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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

pathfinder March 21st, 2004 07:21 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
So that it can detect cloaked shadow vessels. Not that there is a shadow cloaking device... :-\
<font size="2" face="sans-serif, arial, verdana">Yeah, reason I am asking is because of that ability, Shadows ships use it...stoopid Shadows.....EA/IA telepaths on their ships http://forum.shrapnelgames.com/image...s/rolleyes.gif

Another thing that puzzles me is why the Shadows do not use their own tech weapons but the Vorlons do. Their designcreation files are not that much different.... http://forum.shrapnelgames.com/image...s/confused.gif

[ March 21, 2004, 17:28: Message edited by: pathfinder ]

Fyron March 21st, 2004 07:30 PM

Re: Babylon 5 Mod
 
Do their weapon family numbers overlap with some other weapons?

pathfinder March 21st, 2004 07:47 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Do their weapon family numbers overlap with some other weapons?
<font size="2" face="sans-serif, arial, verdana">Nope, they don't share weapons family numbers with the lasers...

Biggest difference that I can find is the weight/mass of the Shadows weapons. Gonna change those to be more in line with the lasers and see what happens.

Well, mass change didn't work either. Gonna change damage from skips armor to normal and see...

[ March 21, 2004, 18:43: Message edited by: pathfinder ]

Intimidator March 21st, 2004 08:09 PM

Re: Babylon 5 Mod
 
Bab 5 mod is only for 1.49 isn't it ??

If so is someone planning/doing it for Gold ??

pathfinder March 21st, 2004 08:22 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Intimidator:
Bab 5 mod is only for 1.49 isn't it ??

If so is someone planning/doing it for Gold ??

<font size="2" face="sans-serif, arial, verdana">It's been Gold since January 2003. Just buggy as heck....though Gold is much more stable that 1.49...

Intimidator March 21st, 2004 09:43 PM

Re: Babylon 5 Mod
 
where can I find it, searched for it..... but found always only the 1.49 Version

Atrocities March 21st, 2004 10:06 PM

Re: Babylon 5 Mod
 
The mod does need to be updated and I believe that there are a few people working on it. I hope anyways.

Ragnarok-X March 21st, 2004 10:36 PM

Re: Babylon 5 Mod
 
yeah, im waiting for this mod since about 2 years, honestly.
Some month ago i downloaded something, but it seemed to me that got the wrong things, because many files were missing. I hope that someday i can download a file archive which contains everything needed to play ... i guess its far away though.

pathfinder March 21st, 2004 10:46 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Intimidator:
where can I find it, searched for it..... but found always only the 1.49 Version
<font size="2" face="sans-serif, arial, verdana">I think maybe here is a start:

http://www.shrapnelgames.com/cgi-bin...0;t=000001;p=3

pathfinder March 21st, 2004 11:22 PM

Re: Babylon 5 Mod
 
Be doggoned if I can figure out why the Shadows don't pick-up their race-specific weapons and the Vorlon do. I even have the Vorlons starting with their weapons (light electro cannon) but nooooo, not the Shadows http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/confused.gif

and the AI rarely adds combat sensors of any level, ECM it does add but no combat sensors...

[ March 21, 2004, 22:53: Message edited by: pathfinder ]

TNZ March 22nd, 2004 02:29 AM

Re: Babylon 5 Mod
 
Pathfinder, I found this post you made on page 1 of the Space Empires IV: AI Races/Ship Sets thread. Are the uploaded files in it the most up- to- date Version of the B5M?

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip

B5 Mod Race AI:

1055720287.zip

[ June 16, 2003, 00:39: Message edited by: pathfinder ]

Imperator Fyron, I based my opinion about the mod needing a more robust leaking armor system on the article in the SEIV Modding 101 on leaking armor. The article suggested to me that the armor in the B5M had too few hit points.

[ March 22, 2004, 00:32: Message edited by: TNZ ]

pathfinder March 22nd, 2004 02:32 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by TNZ:
Pathfinder, I found this post you made on page 1 of the Space Empires IV: AI Races/Ship Sets thread. Are the uploaded files in it the most up- to- date Version of the B5M?

