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Re: Babylon 5 Mod
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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 ] |
Re: Babylon 5 Mod
Do their weapon family numbers overlap with some other weapons?
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Re: Babylon 5 Mod
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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 ] |
Re: Babylon 5 Mod
Bab 5 mod is only for 1.49 isn't it ??
If so is someone planning/doing it for Gold ?? |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
where can I find it, searched for it..... but found always only the 1.49 Version
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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.
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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. |
Re: Babylon 5 Mod
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http://www.shrapnelgames.com/cgi-bin...0;t=000001;p=3 |
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 ] |
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 ] |
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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. |
Re: Babylon 5 Mod
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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 ] |
Re: Babylon 5 Mod
Anyone else having the AI Shadows not using their own weapons after they are available?
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Re: Babylon 5 Mod
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^
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Re: Babylon 5 Mod
Would resource cost be a factor in the AI NOT using its racial weapons?
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Re: Babylon 5 Mod
No. Resource cost is never a factor in the AI designing ships.
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Re: Babylon 5 Mod
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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 ] |
Re: Babylon 5 Mod
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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 |
Re: Babylon 5 Mod
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Latest Version of the B5 MOD Gold. B5 Gold "Main" files: 1055690978.zip B5 Mod Race AI: 1055720287.zip |
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 |
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...
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Re: Babylon 5 Mod
Not at all, good enough for me.
As long as it work heh... |
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 ] |
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. |
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? |
Re: Babylon 5 Mod
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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 ] |
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? |
Re: Babylon 5 Mod
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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). |
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 ] |
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. |
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. |
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. |
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 |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
[ March 29, 2004, 23:07: Message edited by: TNZ ] |
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.
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Re: Babylon 5 Mod
Does speed really get read by the AI as "number of engines", then? That sounds familiar, actually.
PvK |
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.
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Re: Babylon 5 Mod
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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 ] |
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. |
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 |
Re: Babylon 5 Mod
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[ March 28, 2004, 17:42: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
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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
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Re: Babylon 5 Mod
[ March 29, 2004, 23:05: Message edited by: TNZ ] |
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