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

grumbler April 19th, 2004 02:16 AM

Re: Babylon 5 Mod
 
Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago? http://forum.shrapnelgames.com/images/icons/icon7.gif

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar!

pathfinder April 19th, 2004 02:22 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago? http://forum.shrapnelgames.com/images/icons/icon7.gif

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar!

<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/blush.gif Nope but then again I suffer from terminal CRS... http://forum.shrapnelgames.com/images/icons/shock.gif

grumbler April 19th, 2004 02:26 AM

Re: Babylon 5 Mod
 
I wasn't idle on the mod while my modem was out. I got mQNP to work for fighters.

While I was looking at fighters, though, I concluded that the mini-reactor concept is out of place for fighters. They should have no supply regeneration capabilities. While it is true that fighters in the series DID have reactors ("...reactor system nearing critical, enemy weapons systems locking on..." that didn't provide unlimited life support. Fighters had to be based and then launched for missions, they couldn't just "hover in space" like they do now.

Anyone know of any reason not to eliminate supply regeneration for fighters?

Nomor April 19th, 2004 02:48 AM

Re: Babylon 5 Mod
 
Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..?

You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack.

This totally ignores how long you can fly in space without dying from radiation poisoning as they are not really shielded. Was there not a fatigue element to the game. Too long without supply or R&R meant quality dropped or mutiny. This could be set high for fighters..

This could do your head in. http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ April 19, 2004, 01:59: Message edited by: Nomor ]

Timstone April 19th, 2004 11:12 AM

Re: Babylon 5 Mod
 
Nomor:
PM!
And don't worry I'll continue to post untill I'm dead. I just have to make sure I stay ahead with my Posts. http://forum.shrapnelgames.com/images/icons/icon6.gif

Grumbler:
Good to have you back. I received you're e-mail and returned the favor.

Path:
You've really done very good work, please contuinue to make tweaks and improvements. And plesae don't lower your capabilities. You're the only one who tried (and succeeded) improving the Last Version of the B5 Mod. Be proud on it and take pleasure in the fact that people still standing in line to play this mod. Praise to you.

grumbler April 19th, 2004 04:46 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:
Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..?
<font size="2" face="sans-serif, arial, verdana">That is what I have in mind.

Quote:

You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack.
<font size="2" face="sans-serif, arial, verdana">Actually, the limits on oxygen supply are featured in several episodes in season 5 (where Lennier is trying to find out how the Centauri are attcking the LoNAW). He didn't enter a trance to keep from peeing! http://forum.shrapnelgames.com/images/icons/icon10.gif

Nomor April 19th, 2004 08:07 PM

Re: Babylon 5 Mod
 
There was an episode where a Starfury was damaged by the Streib and Sheridan was kidnapped. The pilot had to choose between his life support and speed. Since he had already received a lethal dose of radiation from the damage to his ship he chose speed. http://forum.shrapnelgames.com/images/icons/icon9.gif

(where Lennier is trying to find out how the Centauri are attacking the LoNAW) In this episode Lennier's problems arose from having to shut all his systems down to avoid being detected. Had he been able to keep his power plant running at full he may not have been in such a pickle regarding his oxygen reserve. http://forum.shrapnelgames.com/image...s/confused.gif

However I take your point that even a life support can only recycle so much. That being said I wouldn't want to go anywhere without at least a weeks supply of food, air and water, just in case I got lost or hit an iceberg. http://forum.shrapnelgames.com/images/icons/icon6.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif
Timstone: PM http://forum.shrapnelgames.com/images/icons/icon7.gif

unrelated link to terraforming http://www.Users.globalnet.co.uk/~mfogg/

[ April 19, 2004, 19:33: Message edited by: Nomor ]

grumbler April 20th, 2004 08:31 AM

Re: Babylon 5 Mod
 
Nomor, I hear whatcher sayin', but I think the show makes it clear that oxygen regeneration wasn't in fighters:
1. Lannier and the other ranger trainee launched "with just an hour's supply of oxygen."
2. Montoya noting to Delenn that Lennier's oxygen would now be depleted even if he went into suspension to extend it.
3. Knight One noting to Sinclair that when he went off the screens in the Battle of the Line he had only 16 hours of oxygen left.

"Life Support" probably included CO2 scrubbers and fans, plus heating, water, etc. In fact, this is pretty much what the Space Shuttle has right now.

