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Re: Babylon 5 Mod
Not sure
This might help though http://se4modding.spaceempires.net/ http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Babylon 5 Mod
TO: Nothing that I know that specifically goes into how to make the data for weapons as used in the components file. Maybe somewhere in a FAQ or newbie guide or IF's MODding guide.
Also the Version of the B5 MOD I have been using since June Last year has Brakiri researching all levels of their weapons. Maybe upgrade with the Lastest (1.8) from SJ's site? http://imagemodserver.mine.nu/other/MM/SE4/mods Or Rambies? http://www.xmission.com/~rstulce/B5Web.htm [ May 17, 2004, 22:51: Message edited by: pathfinder ] |
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All your post are belongs to us!
No, wait, that's Fyron... |
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My, my, I'm gone for about one week and look at the huge amount of Posts in this thread. Great!
Oh yeah, I'm Dutch. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif People, I'm really, really sorry for my long absence here. And especially sorry for Grumbler. He's doing ALL the work now. Damn internet stuff. My provider promissed me to install (on their end of the line) the new stuff at the end of this week, but I have my doubts. I really hope they can mak it work. The only place for me to contact you guys is at my friends house or via my work. And I'm not that much at work these days. I hope I can be of assistance soon again. But this unexpected break from the internet does wonders for a relationship you know. My Polish babe really likes it. Now we have more time for other "games" and stupid beachwalks, bleh... Luckily she doesn't make me visit my family more often, that would have really ruined it all. Oh yeah, I'm Dutch. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Grumbler: Why would you want to implement the LNAW? They are just a collection of races. They must have (to be canon) all the techs of the races that are included in the LNAW. That makes them at least as strong as an Ancient. Not very fair, now is it? I say leave them out of The Mod. Oh yeah, I'm Dutch. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Damn, I'm behind schedule with my Posts. I must reach more Postst, must gain another rank... |
Re: Babylon 5 Mod
then again, the Vree are a member of the League, and since i really like the Vree i vote for: Include the Vree !
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Hmm, a good question is, what Version is currently on imagemodserver? I should label it and update if nessesary.
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Was wondering where one finds the pictures for the shipsets?
[ May 19, 2004, 06:31: Message edited by: The One ] |
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[ May 19, 2004, 06:32: Message edited by: The One ] |
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TO: The only other weapons they would have available are the generic (matter, laser, particle, plasma) but only up to heavy level ( think).
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Tim,
Good to hear from you again. I have no problems at all with making each of the League races a seperate race. If they want to partnership with each other, that's great! http://forum.shrapnelgames.com/images/icons/tongue.gif Actually, one of the problems with the League being a complete race is that they have a different atmosphere type, and so make great targets for predation (to steal pops that aren't dome-limited). Certainly a great many of them were oxygen-breathers. Making them a bunch of races (many of them minors) would limit the "atmosphere effect" so I favor it. Nomor, I have looked over the file you sent me, and will spend some time this weekend putting together the combined efforts of yourself and myself (you have a lot of text I never entered) and explaining the facilities concept. Anything you can think of as race-specific facility-wise will add to the atmosphere of the game, as facilities are now rather generic. Keep in mind that we want facilities to use the same "meaningless" abilities tags to keep the AI files manageable. For example, make different Homeworld hubs that are mutually exclusve, not additional homeworld hubs that have to be chosen between. |
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For Insomniacs.
