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

Fyron April 7th, 2004 01:21 AM

Re: Babylon 5 Mod
 
6.55 MBs from just text files? Is this compressed or not compressed? Make sure to use a non-WinZip or XP archive utility, such as WinRar, to get good compression rates (make sure to use Best). In fact, going with a format such as RAR will give even better results. You can add a mere 50 kB SFX (self-extracting) module to an archive that will allow it to be extracted without having WinRar installed. 50 kB is nothing when you can sometimes save 5 MBs in RAR format vs. ZIP format (and this is with Best compression in WinRar of each format).

pathfinder April 7th, 2004 01:32 AM

Re: Babylon 5 Mod
 
Uncompressed. I plan on using WinRAR to compress. and I'll try to use that self-extraction too.

http://forum.shrapnelgames.com/images/icons/shock.gif 227 MB uncompressed for full MOD http://forum.shrapnelgames.com/images/icons/shock.gif

includes full imagemod (slightly modified as it never seems to have ALL the B5 images) and all other images and files.

Gawd, nobody would want to handle THAT big a file downloading....

[ April 07, 2004, 00:45: Message edited by: pathfinder ]

Dragonswrd April 7th, 2004 01:53 AM

Re: Babylon 5 Mod
 
Wait someone is taking the B5 mod and updating it and putting it in one place all at once so we can download it? Without the need to search for all the updates? http://forum.shrapnelgames.com/images/icons/shock.gif It's about time. http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder April 7th, 2004 02:00 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Dragonswrd:
Wait someone is taking the B5 mod and updating it and putting it in one place all at once so we can download it? Without the need to search for all the updates? http://forum.shrapnelgames.com/images/icons/shock.gif It's about time. http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="sans-serif, arial, verdana">Ugh, look at my Last post. 227 MB is simply huge...even when I get it compressed it will still be around 90-100 MB.

leo1434 April 7th, 2004 02:25 AM

Re: Babylon 5 Mod
 
Hello!

If the file is too big, using WinRAR you can compress it in several volumes, the fist one is the .exe file (to execute in order to decompress and join) and then the following ones are .rar files. You only have to put all of them in the same folder (after you finished downloading) and make a double clikc on the exe file. You can chop the big Mod files in as many parts as you want!

pathfinder April 7th, 2004 03:07 AM

Re: Babylon 5 Mod
 
First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess.


2d attempt was 8 files/parts. 1st 7 are 7.81 MB with Last at just over 5 MB. 1st is self-extracting .exe.

IF, I'll do the same for a patch so that those who have the Gold Version of the MOD can do a "simple" update.

Biggest headache I got now is to do a readme with credits....ugh. Hope I can remember the authors of some of the shipsets.... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ April 07, 2004, 02:49: Message edited by: pathfinder ]

Timstone April 7th, 2004 03:14 PM

Re: Babylon 5 Mod
 
Hmm... when it's up I surely check it our. Great work Path!

Edit: I wish Grumbler and me were this far. Ah well, just a little longer...

[ April 07, 2004, 14:15: Message edited by: Timstone ]

Dragonswrd April 7th, 2004 03:32 PM

Re: Babylon 5 Mod
 
Personally, I don't mind the large download, I have broadband. Though that is bit large, and I know not everyone has broadband.

Ragnarok-X April 7th, 2004 05:46 PM

Re: Babylon 5 Mod
 
awesome, ihve been waiting for the mod since 2 years !! i dont mind a big download, though im on 56k which will take approx 1 hour for 15 mb. Then again one hour isnt that expensive and i guess i will have LOADS of fun with the mod, so it will be worth it.

Fyron April 7th, 2004 07:38 PM

Re: Babylon 5 Mod
 
It is not the download time that is the issue, it is the amount of bandwidth that will be required from the server hosting the mod...

geoschmo April 7th, 2004 07:57 PM

Re: Babylon 5 Mod
 
EDIT: Never mind

[ April 07, 2004, 19:06: Message edited by: geoschmo ]

Suicide Junkie April 7th, 2004 08:11 PM

Re: Babylon 5 Mod
 
If you could upload the graphics you need added to the imagemod, that would reduce the size a bunch. My copy of the B5 mod dosen't seem to have all the graphics.

ftp://imagemodserver.mine.nu/uploads

pathfinder April 7th, 2004 10:51 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
It is not the download time that is the issue, it is the amount of bandwidth that will be required from the server hosting the mod...
<font size="2" face="sans-serif, arial, verdana">Understood.

pathfinder April 8th, 2004 12:28 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
If you could upload the graphics you need added to the imagemod, that would reduce the size a bunch. My copy of the B5 mod dosen't seem to have all the graphics.

ftp://imagemodserver.mine.nu/uploads

<font size="2" face="sans-serif, arial, verdana">Not sure which ones are missing....maybe the ones for several of the weapons for the Minbari?