Atrocities April 20th, 2004 09:27 AM

Re: Babylon 5 Mod
 
The Last episode of B5 was one of the sadest hours of TV I have ever seen. http://forum.shrapnelgames.com/images/icons/icon9.gif

Timstone April 20th, 2004 11:26 AM

Re: Babylon 5 Mod
 
AT:
I feel for you... http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor April 21st, 2004 01:22 AM

Re: Babylon 5 Mod
 
What was the longest Space Shuttle Mission?
Columbia STS-80
Launched: November 19, 1996
Duration: 17 days, 15 hours, 53 minutes, 18 seconds.

Now that's the kind of life support I'd want before I stepped into a Starfury.

After the Earth Minbari War, with all the Earth Force support ships getting chopped up there's no way I'd settle for a space faring fighter that only had a days worth of air. Hell, I'd only be happy with a week minimum.

It just goes to show how much plot driven crap ended up on B5. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Starfurys went on patrol using jump-gates looking for Raiders. If you got lost or damaged how long would it take for a rescue to find you. http://forum.shrapnelgames.com/images/icons/shock.gif

JMS didn't say what kind of suicide pill Earth Force pilots took with them either, but I image it must have been pretty good. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone April 21st, 2004 09:06 AM

Re: Babylon 5 Mod
 
Suicide pills, well cyanide does the trick. I know some examples from the past.

jimbob April 21st, 2004 07:40 PM

Re: Babylon 5 Mod
 
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).

3. The build times for buildings is about 40% too slow.
4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.

Anyways, those are my thoughts. Good luck on the next Version, I’d love to beta again!

Alneyan April 21st, 2004 07:50 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by jimbob:
I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)

<font size="2" face="sans-serif, arial, verdana">Actually, adding boarding abilities to the Crew Quarters would hurt the Pirates, since *all* components with boarding abilities are used during a boarding attempt, so the Crew Quarters would be destroyed as well. (Leaving the ship with a speed halved, until it has at least one Crew Quarter fully functional)

I wish the modders handling this project well to balance every option, or to make every one enjoyable and peculiar. There seems to be quite a lot of options available, so all I can say is a mere "good luck to you". http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 21, 2004, 18:50: Message edited by: Alneyan ]

Ragnarok-X April 21st, 2004 08:15 PM

Re: Babylon 5 Mod
 
well i would GLADLY alter the component files, set up tech trees and balance the races and stuff, but since it looks like pathfinder, Timstonen and grumbler want to mod alone, there is no way for me. I guess i will alter the mod once it is released for my personal use, i cant stand unbalance...

Timstone April 21st, 2004 09:14 PM

Re: Babylon 5 Mod
 
Hahaha... want to mod alone. http://forum.shrapnelgames.com/images/icons/icon10.gif
Hey, this great mod isn't just the mod of Grumbler, Pathfinder and myself. Nobody owns this mod.

Grumbler and I are busy making Version 2.0 of The Mod. Pathfinder is refining/tweaking the 1.X Version of The Mod.
Because Grumbler has so many great ideas, he and I started working together. More help is always nice and wanted. But sofar I've been a little egoistic and wanted to complete MY vision. I must confess that's not the way to go.

I'll let you guys in on a tiny secret. Don't tell anyone.
But when Grumbler disapeared (he later told me because of modem problems) I really couldn't do a thing. I don't have the ideas, I'm just a workerbea. But I happened to be the workerbea who started work on 2.0. That's all. So if someone who contributes a great deal to The Mod (like Grumbler) quits or gets lost or something, I get lost and don't know what to do.

If someone wants to contribute to The Mod, please do. But I give Grumbler the ultimate word in the decisions wether to implement it or not. Afterall, he's the one with the great ideas.
I hope Grumbler agrees.

Edit:
I wish I hadn't a GF, that way The Mod would already be finished... ehhh... no, bad wish. Very bad wish.
What?!! No, get away from me with that knife, you might hurt me! Aaaarrrgggg....

[ April 21, 2004, 20:16: Message edited by: Timstone ]

Fyron April 21st, 2004 09:58 PM

Re: Babylon 5 Mod
 
Quote:

I’d also suggest that they could have boarding party capacity for all their living quarters
<font size="2" face="sans-serif, arial, verdana">I suggest only security station abilities for CQ. When a ship Boards another, ALL boarding party components are destroyed, regardless of how many were actually needed... this would leave their ships completely stranded after boarding... http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder April 21st, 2004 10:05 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by jimbob:
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).