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1. 1055690978.zip

B5 Mod Race AI:

1. 1055720287.zip

[ June 16, 2003, 00:39: Message edited by: pathfinder ]

Imperator Fyron, I based my opinion about the mod needing a more robust leaking armor system on the article in the SEIV Modding 101 on leaking armor. The article suggested to me that the armor in the B5M had too few hit points.

<font size="2" face="sans-serif, arial, verdana">I believe it is TNZ. Last updates I did were around June 2003. Timstone and Grumbler are working on a much re-done Version (I guess called B5 Version 2)

Suicide Junkie March 22nd, 2004 02:45 AM

Re: Babylon 5 Mod
 
When I was making the armor, I was setting it up with weapons that had close-to-stock damage ratios in mind.

I'm not sure about the regular races, but the shadow weapons I'm using in the PBW game have freaking huge damage per kt per turn.
Not that its really a bad thing, though. Everybody's weapons tend to really gut enemy ships when they hit on the show.

My battlecrabs (only moderate armor) were taking three or four direct hits from vorlon weaponry lately.
They can take quite a bit from regular races AFAIK from the simulator.

pathfinder March 22nd, 2004 02:53 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
When I was making the armor, I was setting it up with weapons that had close-to-stock damage ratios in mind.

I'm not sure about the regular races, but the shadow weapons I'm using in the PBW game have freaking huge damage per kt per turn.
Not that its really a bad thing, though. Everybody's weapons tend to really gut enemy ships when they hit on the show.

My battlecrabs (only moderate armor) were taking three or four direct hits from vorlon weaponry lately.
They can take quite a bit from regular races AFAIK from the simulator.

<font size="2" face="sans-serif, arial, verdana">Yeah, now if I could just get the blighters (Shadows AI) to actually use their own weapons....

The Shadow weapons are awesome, couple them with advanced sensors...*shudder*...

Getting the Vorlons to use ECM and Ancient Scanners, now for combat sensors.. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 22, 2004, 02:26: Message edited by: pathfinder ]

pathfinder March 22nd, 2004 04:17 PM

Re: Babylon 5 Mod
 
Anyone else having the AI Shadows not using their own weapons after they are available?

Ragnarok-X March 22nd, 2004 05:38 PM

Re: Babylon 5 Mod
 
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^

pathfinder March 22nd, 2004 05:58 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Ragnarok-X:
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^
<font size="2" face="sans-serif, arial, verdana">None available atm. You'll have to wait for Timestone to finish his Version.

pathfinder March 22nd, 2004 06:12 PM

Re: Babylon 5 Mod
 
Would resource cost be a factor in the AI NOT using its racial weapons?

Fyron March 22nd, 2004 06:40 PM

Re: Babylon 5 Mod
 
No. Resource cost is never a factor in the AI designing ships.

pathfinder March 22nd, 2004 06:45 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
No. Resource cost is never a factor in the AI designing ships.
<font size="2" face="sans-serif, arial, verdana">Yeah, I just found that out ....

just grasping at straws as to why the Shadows refusing to use their weapons. This all started after a HDD crash & burn. I now use win xp (used 98se before)....


Looks like the Shadows are, for some reason, acting like a neutral race??? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/confused.gif

[ March 23, 2004, 01:21: Message edited by: pathfinder ]

Timstone March 22nd, 2004 07:43 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ragnarok-X:
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^

<font size="2" face="sans-serif, arial, verdana">None available atm. You'll have to wait for Timestone to finish his Version. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hahaha.. my Version. Hmm... hey don't forget Grumbler. And of course yourself. All the thing we are doing right now are based on your work too. Give yourself a bit credit. You deserve it.

Anyways, The Mod is progressing nicely. Well, the weapons anyway. Me and Grumbler really must talk more to eachother. Yes, I'll send him a message. Oh sorry about the absence of mind Last weekend. I had to take some time from The Mod and spend it with my GF. Sigh... it's a dirty job, but it better be me doing it... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder March 22nd, 2004 11:17 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ragnarok-X:
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^

<font size="2" face="sans-serif, arial, verdana">None available atm. You'll have to wait for Timestone to finish his Version. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is the Last revisions I did:

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip

B5 Mod Race AI:

1055720287.zip

TNZ March 23rd, 2004 03:23 AM

Re: Babylon 5 Mod
 
I have noticed that some of the component images the B5M uses are not in the image mod’s component packv22. I had a look at the component pack and it looks like space was saved for them, but the images were never submitted.

