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Re: Babylon 5 Mod
I saw I had an oportunity to post message number 3300, so I just did it! Yeah!! I got post 3300!! Wohoo! What a sensation!
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Re: Babylon 5 Mod
Tim,
A couple of thoughts. If you give the homeworld hub a space yard ability, I think that means you won't get the regular shipyard in the initial build, and I know it means that you cannot build the shipyard later, as there is a limit of one space yard per planet. Also, one of the things I liked in another mod was the idea of something like the Homeworld hubs, only perhaps "suburbs" that had the same values but not the one-time abilities, and cost a bit less. Then, you could slowly convert your homeworld into a more "urban" place by replacing the resource colonies with "urban" ones. Also, I think the HH needs to improve planet conditions. The slowly growing races, like the Minbari and Centauri, are really screwed compared to the fast-growing races like the Narn because their populations don't grow at all on an unpleasant planet (and the homeworlds are all unpleasant at the start, I believe). Having the HH make the planet more pleasant over time makes these races much more competitive later in the game, as their homeworlds start to grow back in population and they get the production and generation bonuses. Re the palace for the Trading port: are you sure the AI_Construction_Facilties is calling for it to be built first (i.e. that you are using my Version)? Have you tried moving the racial AI_C_F files to a temprary folder and putting the AI_C_F I uploaded into the AI folder as Generic_AI_Contruction_Facilities.txt, so that all races use it? Try that, and allow 50 or so turns to go by so that the AI players have a chance to start a colony in a new system, and see if the AI is building a Trading Port. I cannot see how this would work for me and not for you! http://forum.shrapnelgames.com/images/icons/icon9.gif If all else fails, you can just make all races "Natural Merchants" and eliminate the Space Port ability from the game entirely. |
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Okay, we don't seem to get anything done this way (not too many replies besides Grumbler, way to go Grumbler). So I'll ask the question again in the hopes of getting more replies.
We have 2 facilities with the Spaceport ability (Homeworld Hub (HH) and the Trading Port (TP)). Each starting planet must have a Spaceport, a Supply Depot and a Ship Yard. The HH is the most expensive of the 2, so we want each starting planet to have a HH and each planet you colonize thereafter must start building a TP (otherwise the colony takes ages to be build). Who has a good idea on how to do this?! For the abilities of the HH and the TP, see a few Messages down. Maybe this question will help too. Based on what does the computer make the decisions to put which building on your starting planets? I really hope we get some more replies on these 2 questions. Maybe even a good sollution, would be great. |
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The AI_C_F files tells the AI how many facilities to build in each "step" before moving to the next step. When the planet is full, the AI stops. You will note that the Last entry is always "build 100 of this type" which just means finish filling out the planet. I am looking to see if the AI will acccept more colony types than those listed. It doesn't look like it, though. Default_AI_Planet_Types.txt seems to preclude any but the existing nine colony types. If there CAN be more than nine, then we can make specialized building lists for planet sizes, and the larger planets can start on shipyards earlier (which is more efficient). |
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I've messed around with the facilities again and I now got the computer so far to build a Trading Port, a Ship Yard and a Homeworld Hub on my homeplanets. I haven't got around to testing yet, but I will. The setup works with the low and medium tech setups. It cost me afternoon, but it's well worth it.