3. The build times for buildings is about 40% too slow.
4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.

Anyways, those are my thoughts. Good luck on the next Version, I’d love to beta again!

<font size="2" face="sans-serif, arial, verdana">#1: Look to the MOD by Timstone , grumbler, et al as they are simplifying the weapon tree. I do not have the ability nor the time to do so.

#2: Ancients.: I am only tweaking the original Version a bit and am almost through with that. I am NOT going to do a major re-write as I am simply not willing to spend the time nor do I have the programming insight to do so.

I have never seen the Ancients use troops (not saying they don't, just that I have not seen it in almost 2 years of testing), only the younger races . The Ancients do not have colonization. As for cutting their resource production, with only a home world's resource?! The Vorlons also had to grow their ships (or Last least partly) and I have not seen big fleets by either. Quite frankly they don't need to with their weapons totally outclassing the younger races.

Nomor April 22nd, 2004 12:18 AM

Re: Babylon 5 Mod
 
I would suggest that for troops for at least one of the Ancients namely the Shadows , one could use the Drakh as a basic type with a shadow type as an elite troop. They were sycophantic minions.

Game play wise I like the idea of mixing it with the main Bad guy.

Vorlons appear to me more behind the scene types not wanting to get their hands dirty. So no ground force.

How to represent this in the Mod though is beyond me, and may not be possible for the single player computer controlled AI.
http://forum.shrapnelgames.com/image...s/confused.gif
One thing that bothered me was if the Drakh were such powerful telepaths, why did the Shadows not use them to "man" their Battle Crabs? What made Human telepaths better candidates? Perhaps the Shadows did not want to lose control of one of their most powerful weapons in light of an underground resistance, however small?

http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ April 23, 2004, 18:23: Message edited by: Nomor ]

grumbler April 23rd, 2004 01:49 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by jimbob:
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.

<font size="2" face="sans-serif, arial, verdana">This is exactly the kind of input needed. Thanks for taking the time. Keep making suggestions.

Quote:

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).
<font size="2" face="sans-serif, arial, verdana">This is THE critical component of any mod, and unfortunately a hard one to deal with. I was so pround when I figured out a way to make non-useful techs "invisible" to a race, but aghast when i found that it made them unavailable to every race. It is hard to make tech work corectly.

Quote:

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).
<font size="2" face="sans-serif, arial, verdana">I think the short-term solution is to remove the ancients entirely, and the mid-term solution to make the Ancients unplyable as "human" races. Ultimately the balance will be struck, but only through lots of playteseting.

Quote:

3. The build times for buildings is about 40% too slow.
<font size="2" face="sans-serif, arial, verdana">easily fixable.

Quote:

4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)
<font size="2" face="sans-serif, arial, verdana">I am not convinced that "pirates" are viable in the SE4 world. maybe we can make them work, but they are a long way behind making the actual races work.

Quote:

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.
<font size="2" face="sans-serif, arial, verdana">Yep. satellites should be the primary defensive system, but not be unbeatable. Playtesting is required. I think sats are more game-destabilizing as warp point defenses than as planetary defenses. maybe part of the solution is to eliminate the "satellite layer" capability.

The One April 23rd, 2004 09:05 PM

Re: Babylon 5 Mod
 
where might one find the latest Version of the B-5 mod? Thanks

pathfinder April 23rd, 2004 09:10 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by The One:
where might one find the latest Version of the B-5 mod? Thanks
<font size="2" face="sans-serif, arial, verdana">For the basic files:

http://www.xmission.com/~rstulce/B5Web.htm

For the GOLD files you have to search here.

This is the Last revisions I did (June 2003):

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip

B5 Mod Race AI:

1055720287.zip

You are reminded that this Version is a bit buggy.


I hope to be releasing an updated Version shortly. How soon that is depends on "real-life".

[ April 23, 2004, 20:11: Message edited by: pathfinder ]

Timstone April 24th, 2004 07:06 PM

Re: Babylon 5 Mod
 
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.

Phoenix-D April 24th, 2004 07:12 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.

<font size="2" face="sans-serif, arial, verdana">You're dutch? http://forum.shrapnelgames.com/images/icons/icon12.gif

(there, not any more..)

Timstone April 24th, 2004 07:31 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Phoenix-D:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.