At the end of the Earth Minbari War there was a scramble by Earth to obtain new technologies and resources to fund their fleet rebuilding program. IPX (Interplanetary Expeditions) soon became leader in the discovery of new worlds for colonisation and exploitation, and new technologies either through first contact or by actual acquisition from "lost civilisations". They consequently became the developers of proto colony modules , designed for rapid deployment on new worlds, to legitimise any claims based on first discovery. They proved so successful in this role that IPX were able to market the modules for use to other Races too busy or low tech to develop their own. IPX usually tied sale of these modules to a share in any technological discovery. The first of these modules, the IPX DOME was essentially a pre fabricated modular research unit that could be operational in weeks by a skeleton workforce. Initially designed for the Institute of Xenostudies, its research potential was quite high. It also had communication links and a limited scanning facility of up 2 or 3 sectors. System wide scanning was considered too high profile for what was essentially covert research but it was deemed necessary to know who was interested in your activities should you be paid a visit. Later developments provided workshops for equipment repairs. Net products: http://forum.shrapnelgames.com/images/icons/icon7.gif Research - High http://forum.shrapnelgames.com/images/icons/icon9.gif Intelligence - Low http://forum.shrapnelgames.com/image...s/rolleyes.gif Repair/construction? - Subsistence The other modules were more profit making modules to further fund IPX's primary mission of research and tech procurement:- IPX (AMP) Module or Atmospheric Modification Plant . This facility Changes the atmosphere of the planet to one that is breathable. Due to a reluctance to fund earlier AMP designs due to their long construction times and even longer modification times a new philosophy to Atmospheric ConVersion emerged. The new AMP facility took just under a year to begin operation. It still took 60 years to convert an atmosphere unless more resources were applied, however investors could start to see a probable return for their investment. The only side effect to this method was the total detriment of the conditions of a planet and the negative effect on the resources value, due to flooding and other forces of nature. Reactors for these facilities are crude and consume resources the whole time the facility is operational. Once ConVersion is achieved the facility is best destroyed. Universal Terraform : a mega-corporation that explores and prepares new worlds for colonisation or exploitation, had a deal with IPX to provide Climate Control and Value Improvement Modules that would begin repairing the damage caused to the eco system by the IPX-AMP . At least these operations could be conducted in breathable atmospheres. Pioneer colonist rather enjoyed the challenge of improving new worlds and would flood to the new colonies for the satisfaction of expanding the human condition. The above all became available generically to the non aligned races with the more advanced races using their own processes. http://forum.shrapnelgames.com/images/icons/tongue.gif Tech Specs A.U.R http://forum.shrapnelgames.com/images/icons/icon12.gif Available upon .... [ May 21, 2004, 03:28: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Careful with the length of descriptions used in-game... if they are too long, they will cut off the ability descriptions, making them all just bullets. If there is so much text description that the description goes below the bottom of the graphic for that item (component or facility), the ability descriptions disappear, with only the bullets remaining. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Nomor,
I think the best approach to making terraforming facilities use up resources during the conVersion (an idea I had already incorporated) is to simply make them so expensive that they will use resources for years before completing the conVersion - but then converting the atmosphere immediately upon completion. In esence, they are processes rather than facilities. Other than that, I like the idea of having the converters damage the environment and values and additional facilities being required to restore the damage. The ancient varients of these should be much more powerful - in one of the trilogies the Shadows are described doing an atmosphere conVersion/ terraforming in a few years... and we want the process to be completable in a normal game, else it makes little sense to include it. I am interested in hearing your (or anyone's) ideas for how to make homeworld hubs race-specific. If ANY facility should be race-specific, it is this one. I think a wide range of mixing and matching should be allowed. In fact, the only limits are the numbers of abilities that make sense in the canon and the total number limit on abilities for any one facility. Try to limit the build rate on HHs, though, to 2000. One of the main concepts of Version 2 is that ship construction should be in orbital bases. The base construction rate of planets is 2000 and so building a planet-based shipyard serves primarily to gain the ability to build the orbital acilities. |
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Suicide Junkie,
I tried out your idea of having satellites be bases. It seems to iron out a lot of wrinkles, but then it seems impossible to make the AI build them, as the AI wants to build honking big bases when it builds bases. Also, the numbers of bases around the planet become a management issue unless you allow bases to join fleets (in which case you just make a "Satellite Fleet" at each planet and tuck 'em out of sight)... but then I don't know if the AI won't make its fleets immobile by sticking bases in them. Also, when I experimentally limit AI bases sizes to force them to build these little satellite bases, they just build every satellite base around their honeworld (and the AI not spreading out bases is an issue that needs to be tackled if possible anyway). Sigh.. any thoughts, anyone? I sure wish satellites orbited planets in the basic game. |
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AIs don't add bases to fleets.