Grumbler, thanks again for the endless enthusiasm and the boundless energy. Hmm... it seems to me this thread is losing members. Where are it's core-members? Hope it's the holidays. I sure miss them. Hope I'm not to blame for this... |
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I'm almost done with my Minbari weapons analysis. I'm still trying to work out a few measures of effectiveness. Once that's done, the others should be a lot easier. |
Re: Babylon 5 Mod
Grumbler: I don't want to undo your work, but... I've tried to eradicate the chaos in the weapons for each race. In doing so, I proposed a standard "loadout" for each race. Example:
2 tiny weapon 1 light weapons 2 medium weapons 4 heavy weapons etc. Because I got absolutely no response on this (and I've posted it quite some times), I let it go and saved the trouble for later. Now I've arrived at the stage in The Mod to implement the various races (thus their weapons). Now I face the same trouble again. Val based everything more or less on the Babylon 5 Wars (2nd edition) books. I bought a good portion of those books (not yet all of it is in my possession) to use for The Mod (and to collect). I decided to implement The Ancients first (I already had plans for them) and later on one race at a time. BUT, I haven't got a clue in what to use as a standard for the standard races. I recon they all must have the same amount of weapons to be equally fun to play. Not the huge imbalance of the current Version (EA with 500 weapons and most races only 5 weapons). So, it's really cool of you to analyse the Minbari, but do you have a good standard "loadout" for this race and the other races? Hope you can help on this one. Today, I will begin implementing the first of The Ancients (haha... the first was Lorien, haha... sorry B5 joke). I'll be Online for the rest of the day, so any questions, recommendations will be read. Hope you can help. |
Re: Babylon 5 Mod
Tim,
What I am doing is trying to create a metric by which to evaluate weapons aaginst one another (within type) so that cost (in minerals and tonnage) can be adjusted so that the weapons are roughly equal in cost-benefit. For instance, right now the Minbari have 2 Medium weapons, the Fussion Cannon and the Molecular Disrupter. The FC fires more often (once per turn vice once per four turns) but is shorter-ranged, takes more space, and inflicts less damage. However, it hits all but seekers and the MD hits only ships. It is becoming clear from my analysis that it is better to shoot for heavy damage less frequently than for less damage more frequently, but the exact metric is not yet clear. In the case of heavy weapons, the Neutron Laser, the Antimatter Converter, and the Molecular Pulsar, it is a bit clearer. The AC is only slightly lighter than the NL, has the same reload rate (4 turns) and has nowhere near the range. There seems to be no reason whatever to build this weapon, as there is a better one that does the same thing. Howver, the MP can hit more than just ships, and so even if you have good NLs you need the MP as a secondary weapon. My idea on ship loadouts has been based on the "weapons mount" idea. In essence, everything up to the Destroyer would use light mounts, and there would be increasingly powerful mounts for the groupings of: DD, HD, and CLs would use standard mounts, C, HC, and BC would use cruiser mounts, BB, DN, HDN would use Battleship mounts BS, HBS would use baseship mounts. In my scheme, each ship would mount two primary weapons. The differences between the ships in the groupings would be that the later ships would incorporate more short range weapons and armor. Thus, you might find Minbari DD with 2 Molecular Pulsars Minbari HDD with 2 MPs and a PD weapon Minbari CL with 2 MPs, a PD weapon, and more armor Minbari C with 2 MPs (in a heavier mount) Minbari HC with 2 MPs (in a heavier mount)and a PD weapon Minbari BC with 2 MPs (in a heavier mount), a PD weapon, and more armor etc. Does this make sense? |
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AGoetz,
In general, do you find it better to equip ships with Gaim-specific weapons, or the genral ones? For instance, I find that race-specific PD weapons are generally less good than the old PDF Particle Beam. Do you find the same? |
Re: Babylon 5 Mod
Grumbler: Great work on the Minbari and the early beginnings to a universal formulae for catagorising weapons.
Let me warn you, it's something like finding the Unification Theory. It's almost unreachable. I think we'd be far better off if we look at the books and draw our conclusion from the info therein. Let's make a deal here. I plan to release races when I've finished them. Why don't I take care of the various races and you go work on the mounts. I'm not ordering anyone, it's only a proposition. Tell me what you think of it. Oh Grumbler, I want to mail you something, this is my mail adres, then you can mail me your adres. kaptein-aso@planet.nl Thanks! |
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With the 2 games with only one race selected and the rest generated, the distribution was Unpleasent roughly 33% of the time (but always the selected race), Mild roughly 30% of the time, good some 25% of the time, and optimal about 12% of the time (some rounding errors here, I know). When I picked the ten races to start, only two (10%) got anything but unpleasent planets, and those were just mild. The rest of the races got U-M-G-D in roughly the proportions of 3-3-3-1. In fact, I got 19 races in one game - I thought 15 was the max! So, the distribution depends on how you select the races at the start of the game, from this (possibly not statistically significant) quick look. And the HH work just fine with the Planet - Change Conditions ability. I have been using it in my "personal mod" for many games now. By turn 200 or so, the homeworlds become good to optimal, and by 300 I think they are all optimal. |
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Oh, and Tim, I don't have any of the miniatures books, so I am at a bit of a loss as to how to evaluate the weapons according to them, and I will just leave that in your hands. I will finish and report on my Minbari weapons analysis (which is based on combat using the simulator) just for my own sense of completion.
[ July 10, 2003, 23:08: Message edited by: grumbler ] |
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Regarding Racial specific items.
