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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Holy, that must have been some REALLY adult games http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Anyway, it would be really nice to hear a word. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Like Imperator said: Val is his real name. Unfortunately he disappeared permanently Feb 2003 (his Last post here). Before that he had been MIA since November 2002. |
Re: Babylon 5 Mod
IF: How, where do I drop the B5 patch? PM me maybe? I have it compressed in WinRar. It is a self-extracting WinRar file 256KB in size.
[ April 13, 2004, 23:38: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
A little bit OT, but okay.
I did a little search for Val and I found another e-mail adres I've never encountered before. So I wrote him a message. Who knows. I'll let you all know what I got back (if any response). When I searched a little further I discovered this link: http://stardust.jpl.nasa.gov/overvie...ip/namesc.html Search on that page for: Val Cassotta Looks like it he put his name on a probe launched to deposit a few microschips on an asteroid. I got all excited when I saw the date of arrival is somewhere in 2004. I thought Val could still be alive. Then I saw the actual launch date: 1999. Damn. http://forum.shrapnelgames.com/images/icons/icon9.gif Ah well, I'll keep on with this little search. See ya! |
Re: Babylon 5 Mod
Email it to admin spaceempires net (insert . and @ where needed).
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Holy, that must have been some REALLY adult games http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Sharp, I'll give you that. No, I just had to post and do other little thingies before playing. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Babylon 5 Mod
Ewwwww, just learned a Modding lesson: Changing facility file in data folder will REALLY barf up an existing game (facility-wise)... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif
Welp, Cascor now have their race/infantry portraits and minis up to par (sorta)... [ April 15, 2004, 00:22: Message edited by: pathfinder ] |
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Anyone seen Grumbler? I hope he returns quickly, coz I would hate to loose him just like Val. http://forum.shrapnelgames.com/images/icons/icon9.gif |
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Are you sure you are able to send files of this size?
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also sent it via hotmail (3 MB limit). Would not send/receive because I sent an .exe (WinRar self-extracting). Auto-Reply said to re-send as a .zip http://forum.shrapnelgames.com/image...s/rolleyes.gif [ April 16, 2004, 01:22: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I seem to have gotten facilities under control (except EA & Shagtoth), at least the initial game start build for the homeworlds.
Seems any race I pick as human ALL start with Advanced Military Outpost instead of Homeworld Facility. In other words when any race except EA and ShagToth are AI they build Homeworld setup as I planned the AI setup, just not when I use them as human player.... http://forum.shrapnelgames.com/image...s/confused.gif [ April 16, 2004, 03:02: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey Pathfinder
Are you still planning on sending me the Babylon 5 Gold mod 1.91 file or you going to install it on SE4 PBW servicer yourself? Either way is OK with me, for all I want is the ability to run a Babylon 5 Gold 1.91 campaign on the PBW Thanks Again Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
Path:
Hmm... strange thing with those facilities. Have you cross referenced with my Version of the facilties? Otherwise try my Version instead of your Version. Maybe that will work. The B5 Mod 2.0 project is getting more and more spooky. I has claimed another life. Another strange disapearance. I can't find Grumbler anymore! I really hope he makes contact quite quickly. This Mod kills... http://forum.shrapnelgames.com/images/icons/icon12.gif |
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[ April 16, 2004, 09:47: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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You can make an .zip file or a .rar file with WinRAR. Much more useful when you try to send it to someone. You little problem with the facilities can only be solved by changing the researchpoints needed for a particular tech. To make sure the AI places HomeWorld Hubs on all planets, you have to make that the most expensive tech and not the Adv. Military Outpost. |
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Timstone : Re: Drakh - Yes
I did exactly the same web search for Val a while back and landed on the same site. I also found a V. Cassotta that was CEO of some computer firm but that link has been lost. Please check your personal message box on this forum. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Thanks for the PM Nomor. I've send one back to you.
Alright, post #900!! |
Re: Babylon 5 Mod
Well, I figured out what is preventing some races from getting HW at start of full tech games. Natural Merchant race characteristic. remove that and voila, they have homeworld at start of full tech game.
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[ April 16, 2004, 21:15: Message edited by: pathfinder ] |
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[ April 17, 2004, 02:10: Message edited by: Imperator Fyron ] |
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*Grumble* what is the url/address for PBW?
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OK, I'll try that. |
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A bit off topic but I thought I would say that the I just watched the Last episode of B5 and I have to admit that it is one of the best emotional rides of the series. It still brings a tear to my eye at the end.
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I've been using http://seiv.pbw.cc
[ April 17, 2004, 06:40: Message edited by: narf poit chez BOOM ] |
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www is easier to type than seiv http://forum.shrapnelgames.com/images/icons/icon12.gif
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Well, neither works, so I guess PBW is down at the moment.
Interesting: In my test games, so far, guess what race seems to be the strongest......Centauri. Also shipboard telepaths seem to be worthless to me. With a max range of 3 when the tech is maxed out the EA and Minbari ships with a shipboard telepath can't get close enough to Shadow ships to use them. [ April 17, 2004, 12:52: Message edited by: pathfinder ] |
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Glad you like it. Was this an encouragement for Path to upload his latest revision? |
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I can't seem to get AI Tags to work.