<font size="2" face="sans-serif, arial, verdana">You're dutch? http://forum.shrapnelgames.com/images/icons/icon12.gif

(there, not any more..)
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Haha... you little rascal you. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit: Damn, forgot to say I'm Dutch. "I'm Dutch!"

[ April 24, 2004, 18:32: Message edited by: Timstone ]

grumbler April 24th, 2004 08:13 PM

Re: Babylon 5 Mod
 
Ragnarok-X,

If you want to muck about in the Components file, how about coming up with an answer to the following question: what is the longest-ranged weapon each major race has for each target type?

This will help balance out the satellite versus ship combat.

I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.

I tried making the sats "merchant-like" with the 50% offense minus and 50% easier to hit, but that made less difference than I had supposed, so I think this needs a more systematic look, and such data would help us a lot.

Timstone April 24th, 2004 08:20 PM

Re: Babylon 5 Mod
 
About the sat problems. Val wanted to make planet assault a very, very costly business. It was intended.

Grumbler:
Anything for me to do? Please mail me if you do.

Ragnarok-X April 24th, 2004 09:44 PM

Re: Babylon 5 Mod
 
Uhm Grumbler, my post was not directed at you, and i i didnt meant to offend anyone !

Anyway, i think you cant find out how the weapon with the longest range for each race is called. Instead, why not make damage by satellites dimishing with each square ? IE. 50% of the range the weapon has 100% damage, and each square after the 50% the damage is reduced by 20% or whatever. That would in fact half the damage at full range. In addition, long range weapons will have hit problems at maximum range, since each square reduced to hit by 10%.

You can try to alter the satellite itself, for example you could try to increase the hull cost, so players could pump out less sats in the same time, but each satellite would still be very strong. Different mounts are another idea, maybe give different sat mounts, some give long range but less to hit, other have zero range modifier but a good to hit modifier.
You could add new weapons for each race which can only target satelittes. This would make those weapons the counter to sats, while not being TOO powerful, they would be stronger against sats than "normal" weapons. Maybe a slight increase in range and to hit.
that are just few of my ideas.

TNZ April 25th, 2004 06:43 AM

Re: Babylon 5 Mod
 
I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder April 25th, 2004 11:22 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by TNZ:
I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Weapon platforms, IMHO, do not need to be nerfed anymore. The only weapons they can have at the moment are point defense.

Also, as mentioned before, satellites ARE supposed to be all powerful. I respectfully suggest to those who wish to nerf them to take a hard look at strategies and weapons they load when doing planetary assault. The AI, when battling me, has more than held its own in doing so.

TNZ April 25th, 2004 12:54 PM

Re: Babylon 5 Mod
 
Could I suggest that the Babylon 5 Mod Version 2.0 be moved to its own discussion thread so that ideas can be posted and discussed in a more constructive way. http://forum.shrapnelgames.com/images/icons/icon7.gif

grumbler April 25th, 2004 02:31 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Ragnarok-X:
Uhm Grumbler, my post was not directed at you, and i i didnt meant to offend anyone !
<font size="2" face="sans-serif, arial, verdana">If I sounded offended, I assure you that it was unintentional. We can use all the help we can get.

Quote:

Anyway, i think you cant find out how the weapon with the longest range for each race is called.
<font size="2" face="sans-serif, arial, verdana">It would require going through the components file and listing all the weapons thta have the following target types:
Satellite,
Ship\Base\Sat,
Ship\Base\Sat\WeapPlat\Drone,
All

Quote:

Instead, why not make damage by satellites dimishing with each square ? IE. 50% of the range the weapon has 100% damage, and each square after the 50% the damage is reduced by 20% or whatever. That would in fact half the damage at full range. In addition, long range weapons will have hit problems at maximum range, since each square reduced to hit by 10%.
<font size="2" face="sans-serif, arial, verdana">I am not SURE that there is a problem overall. I just want to see if there is a problem with specific races. As far as I can tell in a quick look, for instance, the Minbari have no weapons that can touch a satellite more than 5 spaces away, which means a fair number of turns taking damage without being able to respond... but we need to know.

As you can see from this thread, there is no consensus on whether or not atellites are too powerful per se, and my tendency is to make the fewest changes possible to all the thought and work that has gone into the mod so far.