In the current files the Gaim (whom I'm playing hence I'm most familiar with them) have the following : General Components - Gaim Life Support (half the size of regular LS) Gaim Crew Quarters (not actually any different from normal) Gaim Fighter Cockpit (small and works as cockpit and LS) Gaim Bulkhead (a low tech, low efficency, hit first armor - all the normal armors have superior absorbation/size ratios, but there's little in there that's hit first) Gaim Breaching Pod (higher attack value than standard ship capture components) Weapons - Light Particle Beam (Tiny - general purpose) Light Particle Gun (Tiny - general purpose, the Beam is superior) PDF Scattergun (Light - very short range Point Defence weapon - completely useless against the fighter weapons of many races due to lack of range) Scattergun (Medium - very short range power shot) Packet Torpedo (Heavy - the only Gaim missile weapon, Ships only) Particle Concentrator (Heavy - general purpose, long range, reasonable damage and reload, gives a plus to hit, the primary weapon of any Gaim fleet with the tech. Won't outpower an Ancient or a Minbari beam for beam, but still quite good.) |
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The Gaim PDF Scattergun's lack of range is what kills it - the general PDF weapons greater range makes them the prime choice. Of course the PDF Scattergun can be researched further so it's cost and damage are superior - just the range remains bad.
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AGoetz: I'm afraid you're just going to have to live with that terrible range. I haven't read much about the Gaim yet, but I've looked through their weapons. And indeed the scattergun can be powerfull, it's range is sucky, sucky. And for the sake of truthfulness to the serie, we are copying it exactly, hehe.
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Shees, just as I though I would be heading home. I got word from my company. I have to go to Italy (the punishment, hehe) to check out some generators for a large factory near Venice. That's just peachy. I work a large portion of the night (observing the generators we've installed, peaking the effeciency) , then I go home (to my hotel) back to bed next to my GF. I sleep about 6 hours a day this way for about 3 months. At daytime I'm only just able to please my GF (going to places, visiting people, doing the adult thingie). I thought it finaly ended and I was able to go home with the biggest price of my life (well, so far). Ah heck, off to Italy. I'll be leaving coming monday. I'll be out of touch with you guys for about 2 weeks, maybe less. After that I hope I can return home. Would be nice.
Let me see, I've been away from home (Holland) for about 2 years and I've been home (during that time) like 3 months. I almost can't remember what it is like to be home. Sigh... for the goo cause, money and sunshine. Oh btw, I have continued on the mod, but I've been busy on preparations for later work on the mod. Now I head for bed, maybe I'll checkin later this evening. I'll remain Online though. |
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Suggestions for Ancient race armors?
What kind of abilities should we be giving these guys? I've got some basic ideas, but could use additional input before I go at it full tilt. |
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Walkers of Sigma 957
Extradimensional armor (they've traveled everywhere) Kirishiac Lords Gravitic armor (undisputed masters of gravitic technology) Torvalus Good question, I really wouldn't know. Mindriders Telepatic armor (beings of pure energy and thought) Triad (all factions) Very strong conventional armor (they can construct matter out of anything) Shadows Organic armor (need I say more?) Vorlons organic armor (shees, why do I write this?) If you have some cool ideas, please do, the more ideas the better. I have all convidence in you. Give yourself a carte blanche. [ July 11, 2003, 21:36: Message edited by: Timstone ] |
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That makes for descriptions, but not effects...
Shadows, would be big on crystalline ability, with a moderate amount of organic regen, I'm sure. Vorlons, on the other hand, would have big organic regen ability on their stuff, and only moderate crystalline ability. What kind of effects would those other race's armor have? |
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Good question, I didn't thought of that when I posted. I haven't got a clue what to give them.
I'll give it a try here. Triad Very strong conventional armor with component repair. Kirishiac Lords Gravitic based armor also with component repair. I wouldn't give them any shield generating things (other than the ADU stuff). I plan to give some races (Abbai, Vorlons, etc.) shields. But what the armors of all the Ancients should have is a scanner jammer ability. I wish I had some good ideas on what to give these guys, but I haven't. Hope you have enough good ideas to fill the slots. Hope you still want to do this. Thanks anyway. |
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I really don't think anybody (from this universe, at least) should have shields.
That's just not B5. Now, I really have no idea what you mean by gravitic armor. I assume by conventional, you mean hit-first? |
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Hello everyone,I playing long hours in this game http://forum.shrapnelgames.com/images/icons/shock.gif , I have a ?.