The images that the B5M uses but the image mod does not have are: 549, 550, 594, 595, 596, 597, 598, 767. I think that is all of them. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron March 23rd, 2004 06:52 AM

Re: Babylon 5 Mod
 
Would you guys mind moving component 767 to slot 766? SJ has added another component to slot 767 in one of the previous Image Mod packs...

Timstone March 23rd, 2004 08:19 AM

Re: Babylon 5 Mod
 
Not at all, good enough for me.
As long as it work heh...

Timstone March 24th, 2004 01:41 PM

Re: Babylon 5 Mod
 
Anyone seen of heard from Grumbler lately? I send him a mail, but no answer so far.

Oh goodie, goodie a new rank! Yehaa!

[ March 24, 2004, 11:41: Message edited by: Timstone ]

grumbler March 25th, 2004 04:13 PM

Re: Babylon 5 Mod
 
I'm back in town now (and I thought I had a voice in how I was going to spend my spring break!)

I am getting together the list of how the weapons ought to look, from a tonnage perspective. I will have that to Timstone today, and then we can move on.

Timstone March 25th, 2004 07:26 PM

Re: Babylon 5 Mod
 
WHAT vacation?! NOT in our time that will be!
Go spend vacation when you're dead!
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Good to have you back again.
I've made progres with the Ancients (not the Vorlons and the Shadows, just the other eight). I've given them weapons. So they can blow you all out of the sky. They are VERY powerfull. I think they need to have very expensive ships or high maintenance costs. Any thoughts?

pathfinder March 25th, 2004 11:53 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
WHAT vacation?! NOT in our time that will be!
Go spend vacation when you're dead!
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Good to have you back again.
I've made progres with the Ancients (not the Vorlons and the Shadows, just the other eight). I've given them weapons. So they can blow you all out of the sky. They are VERY powerfull. I think they need to have very expensive ships or high maintenance costs. Any thoughts?

<font size="2" face="sans-serif, arial, verdana">High Maintenance costs....just opinion not based on much.


BTW been piddling around with the Version I quit on Last year. Mainly just so I can get the AI do do a reasonable job with designing the ships for a full tech game.

[ March 25, 2004, 22:22: Message edited by: pathfinder ]

Suicide Junkie March 26th, 2004 02:23 AM

Re: Babylon 5 Mod
 
The ancients should have nasty fleets, seeing as they are at war with each other.

What if the ancient maintenance reducing components were simply made to require an "RP" racial trait?

Timstone March 26th, 2004 11:43 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
The ancients should have nasty fleets, seeing as they are at war with each other.

What if the ancient maintenance reducing components were simply made to require an "RP" racial trait?

<font size="2" face="sans-serif, arial, verdana">RP racial trait? What do you mean?

The Ancients are way overpowered now. They have far supperior weaponpower (as should be), but they also have the same ships the other races have. Combine the two and you have an adversary you really can't get into the grave, not even with a good ally. Because they have no transports, no colonising ability they are slow starters, but when their warmachine gains momentum they are unstoppable. One of their weapons does 360 damage every 2 turns. That's a hell lot of power.
You know what. I'll leave them as they are now (no special ships) and when the first release comes we shall see how they behave.
First the AI thingies Grumbler is working on. In the meanwhile I'll continue building weapons.
Yeah, I'm Weaponmaster Jha'Dur (well, the male counterpart).

pathfinder March 27th, 2004 04:00 PM

Re: Babylon 5 Mod
 
Well, finally getting the Vorlons and Shadows to at least design some decent ships. Can't seem to get them to design popluation transports but other than that http://forum.shrapnelgames.com/images/icons/icon7.gif

Did any other race besides the EA (Minbari?) have shipboard telepaths?

[ March 27, 2004, 14:10: Message edited by: pathfinder ]

Suicide Junkie March 27th, 2004 04:45 PM

Re: Babylon 5 Mod
 
An RP racial trait.
Go into racialtraits.txt, and add "Roleplaying".
Make the ancient maintenance reduction require that racial tech. (Plus any other appropriate items)

So, if you're playing a free for all, you don't take the RP trait, and it works out to be about balanced.

