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

Ragnarok-X April 29th, 2004 04:08 PM

Re: Babylon 5 Mod
 
i think the episode with features the Ikarrans was something along this:

Some guy smuggles some artifacts on bab 5. They activate them and the artifact comes to lifes and somehow posses the smuggler, turning him into a killing machine that kills everyone who doesnt fit with the dna code of the ikarrans (or something). It was one of the first (and therfor worst) episodes, featuring Sinclair.


ANYWAY, very important: Does anyone know of ANY info about the streib ?!?

Timstone April 29th, 2004 05:04 PM

Re: Babylon 5 Mod
 
Damn you RagsX, you stole post #4000!!
You'll burn in heaven for that!
http://forum.shrapnelgames.com/images/icons/icon12.gif

Ragnarok-X April 29th, 2004 07:35 PM

Re: Babylon 5 Mod
 
*place evil laugh here*

Nomor April 29th, 2004 07:44 PM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon7.gif
This site has all the races and usually concise info, at least it's a good starting point for doing description documents.

http://www.infinicorp.com/VEX/aliens/streib.htm for Streib and http://www.b5tech.com/miscracesGroup...be/stribe.html
more or less all that there is on this race. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://www.infinicorp.com/VEX/aliens/index.htm for Alien list.

http://www.infinicorp.com/VEX/aliens/ikarran.htm good info on the Ikarran .

http://forum.shrapnelgames.com/image...s/rolleyes.gif This link should be in everyone's Favorites .

[ April 29, 2004, 19:04: Message edited by: Nomor ]

The One April 30th, 2004 08:55 PM

Re: Babylon 5 Mod
 
I have a question, what does it mean when your get an error "file not found" I have looked through the folder of the race I added "Bakiri" and can't find what the problem is. Help

Nomor April 30th, 2004 09:34 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by The One:
I have a question, what does it mean when your get an error "file not found" I have looked through the folder of the race I added "Bakiri" and can't find what the problem is. Help
<font size="2" face="sans-serif, arial, verdana">Might just be a spelling problem. Should be Brakiri with an r . http://forum.shrapnelgames.com/images/icons/icon10.gif

The One April 30th, 2004 10:48 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by The One:
I have a question, what does it mean when your get an error "file not found" I have looked through the folder of the race I added "Bakiri" and can't find what the problem is. Help

<font size="2" face="sans-serif, arial, verdana">Might just be a spelling problem. Should be Brakiri with an r . http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks, I checked the Brakiri folder out and the spelling, picture files and made sure the spelling was correct and still getting this error when I click on "end turn", now what do I do?

Nomor April 30th, 2004 10:58 PM

Re: Babylon 5 Mod
 
The One:
I'm not sure as I'm unable to test this out on my current setup at this time. Sorry.. http://forum.shrapnelgames.com/images/icons/icon9.gif

The One April 30th, 2004 11:20 PM

Re: Babylon 5 Mod
 
If I choose the Brakiri to be controlled by the AI, then this error "file not found" does not happen, just when I have the AI off for this race is when this happens. Note, I have added the notepad files from another race and renamed them for the Brakiri.

[ April 30, 2004, 22:22: Message edited by: The One ]

Raging Deadstar April 30th, 2004 11:44 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
...The Mod again. Work, work, work...
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif That wouldn't be a reference from an episode of Firefly would it Timstone? http://forum.shrapnelgames.com/images/icons/icon12.gif

grumbler May 1st, 2004 01:04 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by The One:
Thanks, I checked the Brakiri folder out and the spelling, picture files and made sure the spelling was correct and still getting this error when I click on "end turn", now what do I do?
<font size="2" face="sans-serif, arial, verdana">It would help to know which file was not found (if the message tells you that). Because it is an end-of-turn file I kinda suspect it isn't a brakiri file at all, but rather a file in the next race in the turn sequence.