Fyron April 8th, 2004 04:16 AM

Re: Babylon 5 Mod
 
Timestone sent me this list a while ago:

Facilities:
Facil_261
Facil_262
Facil_263
Facil_265
Facil_266
Facil_281
Facil_282
Components:
Comp_649
Comp_650

pathfinder April 8th, 2004 04:55 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Timestone sent me this list a while ago:

Facilities:
Facil_261
Facil_262
Facil_263
Facil_265
Facil_266
Facil_281
Facil_282
Components:
Comp_649
Comp_650

<font size="2" face="sans-serif, arial, verdana">Ok, I'll check those and see.

Timstone April 8th, 2004 04:17 PM

Re: Babylon 5 Mod
 
Path: I could send the actual pics to you.

pathfinder April 8th, 2004 04:25 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Path: I could send the actual pics to you.
<font size="2" face="sans-serif, arial, verdana">I probably have them. Challenge here is to make the sure the imagemod (SJ) has them all.

But if I don't, I'll post and let you know.

Timstone April 8th, 2004 04:28 PM

Re: Babylon 5 Mod
 
Trust me, they're not in the Last Version. I DL'ed.
That's why I send a message to Fyron.

pathfinder April 8th, 2004 04:38 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Trust me, they're not in the Last Version. I DL'ed.
That's why I send a message to Fyron.

<font size="2" face="sans-serif, arial, verdana">that I don't doubt. I do have the pics but can't find where the fac_XXX pics are used. Comp_649 is the shipboard telepath and Comp_650 is the living cpu.

Timstone April 8th, 2004 04:41 PM

Re: Babylon 5 Mod
 
Oh, the facility pics weren't used yet. They are some buildings Val wanted to use in the future. And you can't have enough images to chose from.
And some of the component pics aren't in use either. They're just for later use.

pathfinder April 8th, 2004 04:49 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Oh, the facility pics weren't used yet. They are some buildings Val wanted to use in the future. And you can't have enough images to chose from.
And some of the component pics aren't in use either. They're just for later use.

<font size="2" face="sans-serif, arial, verdana">Oh, ok.

Timstone April 8th, 2004 04:52 PM

Re: Babylon 5 Mod
 
shall I send them to you?

pathfinder April 8th, 2004 04:54 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
shall I send them to you?
<font size="2" face="sans-serif, arial, verdana">Nope, I have them. Just was wondering if they what they were being used for. If you know the numbers of any others, even un-used one, I'll compile and get them to SJ for the imagemod.


SJ: which pics are you missing? I probably have the images. I'll compile them with the ones Timstone is reporting.

[ April 08, 2004, 15:56: Message edited by: pathfinder ]

Timstone April 8th, 2004 04:57 PM

Re: Babylon 5 Mod
 
To my knowledge these were the only ones.

pathfinder April 8th, 2004 05:00 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
To my knowledge these were the only ones.
<font size="2" face="sans-serif, arial, verdana">Ok, super.

Timstone April 8th, 2004 08:37 PM

Re: Babylon 5 Mod
 
Path:
I've discovered a few more. They are in the Events directory. They are the pics for the various colonies. They don't have the right names yet (no name beginning with Comp_***.bmp). I use them for 2.0. So maybe it's a good idea to ask Fyron to incorporate them into the imagemod in the components directory.

Grumbler:
I've finished work on the jump drives and jump gates. Tomorrow I'm moving on to the engines. I hope you have contacted me before I begin. Maybe you have some advise or something.

To all:
How does SE know which pic to use for what kind of colony atmosphere?
How does SE choose a hydrogen pic for a hydrogen atmosphere? I've put my pics in the same order as the pics for vanilla SE. Is this the way to go?

Fyron April 8th, 2004 08:43 PM

Re: Babylon 5 Mod
 
Quote:

Path:
I've discovered a few more. They are in the Events directory. They are the pics for the various colonies. They don't have the right names yet (no name beginning with Comp_***.bmp). I use them for 2.0. So maybe it's a good idea to ask Fyron to incorporate them into the imagemod in the components directory.
<font size="2" face="sans-serif, arial, verdana">The B5 event images are all in the Image Mod Events pack. SJ is the one in charge of the Image Mod, not me.

Quote:

To all:
How does SE know which pic to use for what kind of colony atmosphere?
How does SE choose a hydrogen pic for a hydrogen atmosphere? I've put my pics in the same order as the pics for vanilla SE. Is this the way to go?
<font size="2" face="sans-serif, arial, verdana">You'll have to be more specific. Do you mean event images? Components? Planets?

pathfinder April 8th, 2004 08:52 PM

Re: Babylon 5 Mod
 
Those images are already in the imagemod:

http://s94941683.Onlinehome.us/imagemod/


They are in the event pack.

