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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).
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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 ] |
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
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Re: Babylon 5 Mod
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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! |
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 ] |
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 ] |
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.
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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.
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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...
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Re: Babylon 5 Mod
EDIT: Never mind
[ April 07, 2004, 19:06: Message edited by: geoschmo ] |
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 |
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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 |
Re: Babylon 5 Mod
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Path: I could send the actual pics to you.
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But if I don't, I'll post and let you know. |
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Trust me, they're not in the Last Version. I DL'ed.
That's why I send a message to Fyron. |
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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. |
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shall I send them to you?
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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 ] |
Re: Babylon 5 Mod
To my knowledge these were the only ones.
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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? |
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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 ] |
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 ] |
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 ] |
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 ] |
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 |
Re: Babylon 5 Mod
Lighthorse: Some tweaking left yet. But a patch and full Version will go up somewhere this week-end (I hope).
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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? |
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. |
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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 ] |
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:
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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 ] |
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 ] |
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 ] |
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.
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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.
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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 ] |
Re: Babylon 5 Mod
Timstone: sure...harryb1@comcast.net
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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..
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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 |
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 ] |
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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