1)Armor > when in battle my ship gets hit.Other stuff gets destoyed first,like supplys & weapons instead of armor http://forum.shrapnelgames.com/image...s/confused.gif . Can somebody give me answer as soon as possible?. 2)Shields > Theres weapons that skip shields ,But theres no shield comp in the game,but there is a shield teck in the research list?. Will there be any shield comps in a expanded mode?. Ferengi Rules of Acquisition #242 More is good...All is better. |
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The lighter your armor, the more easily it is pierced. Heavy armor is more likely to absorb the full impact of a weapon, and protect the guts of your ship. You will also need lots of armor components installed on your ship. Don't just put 1 or 2. If you are adding "structural supports", you can expect those to be hit Last, though not always. They're good for distracting enemy ships (unless their strategies are perfect, the enemy ships will keep shooting at your disabled hulks in order to vaporize every Last bit, rather than switch targets to a live one) As you go from light to heavy armor, the hitpoints go down, but they get hit first more often, and thus protect your internals better. In 1 vs 1 combat, using otherwise equal ships (same guns, engines, etc), you will find that the light-armored ship will have roughly 50% more hitpoints, yet the heavy armored-ship will win 2/3rds to 3/4 of the time. This is because the heavy armor absorbs more hits, while the light armored ship loses internals faster. The light-armored ship gets its guns damaged, and eventually can't fight back. If the light ship gets lucky and dosen't lose any guns early on, it will win when the heavy armor runs out of hitpoints. [ July 13, 2003, 14:52: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
IF: Are the images used by the B5 mod also in the Image Mod? If not, do you think that is possible (if the respective owners agree to do so)? It might be a good idea to use it in 2.0 of The Mod.
Edit: IF: And what about the Quadrant Mod? Could it be implemented into The Mod too? We do have a B5 Standard quadrant. Maybe you could put it in the Quandrant Mod too? Everyone: A small request. I need a few images redone. It's not much work, but I'm no genius in manipulating images. It regards the following images: 673.bmp, 674.bmp, 675.bmp, 676.bmp and 677.bmp (those are the images of all the Fusion based reactors and fusion based cells). I need a red/black Version of those images. In other words, all the yellow areas need to be red/black. Not too bright red, but a bit dull. It must look like Hyperspace. I hope one of you guys can do it. well, in about a hour I'll be off to Italy (together with my GF). Damn shame my GF is with me. Italy has so many beautfull women with long curly black hair. Ah well, I think I can handle it. Besides my GF is also very beautiful. Well, I think she is, my friends think otherwise, but they're idiots. why do you think I hang out with them? Well, see ya all! [ July 13, 2003, 18:55: Message edited by: Timstone ] |
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I think all of the images used in B5 Mod are also in the Image Mod. Go check it out for yourself. http://forum.shrapnelgames.com/images/icons/icon12.gif
FQM can very easily be added to B5 Mod. But, it can only be added in the Gold Version, as FQM is incompatible with non-Gold SE4. All that you have to do is copy over the system related files, as illustrated in the help folder of FQM Deluxe. |
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SJ: Gravitic armor. Ehh... you got me there. I really don't have a clue. I kind of hoped you had any cool ideas. Sorry... again. I am going to give some races shields. They're given in the B5 Wars books, so I'm going to do that. They won't be shileds that can stop anything, but very weak shields. I do hope that I can make them leaky (as the armor now is), I hope that is possible. We'll see.
Edit: The shadows have energy dissipators, that may be a good thing to put into the Shadow armor (better ADU??). HEMAN: In combat everybody is going to get hurt, the only difference between the victor and the loser is that you have ships left and he/she doesn't. Shields will be in the game eventually (if it's able to make them leaky). Everyone: Tonight I'm heading for Italy. I don't know if I have internet there, so I might be out of touch with the board for some time (2 weeks, maybe less). Don't wreck the whole place while I'm gone, hehe. Till next time amigos! I hope they have good food up there in Italy... and internet... [ July 13, 2003, 12:06: Message edited by: Timstone ] |
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THANKS: Timstone & Suicide junky, about armor etc.
About B5 having Shields, Suicide junky, The B5 TV IN THE BEGINGING,When john scheriten was pilot in that Hyperion ship at a asteroide zone,When Scheriten looked back,his capt was killed, blown thru the ships wall thru debri, it showed a hole to space ??.Is that some kind of shield?? Preventing air to escape to space??. What do you think about this players??. Ferengi Rules of Acquisition #229 Latinum Last longer than lust. |
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US Patent #6,528,948
http://www.uspto.gov/web/patents/patog/week09/OG/html/1268-1/US06528948-20030304.html From the Brookhaven National Lab: http://www.bnl.gov/bnlweb/pubaf/pr/2...lpr052803.html Air molecules are small and light enough to be bounced back by the flying nuclei, but any decent solid or liquid would pass right through and quench the plasma around it. Cool stuff. Well, hot actually... But aside from that, they had artificial gravity, which could easily be adjusted to hold air in. (tilt 90 degrees, crank up the gradient near the wall) Reverse the polarity http://forum.shrapnelgames.com/images/icons/icon10.gif , really crank up the juice, and it would sap a little bit of energy from incoming weapons fire, like the existing components do. IIRC the minbari already have a custom component that does just that. [ July 14, 2003, 02:39: Message edited by: Suicide Junkie ] |
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The only race in B5 that should have shields are the 3rd space aliens, as they actually had shields. It took 4-5 hits from a Whitestar to destroy each of their fighters.