[ April 08, 2004, 20:01: Message edited by: pathfinder ]

Timstone April 8th, 2004 09:32 PM

Re: Babylon 5 Mod
 
Yup, I said they were in the events directory. But because I use them as a component it might be good to incorporate them into the Image Mod. That was all.

Fyron: Sorry, I thought you were also administartor of the Image Mod.

What I mean is this:
A ship of mine with a rock hydrogen colonize component wants to colonise a planet. The colonise component shows a rock hydrogen pic. But how does SE knows to insert a hydrogen component and not an oxygen component?
Because I don't know this I've set the alternative colonize component pics (the ones in the event directory) in the exact order like the component pics from vanilla SE. Is this correct or is it unimportant in which order the pics are?

[ April 08, 2004, 20:34: Message edited by: Timstone ]

Fyron April 8th, 2004 09:36 PM

Re: Babylon 5 Mod
 
Components use whatever component image is called for in Components.txt. The game does not display a different component image based on atmosphere type. Stock SE4 only makes use of 3 of them, based on planet type. The pics for other atmospheres are not used, ever.

[ April 08, 2004, 20:37: Message edited by: Imperator Fyron ]

Timstone April 8th, 2004 09:41 PM

Re: Babylon 5 Mod
 
AHHH!!! Crap! You're right. Damn, me stupid. Must be all those numbers. I've been quite busy with The Mod today. And the jungle Val created is not a pretty sight and a place to get lost in very easily. Must have beer, must sleep...

See ya all tomorrow!

Fyron: thanks for setting this stupid error of mine straight. Thumbs up!

[ April 08, 2004, 20:42: Message edited by: Timstone ]

Lighthorse April 9th, 2004 12:44 AM

Re: Babylon 5 Mod
 
Hey Pathfinder,

First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess.
I would like to download the complete Babylon 5 mod too. I do not mind if it > 80 MG either. Hope to see the latest Babylon 5 mod install on SE4 PBW site too.

Great Work
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder April 9th, 2004 01:20 AM

Re: Babylon 5 Mod
 
Lighthorse: Some tweaking left yet. But a patch and full Version will go up somewhere this week-end (I hope).

Lighthorse April 9th, 2004 06:44 AM

Re: Babylon 5 Mod
 
Super, thanks Pathfinder.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone April 9th, 2004 09:10 AM

Re: Babylon 5 Mod
 
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod?

Timstone April 9th, 2004 09:16 AM

Re: Babylon 5 Mod
 
Fyron or SJ:
Concerning those images of the various colonies in the Events directory. I really would like them into the Image Mod too (in the componets directory). When I select a colony component, I can right click on it to see the actual pic, but there's no small pic displayed. I can insert the image myslef, but it would be better if all the components and facilities I gave up earlier were inserted into the Image Mod.

pathfinder April 9th, 2004 10:28 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod?

<font size="2" face="sans-serif, arial, verdana">Mostly, At the moment they "only" build 1 aggresive miner on the homeworld but no homeworld facility, instead 2 advanced military facilities http://forum.shrapnelgames.com/images/icons/icon8.gif Mid-tech has the AI building a bunch of homeworld II facilities on the homeworld... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ancients have to setup for full tech start correct: 1 homeworld facility, 1 shipyard, 1 ancient advanced military facility (instead of depot), 1 agricultural facility, rest are mining facilities.

Guess I could put a restriction of 1 homeworld per planet for the homeworld facility. Anyone got a clue on how I could restrict the setup? EDIT: Restrictions not allowed in facilities.txt?

[ April 09, 2004, 10:46: Message edited by: pathfinder ]

Alneyan April 9th, 2004 02:13 PM

Re: Babylon 5 Mod
 
The AI, in all its silliness, puts the starting facilities according to a very strict scheme. Here they are according to Fyron's modding guide:

Quote:

1) The Last facility with the Spaceport ability in the file.
2) The Last facility with the Space Yard ability in the file.
3) The Last facility with the Resupply ability in the file.
4) One facility that has the highest level of the Resource Generation - Organics ability.
5) One facility that has the highest level of the Resource Generation - Radioactives ability.
6) One facility that has the highest level of the Resource Generation - Minerals ability.
7) One facility that has the highest level of the Point Generation - Research ability.
8) Repeat 6 & 7 until the planet is filled.
<font size="2" face="sans-serif, arial, verdana">So, if the AI happens to be putting "bad" facilities, you will want to make a "good" facility with a slightly higher value, even one more point. The same goes true for the cultural centers, you may need to add an improvement for the high tech starts depending on the other facilities available. (At least it is how it is solved in Adamant for example) I could be wrong about the "how to solve it" though, as I didn't delve much into the facilities yet.