If you're in a Roleplaying game, you can take the trait, and have the ancient uberpower races we all know and love.

grumbler March 27th, 2004 05:47 PM

Re: Babylon 5 Mod
 
Okay, Tim, email en route. The pefect weather here finally broke, and so I have an excuse to stay indoors!

As for the ancients, maybe I am misunderstanding something here, but I thought the ancients were just supposed to fight one another (i.e be a part of the "ancient age" mod). Trying to mix ancients with youngers is a recipe for trouble in game balance, IMO, with the obvious exceptions of the Vorlons and Shadows, whose impact can be limited by their demeanor and happiness type (as well as the fact that they are being played by the AI, which isn't very aggressive). Having a bunch of ancient races strewn around the galaxy seems to me to be taking away, not adding to, the game.

That's just my opinion. In any case, I think it best to try to get the main races balanced out first, before worrying about how to balance the youngers with the ancients.

Timstone March 27th, 2004 07:35 PM

Re: Babylon 5 Mod
 
SJ: That RP trait is going to have to wait. untill later. First Grumbler and I need to solve some issues. http://forum.shrapnelgames.com/images/icons/icon6.gif

Grumbler: E-mails finaly read and response is underway.

grumbler March 28th, 2004 05:01 AM

Re: Babylon 5 Mod
 
Maybe someone can help me to get the AI to design the ships properly in this mod. I am starting simple, with a 100kt scout and a very simple set of files, so as to test the engine components mod. The contents of the files are all listed below. The game was set with max tech to start with, so racial traits are not an issue.

The goal is to have the AI build a ship with a military crew (0kt), bridge (10kt), a light reactor (10 kt), four engines that use the engine mount enhancement (40kt), and then fill the rest with a Medium BLast Cannon X (17kt) and 23 Light Armor Class 6F (23 kt).

The design instead has no crew designation, a bridge (10 kt), then four engines that use the engine mount enhancement (40kt), a light reactor (10 kt), then the Medium BLast Cannon X (17kt), and then two more engines (20 kt) and no armor. When the design is opened for editing, it warns that the design cannot be made because there are only four engines allowed.

So, what gives? Is anyone familiar enough with the AI_D_C to say what is happening here? It's driving me crazy (and the engine mod SOUNDED so cool!) http://forum.shrapnelgames.com/images/icons/icon9.gif

Sorry about the difficult formatting.

This is the only ship available in AI_D_C.txt

Name := Scout
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 95
Size Maximum Tonnage := 140
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Solar Resource Generation - Minerals
Minimum Speed := 4
Desired Speed := 4
Majority Weapon Family Pick 1 := 25001
Majority Weapon Family Pick 2 := 25002
Majority Weapon Family Pick 3 := 25003
Majority Weapon Family Pick 4 := 25004
Majority Weapon Family Pick 5 := 25005
Secondary Weapon Family Pick 1 := 25001
Secondary Weapon Family Pick 2 := 25002
Secondary Weapon Family Pick 3 := 25003
Secondary Weapon Family Pick 4 := 25004
Secondary Weapon Family Pick 5 := 25005
Shields Spaces Per One := 150
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 100
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability := Weapon
Num Misc Abilities := 9
Misc Ability 1 Name := Standard Ship Movement
Misc Ability 1 Spaces Per One := 25
Misc Ability 2 Name := Sensor Level
Misc Ability 2 Spaces Per One := 100
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 50
Misc Ability 4 Name := Long Range Scanner
Misc Ability 4 Spaces Per One := 100
Misc Ability 5 Name := Combat To Hit Defense Plus
Misc Ability 5 Spaces Per One := 100
Misc Ability 6 Name := Combat To Hit Offense Plus
Misc Ability 6 Spaces Per One := 100
Misc Ability 7 Name := Scanner Jammer
Misc Ability 7 Spaces Per One := 100
Misc Ability 8 Name := Cloak Level
Misc Ability 8 Spaces Per One := 100
Misc Ability 9 Name := Solar Resource Generation - Minerals
Misc Ability 9 Spaces Per One := 100

These are the only components available in the components.txt:

