hand, I noticed that currently there are breach pods as weapon components. This is what I pressume the player uses to capture enemy ships. Can't the AI use these breach pod weapons? Since the breach pods function as weapon components right now and troop transports just drop their troops on planet without a need of a ship to deliver them, I find that the brach pod and assault shuttle don't really serve much purpose ingame, I have no idea what Val was thinking of doing with them. Unless the comp doesn't use breach pod weapons or drop off its troops for assaults, the breach pod/assault shuttle ship isn't really necessary, though I would like to find a use for them. If you can think of something, let me know. http://forum.shrapnelgames.com/images/icons/icon7.gif BTW, the Pirates and Nomads mod has a boarding party component if you are looking for one for reference. [ May 26, 2003, 23:47: Message edited by: Geryon ] |
Re: Babylon 5 Mod
My understanding from the current PBW Version is that you install the breech pod componenets on your ships and assign them capture ship orders - works for me anyway. The AI will use them when it designs Ship Capture hulls.
Raiders and Gaim have their own Versions that are better than the standard component available to the other races. (The Gaim one may not be in the current PBW Version, will have to check). |
Re: Babylon 5 Mod
Geryon: Yeah, the current method of ship using breach pods as a weapon is right on. Me not sure what Val was thinking of doing with the "fighter" Version of breach pod. or the assault shuttle. the assault ships do just fine in planetary landings http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Some nice random B5-related links:
http://www.b5mods.com/site/news.htm http://www.tgu.org.uk/Users/darkage/...indexmain.html |
Re: Babylon 5 Mod
Hi all!
This is me from Poland where the weather is really freaky. In the beginning of the week we've had very warm weather and now it's sucky sucky weather. http://forum.shrapnelgames.com/images/icons/icon9.gif Ah well, at least I found a internet connection. I didn't have had any time to spend on the B5 Mod 2.0, but soon I will try to find some time again. Sorry, work is pressing me. Jimbob: I'll try to correct that (as I stated in my PM). All: Keep up the good work, till soon! |
Re: Babylon 5 Mod
Hi,
This is probably a stupid newb question, but when I try to run B5mod in SEIV gold, I get an error message saying that many fields are missing from settings.txt I was wondering if anyone new how to fix this problem, thanks. |
Re: Babylon 5 Mod
You are trying to use the 1.49 Version of the mod in Gold. Search back in this thread a few pages to a post by Pathfinder for a link to the Gold conVersion of the mod.
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Re: Babylon 5 Mod
Timstone: Oh yeah? Well PM you buddy http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Thanks a lot, IF! It works now
Hmm, this is odd. I'm playing as the Earth Alliance, and according to Components.txt I should be able to put Ion Bolt I on my ships once i have researched Ion Weapons level 1 and Gen. Light weapons level 1. I have got Ion Weapons level 9 and have maxed out General Tiny/Light/Medium/Heavy and EA Tiny/Light/medium/Heavy/Mega and I still cant add any weapons at all to my ships or bases. i also have Particle 9 Matter 3 and Molecular 2, and nothing. What's going on? Help, please [ June 03, 2003, 22:34: Message edited by: HVD ] |
Re: Babylon 5 Mod
When you set up the EA did you already have a .emp (empire file) or did you "add new" to start the game? if you did the "add new" you need to make sure you add BOTH Earth Alliance Race AND B5 Standard Race in the advanced traits area. or nothing will show up..
other than that, me not sure what happening.. |
Re: Babylon 5 Mod
it is, and im using the matryx launcher to run it. i can research everything except weapons; i can get armor, jump tech, everything. Also, when I research any weapons tech, it says "none" under Expected Results
[ June 04, 2003, 15:02: Message edited by: HVD ] |
Re: Babylon 5 Mod
Hmm, i think I've found the problem. i was using the components.txt that came with the gold mod, but i replcaed the parts dealing with armor with the new armor definitions posted a few pages back. When I tried a new game with the original components.txt without the armor changes, it worked fine.
Very odd |
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