In B5, they do have some sort of defensive screens, but they do not approach a shield. They are more akin to ECM than se4 shields. |
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The shield-skipping damage types will cause the weapons to ignore the damage-reducing special abilities of the advanced armors, like shadow-ish conductive armor. |
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Thanks SJ,IF, Good input, I was just thinking Of another 4X Space empire game, That had Armored-Shields or is-it Shielded-armor http://forum.shrapnelgames.com/images/icons/shock.gif .Cant remember title of game though, but that could bring B5 as close to real arthentic shields for upgraded mod,youldnt you say players.???
Ferengi Rules of Acquisition #16 A Deal is a Deal...untill a better one come along. |
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I am apparently missing the HyperSpace system graphics. I have seen at least 3 HyperSpace systems, but none of them have graphics. Have I missed them? Are they available for download somewhere, or are they not made yet?
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P&N has Hardened Shield Generators which act as armor as well.
Stars had Shield/Armor combo components too. |
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Anyone seen these phantom Hyperspace graphics?
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Hi all!
I'm back again from my trip to Italy. Damn, nice women over there. For the first time in 2 years I'm back home. Yehaa! Feels great. And yes, my GF is also here. We haven't decided anything, but for now we are happy the way things are going. Ah well, back to the mod. As expected I haven't done anything for the mod during my time in Italy. I was busy working and sightseeing with my GF (and enjoying live I might add). IF: I have seen the pics, I swear. But also I can't seem to find them anymore. Damn, where did they go?! |
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Thanks for the swift reply. I send you a mail.
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Could you stick them all in a zip file, keeping the folder structure in-tact, and then upload it to Shrapnel and give us a link?
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I'll have a go at uploading them tonight (so add a minimum of 10 hours to this message time before I get a chance to try).
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I have Hyperspace1, 2, 3 and 4.bmp files for 800x600 and 1024x768. Are these the files you are after. If so, email me and I'll send them by return.
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Thanks!
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I am also back off of vacation, and TS, I gave some thought while driving to your idea of having colonies be a bit simpler. I think the key ios to have every colony start with a colony hub, which would have a spaceport, some storage, and construction abilities, plus whatever bells and whistles you like. Evry colony would build that first, and then the "resource generating" modules. In my view, this would replace shipyards completely, at least for colonies. Level 3 CHs might even take on some of the attributes of the Military outPosts, with training capabilities.
The existing AI_Construction_facilities files would require only a minor tweak, which I could do (in fact, have done! http://forum.shrapnelgames.com/images/icons/icon7.gif ) Done right, this would allow players to just turn over their construction to the AI as the AI would be as efficient as the players. |
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I have done a bit of tweaking of the Stellar Abilities file to incorporate all of the unique techs, and a thought came to me: remember how PF wanted to make some Shadow tech part of the EA tech tree, as the EA used some of it in the series? How about if Shadow-based tech were just a unique tech, since the EA got it by finding shadow vessals left behind from the Last war?
Also, does anybody actually have ideas in hand as to what the "Neurotech" unique tech should do? Should it create a single facility to enhance research on a planet, or create a new type of Educational compound, or what? |
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Grumbler: Great that you've actually been busy on the mod on your vacation. Yes, simpeler colonies that is what I want. But is it better? If you give one building almost everything you need and make it pretty cheap (otherwise a colony takes ages to be build) it doesn't seem reasonable. And speaking of intergrating more abilities into one building. I was planning on giving the Nomads more of those buildings. Or shouldn't they be able to colonize?
Today I've ordered the remaining portion of my B5 Wars books. They should arrive in about 2 weeks. Isn't that rediculous. I got a gift from my GF from Poland within 2 days and I have to wait for books for about 2 weeks. I'm living near the center of the world (distribution center, harbor, airport, you know...) and still that awesome waitingtime! Ah well. The coming 3 weeks I'm busy with family, work, GF and resting. I deserved that. I won't be able to do much about the mod. Maybe some little things here and there. But if you guys have cool ideas, please post them or tell me. Till soon. Edit: Nice number, I'm feeling evil already! Muahahaha... [ July 27, 2003, 15:44: Message edited by: Timstone ] |
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