The simplest thing to do is just balance the weapons, rather than change the settings or the AI or the nature of satellites.

grumbler April 25th, 2004 02:36 PM

Re: Babylon 5 Mod
 
Tim,

Big email on components. Time to start battling this dragon! http://forum.shrapnelgames.com/images/icons/icon10.gif

It took me a little longer than I had expected to make the fighter supply issue work out, but once I realized that the solution was to make their weapons use no supplies, it all fell in to place.

jimbob April 26th, 2004 03:45 AM

Re: Babylon 5 Mod
 
Everyone: With regards to the satelite issue:

from the play test it seemed to me to be a problem. The paucity of weapons that could hit satelites (for the minor races) was a real head-ache for me. Actually, it seemed beyond reasonable but perhaps I was more sensitive to the problem at the time http://forum.shrapnelgames.com/images/icons/icon10.gif

That said, the satelites always had more range than my "satelite targeting" weapons did, and at the highest tech levels had much much more range than I did (I think they had 5 or 6 more range than I did, which meant I lost half my fleet before I even got my first volley in). As Grumbler calculated:
Quote:

I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.
<font size="2" face="sans-serif, arial, verdana">My humble opinion is that, from the beta test, the satelites are too powerful. That plus the fact that they are not limited to planets (see uses at warp points for example) means that the key argument is not completely accurate. Perhaps introducing a powerful weapon platform and calling it a "lower orbit satelite defense system" is the answer. This would allow for a better planetary defense, without exporting the uber-powerful satelites to places like warp points. However, that would be a lot of work.... I'd be satisfied with more long range weapons that can touch satelites.

Really loving the mod guys, keep up the work!


Alneyan: good point regarding the crippling effect of making the CQuarters boarding parties!

-Jim

[ April 26, 2004, 02:45: Message edited by: jimbob ]

jimbob April 26th, 2004 03:47 AM

Re: Babylon 5 Mod
 
Grumbler: you said something along the lines of "I was so pround when I figured out a way to make non-useful techs "invisible" to a race, but aghast when i found that it made them unavailable to every race. It is hard to make tech work corectly."

What exactly did you mean by "invisible?" I think I have some ideas on this problem.

cheers
Jim

Atrocities April 26th, 2004 12:48 PM

Re: Babylon 5 Mod
 
I need two things. I need someone to make the AI for the Alliance including the general file, and I need Race Portrait images for the set.

Any one wishing to take this on please email me at atrocities@astmod.com

The ship set is complete.

Timstone April 26th, 2004 04:42 PM

Re: Babylon 5 Mod
 
Grumbler:
I've received your e-mail. I'll read it tomorrow at work (naughty isn't it?). Thanks!

AT:
Great set, thanks for letting the B5 Mod using it. I'm no good with AI files. Never messed around with them.

Suicide Junkie April 26th, 2004 10:15 PM

Re: Babylon 5 Mod
 
Regarding satellites:

Long range is nessesary, since the sats themselves can't move.

Instead, reduce the damage/kt/turn of sat weapons.
Perhaps by that 3x factor you mentioned.

Nomor April 26th, 2004 10:58 PM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/image...s/confused.gif
Game play question: If I remember correctly if a planet rebelled against it's original homeworld you got a generic bmp of what looked like an angry group of Mohawk Simpson's. Is it possible to have race specific pictures for rebelled planets.

For humans we could use President Clark or Bester etc
For Minbari we could use the general Shakiri who tried to replace Delenn
For the Centauri we could use one of Vir Cotto or Lord Refa ...

There are bmp pictures for most of the main races that could be used to represent rebelled/independent races, without resorting to the SEIV standard.

Can it be done? Do we want to?
http://forum.shrapnelgames.com/image...s/rolleyes.gif

Atrocities April 27th, 2004 01:01 AM

Re: Babylon 5 Mod
 
Oops, The Alliance

Not yet ready for download. This race can be used for B5 mod exclusively, but it is also my Atrocitonian race. (Name Pending until I come up with something better.)

[ April 26, 2004, 12:05: Message edited by: Atrocities ]

pathfinder April 27th, 2004 01:43 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:
http://forum.shrapnelgames.com/image...s/confused.gif
Game play question: If I remember correctly if a planet rebelled against it's original homeworld you got a generic bmp of what looked like an angry group of Mohawk Simpson's. Is it possible to have race specific pictures for rebelled planets.

For humans we could use President Clark or Bester etc
For Minbari we could use the general Shakiri who tried to replace Delenn
For the Centauri we could use one of Vir Cotto or Lord Refa ...

There are bmp pictures for most of the main races that could be used to represent rebelled/independent races, without resorting to the SEIV standard.