Name := Military Ship
Description := Ship has a military crew and funding.
Pic Num := 50
Tonnage Space Taken := 0
Tonnage Structure := 2
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Class
Family := 11083
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := B5 Standard Race
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Modified Maintenance Cost
Ability 1 Descr := Military ships pay full maintenance and fight without penalties
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Minus
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Minus
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Combat Modifier - System
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Weapon Type := None

Name := Bridge
Description := The main control center of a starship.
Pic Num := 1
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 2
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := B5 Standard Race
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a ship bridge.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Name := Light Fission Reactor
Description :=
Pic Num := 674
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Supply
Family := 11450
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fission Utilization
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Solar Supply Generation
Ability 1 Descr := Generates 2500 supplies for each star in a system per turn.
Ability 1 Val 1 := 2500
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Stores 2500 units of supplies.
Ability 2 Val 1 := 2500
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Minerals
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Fusion Engine I
Description := Fusion Engine for sublight travel.
Pic Num := 703
Tonnage Space Taken := 500
Tonnage Structure := 15000
Cost Minerals := 15000
Cost Organics := 0
Cost Radioactives := 1500
Vehicle Type := Ship
Supply Amount Used := 1000
Restrictions := None
General Group := Engines
Family := 11400
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6
Tech Area Req 2 := Fusion Utilization
Tech Level Req 2 := 1
Tech Area Req 3 := 0
Tech Level Req 3 := 0
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 6 standard thrust.
Ability 1 Val 1 := 6
Ability 1 Val 2 := 0
Weapon Type := None

Name := Medium BLast Cannon X
Description := The MBC is much like the light Version, but is more powerful and has a much higher damage yield.
Pic Num := 530
Tonnage Space Taken := 17
Tonnage Structure := 23
Cost Minerals := 46
Cost Organics := 0
Cost Radioactives := 1
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 3
Restrictions := None
General Group := Weapons
Family := 12509
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Matter Weapons
Tech Level Req 1 := 10
Tech Area Req 2 := Belt Alliance Medium Weapons
Tech Level Req 2 := 4
Number of Abilities := 0
Ability 1 Type := 0
Ability 1 Descr := 0
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := 0
Ability 2 Descr := 0
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 78 76 75 73 71 69 68 66 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 149
Weapon Speed := 0
Weapon Modifier := 9
Weapon Sound := Mattergun2.wav
Weapon Family := 25003

Name := Light Armor Class 6F
Description := A low density, high strength composite material best for protecting delicate components.
Pic Num := 723
Tonnage Space Taken := 1
Tonnage Structure := 15
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 5101
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Inert Armor Physics
Tech Level Req 1 := 5
Tech Area Req 2 := Inert Armor Manufacturing
Tech Level Req 2 := 6
Tech Area Req 3 := Inert Armor Engineering
Tech Level Req 3 := 1
Number of Abilities := 0
Weapon Type := None

This is the vehicles.txt file:

Name := Scout
Short Name := Scout
Description := Scout ship designed for extra-small crews
Code := SC
Primary Bitmap Name := Scout
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 4
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := B5 Standard Race
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small profile makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Ship Life Support
Ability 2 Descr := Contains life support.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Ship Crew Quarters
Ability 3 Descr := Contains Crew Quarters
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

This is the ComponentEnhancement.txt file:

Long Name := Engine Mount1
Short Name := Engine Installation
Description := Installation mount for a ship engines.
Code := E+
Cost Percent := 2
Tonnage Percent := 2
Tonnage Structure Percent := 2
Damage Percent := 2
Supply Percent := 2
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 99
Vehicle Size Maximum := 101
Weapon Type Requirement := None
Comp Family Requirement := 11400,11401,11402,11403
Vehicle Type := Ship

Fyron March 28th, 2004 05:14 AM

Re: Babylon 5 Mod
 
Quote:

The game was set with max tech to start with, so racial traits are not an issue.
<font size="2" face="sans-serif, arial, verdana">Yes they are. Even on max tech, you can not have technologies that require a racial trait to be researched.

grumbler March 28th, 2004 05:39 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Yes they are. Even on max tech, you can not have technologies that require a racial trait to be researched.
<font size="2" face="sans-serif, arial, verdana">Well, the Narn (and the Minbari and the Centauri, all my test races) happily used the Belt Alliance weapon!