Make sure you have all the default AI files. Those are the ones accessed at the beginning of a race's turn.

grumbler May 1st, 2004 01:11 AM

Re: Babylon 5 Mod
 
BTW, for those of you who are still following this, JMS has pretty much confirmed that the "new B5 project" is a theatrical movie. At JMS News you will find a post with this tell-tale (and typically JMS) remark:
Quote:

Soon, I promise, all will be made clear. I don't like being Mr. Mysterioso on this, but if I say too much, the-powers-that-be will use my head to make a 2.35:1 sized hole in the wall.
<font size="2" face="sans-serif, arial, verdana">2.35:1 is the aspect ratio of widescreen movie projections (and of no regular TV projections).

This follows news that Boxleitner, Doyle, Tallman, and Biggs (all of the scheduled B5 major stars) have cancelled their convention appearances this summer for "work-related reasons."

Release date is probably two years off, but this is still good news (and there is more good news in the post referenced).

The One May 1st, 2004 05:41 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by The One:
Thanks, I checked the Brakiri folder out and the spelling, picture files and made sure the spelling was correct and still getting this error when I click on "end turn", now what do I do?

<font size="2" face="sans-serif, arial, verdana">It would help to know which file was not found (if the message tells you that). Because it is an end-of-turn file I kinda suspect it isn't a brakiri file at all, but rather a file in the next race in the turn sequence.

Make sure you have all the default AI files. Those are the ones accessed at the beginning of a race's turn.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I was having no luck with what I was trying, so I tried one more thing before giving up and that was to unistall the game, reinstall it then the patch, then the mods and tried one more time and this seems to have fixed it.
I was noticing also before I uninstalled, then reinstalled that when I would click on the game icon itself not the one to play the mod, that I was getting the B5 mod screen, weird. Anyway it all works fine now, but I would like to know what could have caused this, thanks.
Also, the error did not say anything other than "file not found" nothing else.

[ May 01, 2004, 04:43: Message edited by: The One ]

Timstone May 1st, 2004 05:38 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Raging Deadstar:
</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:
...The Mod again. Work, work, work...

<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif That wouldn't be a reference from an episode of Firefly would it Timstone? http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Huh? Please explain, I really don't get it.
Me stupid because I had a bit too much beer... http://forum.shrapnelgames.com/images/icons/shock.gif

Edit: Thanks Grumbler for the link to the JMS site. I try to keep up with the news, but I forgot (like so many things).

[ May 01, 2004, 16:39: Message edited by: Timstone ]

Raging Deadstar May 1st, 2004 06:24 PM

Re: Babylon 5 Mod
 
Firefly is an incredible sci-fi series, you might have seen it. Theres a hilarious line where the pilot has just escaped some evil space pirate things (called reavers) and the following goes...

"Zoe: Captain, I'd like you to take the helm, please. I need this man [Wash] to tear all my clothes off."
"Wash: Work, work, work..."

Also, this mod is looking good (not trying to hijack this thread here you see http://forum.shrapnelgames.com/images/icons/icon12.gif ) My friend just recently bought Space Empires and is rather impressed by this mod. Keep up the good work http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 01, 2004, 17:25: Message edited by: Raging Deadstar ]

Atrocities May 1st, 2004 07:43 PM

Re: Babylon 5 Mod
 
Ah fire fly was a good series. To bad it went no where. http://forum.shrapnelgames.com/images/icons/icon9.gif

pathfinder May 4th, 2004 01:28 AM

Re: Babylon 5 Mod
 
Lighthorse: Something your way comes (provided I don't forget to mail it tommorow).

Timstone May 4th, 2004 08:07 AM

Re: Babylon 5 Mod
 
RD:
Aha, now I understand.

All:
Stupid modem! Okay, first I got hit with some strange virus thingie and now this modem stuff.
After I formatted my HD to clear this very nasty virus I had to change my modem because of a diffirent subscription. And bureaucraty isn't working for me, but against me.
I won't be much Online for the comming month.
I HATE SERVERCORP.!!!! (check out the comic from Stile).

Till soon!

P.S. If you didn't understand my Last remark about the comic, don't mind. It's not important.

narf poit chez BOOM May 4th, 2004 08:12 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
I won't be much Online for the comming month.
I HATE SERVERCORP.!!!! (check out the comic from Stile).