Can it be done? Do we want to?
http://forum.shrapnelgames.com/image...s/rolleyes.gif

<font size="2" face="sans-serif, arial, verdana">The rebelling race uses the race pic(s) of the one they rebelled against. Example: A race that rebelled against the EA uses the EA race pic (Sheridan).

Atrocities April 27th, 2004 04:15 AM

Re: Babylon 5 Mod
 
So no one is up to making the Ai or is it no one cares to use the set for the mod? Don't worry if it won't work for B5 thats ok. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder April 27th, 2004 04:27 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Atrocities:
So no one is up to making the Ai or is it no one cares to use the set for the mod? Don't worry if it won't work for B5 thats ok. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Actually it will work. I'll add it to the Version I am working on.

grumbler April 27th, 2004 02:27 PM

Re: Babylon 5 Mod
 
Atrocities, that image set looks kinda "Ikarran" to me. That's an interesting race I think should eventually be included (especially if we are looking at doing more than just the B5 main timeline).

Timstone April 27th, 2004 04:03 PM

Re: Babylon 5 Mod
 
Ikarran? Never hear dof them. I'll do a little search in my books.

Grumbler:
I'll begin work on the stuff you gave tonight. When I begin there are bound to be questions. So sit tight and wait for the flood of e-mails. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities April 27th, 2004 06:00 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
Atrocities, that image set looks kinda "Ikarran" to me. That's an interesting race I think should eventually be included (especially if we are looking at doing more than just the B5 main timeline).
<font size="2" face="sans-serif, arial, verdana">Who in the hell are the Ikarran? http://forum.shrapnelgames.com/image...s/confused.gif

Nomor April 27th, 2004 11:28 PM

Re: Babylon 5 Mod
 
Quote:

Who in the hell are the Ikarran? http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="sans-serif, arial, verdana">See: http://besterplace.green-sector.de/orvat.htm


Quote:

The sentient race of Ikarra 7 was in its prime evolved enough to master organic technology. After being repeatedly attacked by other races the Ikarrans created twelve warmachines to protect them. These machines were programmed to obey only pure Ikarrans and to destroy everyone else. Unfortunately there was no such thing as a pure Ikarran and the machines turned against their creators. In the end the whole Ikarran race was destroyed.
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon6.gif ...... http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities :
The Alliance is a very nicely crafted ship set, IMHO. However it suffers from the same problem as the LNAW for writing Description:/ Biological Description:/ Society & General History Description. Assuming you refer to the Delenn Sheridan Alliance? http://forum.shrapnelgames.com/images/icons/icon9.gif

PF:
Quote:

The rebelling race uses the race pic(s) of the one they rebelled against. Example: A race that rebelled against the EA uses the EA race pic (Sheridan).
<font size="2" face="sans-serif, arial, verdana">Yes... I remember ... the Mohawk picture was used to warn you that they were rebelling. But can SEIV be programed to use a different picture. If the EA rebelled we don't really want to see lots of Sheridans, do we?
http://forum.shrapnelgames.com/image...s/confused.gif

[ April 27, 2004, 23:12: Message edited by: Nomor ]

Fyron April 28th, 2004 06:40 AM

Re: Babylon 5 Mod
 
Quote:

Yes... I remember ... the Mohawk picture was used to warn you that they were rebelling. But can SEIV be programed to use a different picture. If the EA rebelled we don't really want to see lots of Sheridans, do we?
<font size="2" face="sans-serif, arial, verdana">No. That picture can certainly be replaced by a new one, but only one can be used in a particular mod.

Timstone April 29th, 2004 09:57 AM

Re: Babylon 5 Mod
 
Grumbler:
I'm back in business agian! Stupid virus stuff. http://forum.shrapnelgames.com/images/icons/icon8.gif
Ah well, I lost nothing everything is recovered. http://forum.shrapnelgames.com/images/icons/icon7.gif

Though it will be until the end of this week before I can begin with The Mod again. Work, work, work...

grumbler April 29th, 2004 02:30 PM

Re: Babylon 5 Mod
 
The Ikarrans (along with the Markab and a few others) were allies of the Vorlons and Minbari in the Shadow War of the 1200s AD. As noted, they were masters of organic technology but the weapons they created to fight the Shadows and Shadow minions ended up killing the Ikarrans as well. They were the race that left behind the technology featured in "Infection."


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