pathfinder April 9th, 2004 04:25 PM

Re: Babylon 5 Mod
 
Anyone got objections to stripping the Advanced Military Outpost of spaceyard ability? This seems to be the only way I can get homeworld "facility" during a full tech start-up for the standard or "young" races. I did get rid of the aggressive mining facility BUT still unable to get rid of 1 advanced military outpost (instead of homeworld)... http://forum.shrapnelgames.com/images/icons/icon9.gif

[ April 09, 2004, 15:40: Message edited by: pathfinder ]

Timstone April 9th, 2004 06:37 PM

Re: Babylon 5 Mod
 
The list that is in the guide is not entirely true. There are more things that the AI keeps an eye on that just resources.

This is the list of things that the AI looks at besides the the things in the list in the guide:

- higher resource yield
- higher research level
- higher research points

This Last thing is very important. I had a ship yards and a manufacturing colony with equal tech. And the computer kept on placing a MC instead of a SY. I discovered it all had to do with the amount of research points.
I used the SEModder from DavidG to look for the amount research points.

So first comes the top itme on the list in the guide, then comes my list. Then the AI looks at the second item on the list in the guiden and again my list follows. Then number three on the list in the guide followed by my list etc...

Hope this helps.

Edit: Shall I send you the facilities.txt I've made for 2.0? Maybe that helps.

[ April 09, 2004, 17:38: Message edited by: Timstone ]

pathfinder April 9th, 2004 07:33 PM

Re: Babylon 5 Mod
 
I guess then that since it costs more to research the Advanced Military Outpost, it get chosen over a homeworld II?


Hmmm.....wonder if the constructionfacility file (or whatever it is called) is involved. Some of the races have both a HW and an advanced outpost....while others (EA, Minbari) have only an advanced outpost ... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Nope, all seem to have exactly same values in constructionfacility.....my head hurts.. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/confused.gif

[ April 09, 2004, 18:53: Message edited by: pathfinder ]

Fyron April 9th, 2004 07:44 PM

Re: Babylon 5 Mod
 
I believe it is just position in the file that matters for abilities that have no value, not cost to research. Abilities that have a value, including space yards, are chosen by the best ability value available.

Fyron April 9th, 2004 08:08 PM

Re: Babylon 5 Mod
 
Timstone, whichever images you want added to the Image Mod, you will need to upload to SJ's FTP (and inform him of them), including info for the credits.txt files. He posted the link several Posts down.

Timstone April 9th, 2004 08:08 PM

Re: Babylon 5 Mod
 
Fyron:
Nope. I tested it through and through. The AI really looks at the building with highest researchpoints.
But how and why the AI places different buildings on the different HomeWorlds is a riddle to me. Strange to say the least.

Path:
Still need the facilities.txt from me?

Fyron (again):
Thanks for the info about the images. I'll send SJ a message.

[ April 09, 2004, 19:09: Message edited by: Timstone ]

pathfinder April 9th, 2004 08:11 PM

Re: Babylon 5 Mod
 
Timstone: sure...harryb1@comcast.net

Fyron April 9th, 2004 08:17 PM

Re: Babylon 5 Mod
 
If that is the case, then all you have to do is add a dummy tech area that is really expensive and has a lot of levels. Have everyone start with max level in it on low tech start. Then, assign this as as tech req to all facilities that you want to be HW facilities. Of course, you have to be careful not to let it cause the AI to choose to build these instead of the normal one later on on colonies..

Suicide Junkie April 9th, 2004 08:24 PM

Re: Babylon 5 Mod
 
ftp://imagemodserver.mine.nu/uploads
NOTE: Say OK to the permissions "error", and then drop the files into the window.

I have the following blanks:
524-528
540-543
546 & 547
549-552
570-576
594-600
618 & 619
621-624
636-638
648
693-696
717-720
755-767
778-780
790-792
801
812-816
829-838
843 & 844
847
849-862
872-875
883 & 884
886-888

pathfinder April 9th, 2004 08:46 PM

Re: Babylon 5 Mod
 
SJ: Most of those ARE blank: I have the following images and will make a folder of big and little pics with a credits note (Val made them I think...all I know is that I didn't): 549, 550, 594-598, 854-862.

Do I need to compress the files? Also, I have never ftp'd.... in other words when I click on that link...nuttin happens ...no giving/askin permission, nothing, just a blank page http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/confused.gif

[ April 10, 2004, 10:48: Message edited by: pathfinder ]

pathfinder April 10th, 2004 01:53 AM

Re: Babylon 5 Mod
 
I don't know if the AI is 100% ready for prime time BUT they sure are a heck of a lot better (IMHO) than they were a few weeks ago.

I still have to do a readme and polish up the credits.


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