Till soon!

P.S. If you didn't understand my Last remark about the comic, don't mind. It's not important.

<font size="2" face="sans-serif, arial, verdana">Comic? Is it a webcomic?

Timstone May 4th, 2004 08:17 AM

Re: Babylon 5 Mod
 
Yup. But it's a bit... ehh... strange.
Also I've been given a serious warning for posting the link to it on another forum.
The site is FULL, absolutely FULL with porn. And somewhere carefully hidden away is the link to the comic. I would like to post it here, but you all must promise not to complain about the site.
It's not worth another warning.

Atrocities May 4th, 2004 08:17 AM

Re: Babylon 5 Mod
 
Please do not take this the wrong way but by the time this mod is done we will all be calling it the Babylon 500 mod.

To be honest I think developing this mod has taken longer than it took to build Babylon 5. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities May 4th, 2004 08:19 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Yup. But it's a bit... ehh... strange.
Also I've been given a serious warning for posting the link to it on another forum.
The site is FULL, absolutely FULL with porn. And somewhere carefully hidden away is the link to the comic. I would like to post it here, but you all must promise not to complain about the site.
It's not worth another warning.

<font size="2" face="sans-serif, arial, verdana">Perhaps it is better to just email the link to those who want it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone May 4th, 2004 08:24 AM

Re: Babylon 5 Mod
 
Whatever you want AT.

Edit:
AT:
The building of B5 was a minor occurence, the conVersion to the gaming world was an epic undertaking not to be taken lightly. The pressure on or shoulders is imense. Now go wash your mouth, you infidel! http://forum.shrapnelgames.com/images/icons/icon12.gif

Narf:
Link coming your way.

[ May 04, 2004, 07:26: Message edited by: Timstone ]

Moonsword May 4th, 2004 10:08 PM

Re: Babylon 5 Mod
 
I'm interested in doing some work with this mod. I can playtest, but I also would like to work on editing text descriptions, adding them where necessary, that sort of thing. Would this be of use?

gregebowman May 4th, 2004 10:12 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
BTW, for those of you who are still following this, JMS has pretty much confirmed that the "new B5 project" is a theatrical movie. At JMS News you will find a post with this tell-tale (and typically JMS) remark: </font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Soon, I promise, all will be made clear. I don't like being Mr. Mysterioso on this, but if I say too much, the-powers-that-be will use my head to make a 2.35:1 sized hole in the wall.
<font size="2" face="sans-serif, arial, verdana">2.35:1 is the aspect ratio of widescreen movie projections (and of no regular TV projections).

This follows news that Boxleitner, Doyle, Tallman, and Biggs (all of the scheduled B5 major stars) have cancelled their convention appearances this summer for "work-related reasons."

Release date is probably two years off, but this is still good news (and there is more good news in the post referenced).
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's good news. I'd love to see a B5 movie with the cast from the original show. I haven't seen too many of the off-shoots. Can't wait to see the B5 show on a big screen.

Lighthorse May 5th, 2004 04:28 AM

Re: Babylon 5 Mod
 
Pathfinders,

Thanks for all your effort.
Have not received yet. Had my computer down most of the day, protecting it from the new virus worm/Sasser.

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

pathfinder May 5th, 2004 05:47 AM

Re: Babylon 5 Mod
 
Lighthorse: I just mailed the cd today so it will be 3-5 days before you get it.

[ May 05, 2004, 04:48: Message edited by: pathfinder ]

Atrocities May 5th, 2004 07:22 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Whatever you want AT.


<font size="2" face="sans-serif, arial, verdana">If I anger you then you take the internet far too seriously. http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse May 6th, 2004 03:46 AM

Re: Babylon 5 Mod
 
Pathfinder,

I in your debt.
Maybe when I start a Babylon 5 game on the PBW, would you be interested in playing either the Vorlon or Shadows.
Second choice should go to Atrocities.

I'm getting ahead of myself. First thing is to upload Babylon 5 gold onto PBW.

My Thanks Again, Pathfinder.