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They work like any other valueless ability in regards to the AI files. What problems are you having specifically?
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The solar supply generation ability used by jumpgates causes any design using that ability to NOT be built. The younger races massive reactorsd use it and any ship that has this ability will not be built. A work around is to simply not use massive reactors....bleah. Some of the ancient race ships with that abilty get built, others (especially smaller ones) don't. UPDATE: Assigned an unused bogus ability and got the buggers to use Massive reactors. [ April 18, 2004, 01:53: Message edited by: pathfinder ] |
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I also feel that the construction rate should be about 40% faster. Rambie |
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I also feel that the construction rate should be about 40% faster. Rambie </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hehe, I'll work on that (range). I guess to make faster drop cost? Oh, and Hiya rambie! |
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Pathfinder,
Orginally Posted by Rambie I also feel that the construction rate should be about 40% faster. I repected Rambie thoughts on all things about Babylon 5, but I disagree that the construction rate could be increase. Its perfect there way it is now. It takes more than a 100 years to build up a galaxy empire. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
"Things" are moving along. Except for younger races now build 2 homeworld facilities at start, all other (that I know of) build challenges with homeworld facilities are gone.
Now to figure out why the Vorlon planet killer won't use the planet cracker beam http://forum.shrapnelgames.com/image...s/rolleyes.gif 1st problem was shared family with the great machine. [ April 18, 2004, 17:49: Message edited by: pathfinder ] |
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I agree with Rambie. The rate of development in this mod is way too slow. It greatly detracts from the fun value, especially in multiplayer play. Gameplay over realism any day.
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I thought the development was fine.
My little isolated colonies got nothing done, but for the ones that I could ship workers in to, they were all running quite nicely. It would suck if I had had all my colonies filled up with facilites too quickly. We don't want races spreading like viruses. There should be a relatively small number of populated colonies, and a bunch of tiny mining outPosts, not system after system of maxxed out planets. |
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And precisely how much faster do you want construction to go? Rambie mentioned 40%, any other thoughts?
I agree with SJ. And it so happens that that line of thought matches the series perfectly. [ April 18, 2004, 18:16: Message edited by: Timstone ] |
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I'll make the same statement I made Last year over weapons...I am NOT going to make a major re-write. Not because it may not be needed but because I am not going to put forth that kind of effort. The changes I am making now are minor, more or less cosmetic ones.
If someone feels strongly enough...have at it and make a re-write, I'll applaude your effort. [ April 18, 2004, 20:36: Message edited by: pathfinder ] |
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I agree that colonies need to take time to build up. However, even on planets that I maxed out with population it took an average of 20 years (20 turns) to build most facilities. I don't mind making an effort toward a more realistic game and I don't want to see the MOD most as fast as stock SE4, However, a balance needs to be made between game play and realism. Perhaps 40% increase is too much, but 20-25% would seem a good compromise. |
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Rambie: I was just making my position clear. No rant intended on my part. Just wanted all to know that any major re-write will have to come from someone else. I WILL continue to tweak until I have done all I can do with my pitiful skills and trust me; I am almost at the end of those.
[ April 18, 2004, 21:34: Message edited by: pathfinder ] |
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Ok. Gameplay over canon any day. Canonism and realism MUST be sacrificed for playability... the mod is way too slow as is. It doesn't have to go at the same pace as the stock game, but for MP, the really slow pace of the mod makes it very little fun to play...
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I think....
maybe I should get the gold Version of this game... only thing is that they want so much for the flaming postage that it goes up more that $60.00 http://forum.shrapnelgames.com/images/icons/icon8.gif UK are just as bad at £35.00 plus p&p. Too much for what is just an upgrade http://forum.shrapnelgames.com/images/icons/icon9.gif If I wait for the mod to be finished the price should have come down to the $24.00 mark..or there'll be SEIV platinum . http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Look post 105... lookout Timstone I thought the development was fine. Apart from terraforming.. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif [ April 19, 2004, 01:22: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Okay, back from two weeks in Modem Hell. Very frustrating.
As regards the slow build up versus fast buildup, mt approach has been to use the Aggressive facilities as cheaper (half the usual cost) and 'almost as good" facilities for the small/domed planets that will never have a big enough population to build the full-sized facilities in less than geological time. Of course, strip-mining the planet means you make it uninhabitable (and eventually even worthless depending on how far down you drive the planet values) but then you just move on and abandon it! The main issue with "slowness" is the population modifiers, but they are also the coolest feature (except the declining production values as population climbs over 620M people, but that's a seperate battle). A second issue with "slowness" is that manufacturing colonies actually reduce the production rate (except MC III which leaves it unchanged). I would argue that canon says that ship construction takes place mostly in orbit. Orbital shipyards should be expensive but should be more capable than planet-based ones. This actually helps playability, as this means that you don't have to wait for the planet to be populated by facilities before you construct your Amazing All-Powerful Armada - planetary development is interrupted to build the orbital shipyard, but then shipbuilding and planetary development are not in competition. This works well in playtesting, with the exception of the fact that the AI builds all its orbital shipyards around its homeworld (which is more of a disappointment than a problem). |
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