TNZ March 28th, 2004 06:42 AM

Re: Babylon 5 Mod
 


[ March 29, 2004, 23:07: Message edited by: TNZ ]

Fyron March 28th, 2004 07:46 AM

Re: Babylon 5 Mod
 
With engines, it is completely unnecessary to use standard movement as a misc ability. You want to set the desired speeds with "Minimum Speed" and "Desired Speed". The AI can use QNP engines just fine to get the entered values, after engines per move.

PvK March 28th, 2004 08:44 AM

Re: Babylon 5 Mod
 
Does speed really get read by the AI as "number of engines", then? That sounds familiar, actually.

PvK

Fyron March 28th, 2004 09:32 AM

Re: Babylon 5 Mod
 
Actually... on second thought, seems I misinterpreted those lines. They are indeed just a "number of engines to add" setting, and do not take engines per move of the ship hull into account.

pathfinder March 28th, 2004 03:02 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
Thanks, guys, I got at least part of the problem: "Num Misc Abilities" is actually the number of ADDITIONAL abilities. Thus, the AI was adding engines because it put in four per the speed and then filled the remaining spaces with engines as Misc abilities. And yes, "speed" in this case is purely the number of engines. But with the engine mounts, this is moot.

Which also solves Path's Shadow Living CPU problem as well: the AI adds a LCPU as the required bridge component and then again as the misc ability "Master Computer" (I tested it, Path, and the Shadows use only one LCPU if you delete the Misc ability "Master Computer").

However, this doesn't resolve the issue of the AI not using armor. I read long ago in one of the threads that an "Armor Spaces Per One" setting of zero causes the AI to fill in all spaces with armor after completing its other requirments. Is this not true? I have tried adding armor as a misc ability and the AI will leave empty spaces before it will install armor. This kinda makes the great armor system of the game kinda redundent.

Anyone have any ideas?

Also, IF wrote:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Yes they are. Even on max tech, you can not have technologies that require a racial trait to be researched.

<font size="2" face="sans-serif, arial, verdana">That isn't true in this mod for weapons tech - Max Tech gives everyone all the racial light weapons, medium, etc, but IS true for other stuff (like the LCPUs). Not sure where the weapons discrepancy crept in, but you are right and I shouldn't have doubted it! http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ahhhh.....take out the Master computer? Hmmmmmm.... http://forum.shrapnelgames.com/images/icons/icon10.gif

UPDATE: WHEEEEE! YEEESSSS! Gone are double LCPU!

Thankee Grumbler!


Another couple of headscratchers: 1-Are population transport design/build associated with colonizing (Ancients not allowed to colonize)? Ancients (Shadows/Vorlons) are not designing/building population transports.

2-What would I have to do to get the AI to actually design/build repair ships? Put a call in the construction vehicles file?

[ March 28, 2004, 15:21: Message edited by: pathfinder ]

grumbler March 28th, 2004 06:28 PM

Re: Babylon 5 Mod
 
Okay, I have a "stock" AI_D_C that seems to work for all the normal races (haven't tried with Ancients yet, and won't until we get the normals at least done enough to play with). Still no armor, though. I don't want to add ability tags to armor unless I have to, because that will make the AI_D_C even more complex (we will be talking about a dozen or more special abilities per ship type). However, if that's what I gotta do...

I have left max engines at eight for all ship sizes so the human (or an AI that has some space left over) can add engines to create a slightly faster ship. Colony ships are still gonna be limited by the size of their colony modules to half the normal ship speed, though, unless anyone wants to argue that they shouldn't be!

Path, one of the things I had to do to AI_D_C to get decent transports, sat layers, etc was limit the hull ranges for the auxilliary type ships. In fact, what I am going to do is change the transport types to "off size" x50 ships to make the AI stop using warship hulls for transports. Merchant hull as half as expensive the way I have things set up, and require only half the crews of a warship. Right now, I don't see any call for a repair ship in the AI_C_V files, and I am not sure the AI would know how to use them. Any ideas on this? It would be cool if it does use them, but in games where I have built them to test the idea, they just sit on the homeworld.