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

pathfinder May 6th, 2004 03:50 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Lighthorse:
Pathfinder,

I in your debt.
Maybe when I start a Babylon 5 game on the PBW, would you be interested in playing either the Vorlon or Shadows.
Second choice should go to Atrocities.

I'm getting ahead of myself. First thing is to upload Babylon 5 gold onto PBW.

My Thanks Again, Pathfinder.

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

<font size="2" face="sans-serif, arial, verdana">You got it already?!

Lighthorse May 6th, 2004 05:45 AM

Re: Babylon 5 Mod
 
Originally posted by Pathfinder
You got it already?!

No, the USPS isn't that fast.

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

pathfinder May 6th, 2004 10:53 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Lighthorse:
Originally posted by Pathfinder
You got it already?!

No, the USPS isn't that fast.

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

<font size="2" face="sans-serif, arial, verdana">I didn't think so. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 6th, 2004 11:03 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Moonsword:
Uhm, did you guys miss my message a few Posts back? I'm not trying to be annoying, and I don't mind a negative response.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Moonsword:
I'm interested in doing some work with this mod. I can playtest, but I also would like to work on editing text descriptions, adding them where necessary, that sort of thing. Would this be of use?

<font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, basically the "original" which I am working is done (or at least my involvement is). Once it gets a "home" you are most welcome to do whatever....

grumbler May 7th, 2004 01:02 AM

Re: Babylon 5 Mod
 
Moonsword,

Right now Version 2.0 isn't ready for playtesting, and Version 1.0 (Path improved) isn't available for downloading.

Do you have the "Lastest" Version of the Val mod? If you want to go into that and provide weapons descriptions where they are missing, and maybe shorten/modify those that exist and are too lengthy, go for it. Most of the weapons in that Version will probably resurface in one form or another in Version 2.0. You probably need the B5 tech manual/disk or the B5Wars books, though, as the show doesn't really address weapons.

Timstone May 7th, 2004 01:14 AM

Re: Babylon 5 Mod
 
AT:
No, I didn't take it too serious. I just did what you requested, that's all.

Everyone:
I won't be Online much this coming month. Stupid new modem stuff. Grr... http://forum.shrapnelgames.com/images/icons/icon8.gif

Moonsword May 7th, 2004 01:54 AM

Re: Babylon 5 Mod
 
Uhm, did you guys miss my message a few Posts back? I'm not trying to be annoying, and I don't mind a negative response.

Quote:

Originally posted by Moonsword:
I'm interested in doing some work with this mod. I can playtest, but I also would like to work on editing text descriptions, adding them where necessary, that sort of thing. Would this be of use?
<font size="2" face="sans-serif, arial, verdana">

Moonsword May 7th, 2004 10:05 PM

Re: Babylon 5 Mod
 
Only thing I have access to is the stuff Online. As for the mod, I've got the Version here. Never mind then.

Nomor May 8th, 2004 07:28 PM

Re: Babylon 5 Mod
 
I've finally made the move to Gold and am now trying to familiarize myself with all that I've forgotten about modding.

I find I'm unhappy with the way we've implemented the Repair Tugs and thrown the Maintenance Bots out with the bathwater.

I would like to change one aspect of the "Repair Tug" and incorporate the Maint Bot with it.

Currently the Maint Bot can only be used on Bases . This I think is losing one of the best components in the game and a link to the actual B5 series.

Maintenance Bots should be able to fit on Bases and Ships. The larger capital ships of Earth Force had Maint Bots flying abound them, but then they all had fighter bays.

Val wanted to restrict the function of Repair Tugs so that they were essentially non combative vehicles. He did this by building the repair function into the Ship Design and then loading the Life Support and Crew Quarter requirements to stop you using the design for other purposes.

However this was a first run solution to the problem and resulted in the Maint Bots being unrealistically restricted to bases. http://forum.shrapnelgames.com/images/icons/icon9.gif

It is possible to create the same effect and bring the repair bots back into the game.

http://forum.shrapnelgames.com/image...s/rolleyes.gif Make the Small Repair Tug have an inbuilt ability of repair 1 x component.

http://forum.shrapnelgames.com/image...s/rolleyes.gif Require it to have at least 1 x Maint Bot

http://forum.shrapnelgames.com/image...s/rolleyes.gif Require Maint Bot to only function/ fit on any Ship/Base that has either a Fighter launch bay or Satellite launch bay.

http://forum.shrapnelgames.com/images/icons/icon7.gif We can now reduce the Life Support and Crew Quarter requirements for the Repair Tugs.


It is important to keep the inherent ability of the Repair Tug to repair at least one component in it's Design. This allows it to navigate bad worm holes and still be able to repair itself and at the same time maintain it's unique function in the game. i.e. The only vehicle that has a reasonable chance of rescuing stricken ships in Black Hole systems without destroying its self in the attempt.

This would then allow us to put Maintenance Bots on any of the other Capital Ships that had Launch Bays. After all a Carrier Ship that can launch fighters should be able to launch Maint Bots and you would expect it to be able to repair itself.

It's now up to the player to decide how much space he gives up to repair Capital Ships. M.Bot: 50kT + L.Bay:24kT or Sat. L.Bay:30kT , which means that the basic Maint Bot requires 74kT minimum to fit onto a ship. If we make it use supplies as well then that would stop them being placed of every vessel.

The Repair Tug still maintains its usefulness because unlike other large ships if the onboard Maint Bot is damaged the Tug can repair it whereas other capital ships that suffer loss of the Maint Bot have to seek repairs else where.

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

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

[ May 08, 2004, 18:42: Message edited by: Nomor ]

pathfinder May 8th, 2004 07:52 PM

Re: Babylon 5 Mod
 
Nomor: Only idea/concept I have a problem with is number three [Require Maint Bot to only function/ fit on any Ship/Base that has either a Fighter launch bay or Satellite launch bay] and only on HOW in this game it could be done.

Nomor May 8th, 2004 08:08 PM

Re: Babylon 5 Mod
 
PF: If it is not possible to link the Maintenance Bot to there being a Launch Bay could we not perhaps cheat and just require the Repair Tug to have a Launch Bay and/or require certain Classes of Capital Ships to have at least one Launch Bay even if they didn't carry fighters or use it. Then the cargo space could be used for anything such as people/troops albeit at a small level.
http://forum.shrapnelgames.com/image...s/confused.gif

Or would it work if the Maint Bot became a type of Satellite or Drone

I thought it was possible to create restrictions or requirement for components, which I assume is what the Maint Bot is at present. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Or simply add a description to the Maint Bot to say "Due to the requirement of Launch facilities MB's are restricted to specialist vessels and certain Classes of Capital Ships".

Any Ship Design below a Certain agreed kT could just then have a restriction placed upon it: Maint Bot not allowed.

This is our Mod http://forum.shrapnelgames.com/images/icons/icon7.gif "It is now going dark and the weather is cold and overcast." http://forum.shrapnelgames.com/images/icons/tongue.gif

[ May 08, 2004, 19:37: Message edited by: Nomor ]

pathfinder May 8th, 2004 08:21 PM

Re: Babylon 5 Mod
 
The cap ships currently DO have a fighter bay requirement. As for the maintenance bot "abilities", I'll have to check and see.

grumbler May 8th, 2004 10:34 PM

Re: Babylon 5 Mod
 
Two thoughts:
1. Rather than being concerned to ensure that repair tugs can fulfill the unique mission of black hole rescue, why not eliminate the black hole sectors? This is what I have done with Version 2.0 anyway, as the AI simply cannot handle black holes with early colonizers (speed 2) and just keeps sending them into the black hole sector. Black hole systems aren't part of the B5 universe anyway.

2. You can restict maint bots to larger ships (if you really want to) simply by making them too big to fit on smaller ships and then creating a mount that reduces them back to the "right size" that can only fit on ships above your threshold size.

As an aside, I currently have a self-repair capability in the "unique ship type" hulls that can only be acquired via ruins plus research, but other than that don't have shipboard repair.