Boy, TNZ, this engine mod you suggested (implemented a bit differently than you suggested, but still the basic idea you proposed) has solved a whole raft of problems. The jump gate component no longer needs the "normal ship movement" ability and that has solved a grunch of problems in the full-tech design system (and thus the late-game design system). I cannot believe I suffered from this problem for over a year and the new CompEnhance system was available all that time! http://forum.shrapnelgames.com/images/icons/icon9.gif

Next step are the components. Anyone have strong feelings either way about the Bridge, CC, and LS components being hullsize-based as the engines are now? I was not going to implement this (the need doesn't seem to be there except in the very smallest ship sizes, and it could change the damage profile for the largest ships) but if anyone strongly wants to see this, now is the time to say so.

Timstone March 28th, 2004 06:36 PM

Re: Babylon 5 Mod
 
Ah good, the engines part is solved? Great!
I have nothing to add about the rest of the components, I'm here to make the weapons.

I'm glad the community swings into action again. After a long sleepy period The Mod is back into action again!

Grumbler: I send you several mail today. I was bored, I should have done other things, but I could. The Mod called me and I responded. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron March 28th, 2004 07:38 PM

Re: Babylon 5 Mod
 
Quote:

That isn't true in this mod for weapons tech - Max Tech gives everyone all the racial light weapons, medium, etc, but IS true for other stuff (like the LCPUs). Not sure where the weapons discrepancy crept in, but you are right and I shouldn't have doubted it!
<font size="2" face="sans-serif, arial, verdana">Actually, it is still true. http://forum.shrapnelgames.com/images/icons/icon12.gif Some of the weapons techs are not actually racial techs, as they do not have a racial number requirement. So, they can be given to other races (via a ship to be analyzed in some cases). However, in a low/med tech start, you can not research them, as you can not get access to the techs that they require, as they are actually racial techs. With high tech start, SE4 gives you all of the techs that have no racial number, as it is assumed that you could have gotten them from someone, somewhere, in the past.

Quote:

kay, I have a "stock" AI_D_C that seems to work for all the normal races (haven't tried with Ancients yet, and won't until we get the normals at least done enough to play with). Still no armor, though. I don't want to add ability tags to armor unless I have to, because that will make the AI_D_C even more complex (we will be talking about a dozen or more special abilities per ship type). However, if that's what I gotta do...
<font size="2" face="sans-serif, arial, verdana">Leaky armors have no ability, so you have to add one in order to get the AI to call them. Armor calls only add components with the Armor ability. SE4 AI does not consider leaky armors to be "Armor". You can just add the same AI tag to all leaky armors of the same size. Well, you probably don't need to add AI tags for the Scattering Armor - Primary type armors, as you can call for the emissive abilities. But for the other armors, you need one for Light, one for Medium, and one for Heavy. Otherwise, you will never get the AI to add any of them to a ship design, as it can not add ability-less components.

[ March 28, 2004, 17:42: Message edited by: Imperator Fyron ]

grumbler March 28th, 2004 10:46 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Leaky armors have no ability, so you have to add one in order to get the AI to call them...
<font size="2" face="sans-serif, arial, verdana">Ouch. I was afraid of that! I realized that the "spaces per one" will make the AI_D_C a bit easier than I first thought. However, trudging through all those almost-identical armor types to add the abilities will take a while. But if its gotta be, its gotta be.

pathfinder March 28th, 2004 10:52 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Leaky armors have no ability, so you have to add one in order to get the AI to call them...

<font size="2" face="sans-serif, arial, verdana">Ouch. I was afraid of that! I realized that the "spaces per one" will make the AI_D_C a bit easier than I first thought. However, trudging through all those almost-identical armor types to add the abilities will take a while. But if its gotta be, its gotta be. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ack, been there, done that...tedious work I tell ya! http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder March 28th, 2004 11:26 PM

Re: Babylon 5 Mod
 
What would keep a race limited to 400kt other than settings.txt? The settings.txt is set to 0 so I can "see" all the ships & bases but the Brakiri stops at 400kt http://forum.shrapnelgames.com/image...s/confused.gif

TNZ March 29th, 2004 01:12 AM

Re: Babylon 5 Mod
 


[ March 29, 2004, 23:05: Message edited by: TNZ ]


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