Nomor May 9th, 2004 07:48 PM

Re: Babylon 5 Mod
 
So we've lost Black Holes, we've also lost Nebulae Systems in all but name because it was incompatible with the Reactor supply system we adopted for the Mod. We ended up putting Invisible Suns in them so that Reactors would work in them, because it was argued that Reactors would not be affected by the absence of a Sun.

Could we not have just added a description line to the Nebulae System that read : http://forum.shrapnelgames.com/images/icons/icon7.gif The nature of Nebulae Systems results in Reactor Shut Down due to Containment Destabilisation. and http://forum.shrapnelgames.com/images/icons/icon7.gif Do not enter without good supply reserves. .. or something like that and then left them to function as per the Basic Game.

http://forum.shrapnelgames.com/images/icons/icon9.gif Nebulae System are not the Hazard they should have been and the Strategic Element they provided has diminished. Losing Black Holes is again disrupting the Strategy of the game.

I would have thought that the AI would have had the ability to not send ships with a movement of 2 or less though a system identified as a Black Hole. If the AI struggles to respond to such programming would it not have been better to simply increase the speed of Colony Ships to 3 .

Then the lucky ones that got through unstable worm holes or jump gates would still pass through the system. Only those unlucky to suffer damage would be lost.
http://forum.shrapnelgames.com/images/icons/icon7.gif
The Strategy of the game will likely end up being who can race up the technology tree and make the most ships. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 09, 2004, 19:02: Message edited by: Nomor ]

Ragnarok-X May 9th, 2004 08:09 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:

The Strategy of the game will likely end up being who can race up the technology tree and make the most ships.

<font size="2" face="sans-serif, arial, verdana">that, or who can get the faster engines to negate the effect.

pathfinder May 9th, 2004 09:03 PM

Re: Babylon 5 Mod
 
Nomor: I ain't smart to enuf to figger out those speeds. *shrug*

Nomor May 9th, 2004 11:01 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Nomor: I ain't smart to enuf to figger out those speeds. *shrug*
<font size="2" face="sans-serif, arial, verdana">Me neither. The original SEIV game if I remember correctly never produced ships that were too slow to navigate Black Hole systems so passage through them came down to whether or not you took damage entering them.

I image the AI therefore does not allow for speed restrictions for avoiding Black Hole systems. http://forum.shrapnelgames.com/image...s/confused.gif However the game does allow for the Live player to avoid certain marked systems for whatever reason, so it may be buried in the programming somewhere. Just not my area as of yet. http://forum.shrapnelgames.com/images/icons/tongue.gif

So maybe the solution is to just program for faster engines or as mentioned make the starting point for Colony Ships a movement speed of 3. http://forum.shrapnelgames.com/image...s/rolleyes.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif This could be offset by making the population carrying starting point as lower.

[ May 09, 2004, 22:03: Message edited by: Nomor ]

pathfinder May 9th, 2004 11:44 PM

Re: Babylon 5 Mod
 
One would have to totaly re-do the engines in order to do that. NOT my cup of tea thank you. All I ever set out to do was to make this Gold compatible and make the full tech game do-able, That I have done. "Finished" MOD was mailed to Lighthorse (and received), so once he can get it up on PBW....

[ May 09, 2004, 22:45: Message edited by: pathfinder ]

Nomor May 10th, 2004 12:20 AM

Re: Babylon 5 Mod
 
There was a time when I was happy to just replace the original game aliens with B5 shipsets and leave the original AI and tech tree as it was.
Then I met Val Cassotta. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Time for a cupatea.. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder May 10th, 2004 12:49 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:
There was a time when I was happy to just replace the original game aliens with B5 shipsets and leave the original AI and tech tree as it was.
Then I met Val Cassotta. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Time for a cupatea.. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Enjoy that tea sir!

MOD became work instead of fun, so me just going on. Let someone with enthusiasm finish it if they want.

Fyron May 10th, 2004 02:28 AM

Re: Babylon 5 Mod
 
You can easily get past the slow colony ship problem by decreasing their Engines Per Move value by a few points (relative to how big the number currently is, of course). They will then go faster with the same number of engines, with no need at all to modify the engines themselves. Also, no need to modify AI ship design files either.


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