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Question: I know we can create troops that are transportable as cargo , that can be stored on planets and in ships cargo bays. Is it possible to have a troop that is assigned an ability such as increase research or increases intelligence. If certain structures have cargo capacities and these are then stocked with these Intel/Research troops it gives a bonus to the production of these type of facilities. These troops in effect become scientists and spies. http://forum.shrapnelgames.com/image...s/confused.gif
Re: Home Hub Vorlon : The presence of such, should give a boost to the reproduction of Vorlon population say 50%, as these are very low for this race. It should perhaps be system wide and not empire wide . I'm assuming that Vorlons can colonise for this ability, either through Colony ships or by conquest. I've always thought the Vorlon troop should be worth 20 of the lesser race troops due to their encounter suits. Shadow troops worth 5 to 10 of lesser races due to a personal cloak that could only be negated by telepaths or high level scanning facilities. Shadow reproduction should be higher than Vorlon Whether or not it is possible to have troops with telepathic abilities is again unknown by me, it would be nice to be able to trade such troops to the Narns. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif The Minbari HH or Unification Plaza could have the effect of minimising rebellion or the chance for Minbari ships to be lost by joining another races cause. http://forum.shrapnelgames.com/images/icons/icon6.gif [ May 22, 2004, 18:46: Message edited by: Nomor ] |
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We are not at the point of adding Ancients to the mod yet, but the idea that they cannot colonize in the B5 timeline has been retained. If there is an Ancients mod later on, then obviously this will have to be relaxed.
It is a pity that races cannot have different "tons per pop" factor, as this would simply allow us to make the Vorlon and Shadow pops too big to move, and only their minion races would be able to move pops. The "ground forces" of both the Shadows and Vorlons will represent minion race troops, not actual Shadows and Vorlons. Both were nearly immortal and so would not risk themselves in such combat (and in fact the Shadows didn't even risk themselves in ship combat, though it appears the Vorlons did man their ships). |
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It is certainly possible to make ground units able to use the Combat Telepath component. I cannot think of any example other than Lyta's presence on Mars, but that doesn't mean anything as we certainly didn't see many of the actions of the Shadow War.
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PF & Grum: Re Vorlon colonisation. That's actually better that Vorlon's colonise through conquest. We know that Vorlons can fight because Kosh fought the Shadows on B5 and the security when Mk II was evicted. We also had the Shadows being zapped on Centauri Prime when Morden was terminated.
They certainally showed the stomach for it at the final battle but if that's they you want to go for now that's fine. Re: the Atmospheric Modification Plant ; rather than " make them so expensive that they will use resources for years before completing the conVersion" why not instill the following abitity: Resource Gen Modifier System - (Radioactives Organics and Minerals)* Value1 = Percentage change of resource generation for entire system (+/- percentage). Value2 = -10 * need not be the same value for each resouce! Ideally if this was Empire Wide it would make more sense, the cost of modifying a planet would be like a tax on the Empire, until such time as the planet was converted. The other thing I've always wanted was for Planet's with Ancient ruins/technologies to also have the following: Planet Point Generation Modifier - Research Value1 = Percentage change of point generation for entire planet (+/- percentage). Value2 = 20 Planet Point Generation Modifier - Intelligence Value1 = Percentage change of point generation for entire planet (+/- percentage). Value2 = 5 So that any Facility placed on a planet that had the Ancient tag would provide an increase to any research or Intel facility placed on it. This would also preserve the Ancient planets identity which always went once the colony ship colonised it. http://forum.shrapnelgames.com/images/icons/icon6.gif Why not also have an increased chance of plague hitting the colonising race due to some microb they dug up. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif [ May 22, 2004, 17:42: Message edited by: Nomor ] |
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The problem with that idea for the atmo modders is that only the best value is used.
A zero or positive value modifier anywhere else in the system will negate all of its effects. Instead, why not just use a big negative for "point generation" (which is independent of planet value) Only good for Gold, but for Classic, the solar resource generation would be an acceptable substitute in most cases... |
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do you mean you can give components and facilitys a negative point generation value ?! i never thought of that. Imho that has much potential for modding in general !
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[ May 22, 2004, 23:30: Message edited by: Nomor ] |
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Nomor: do not know how Timstone and Grumbler are handling the Vorlons (all ancients for that matter) but the concensus Last year by most players was that the Ancients would NOT have ANY colonization capability. They would only be able to get colonies through gifts or conquering. So that is the way the MOD I just "finished" is set up.
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Might want to be careful. Point generation is independant of planet value but I don't know if is effected by things like Robotoid factories..your -100 minerals per turn could turn into -160!
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Re: Ancient Ruins . Is there not a way to have a description that remains in the planet window that indicated that this planet has ruins on it.
This always used to vanish after your colony had landed. It would also be nice if these planets had a modification value to Research and Intel that remained, to indicate continued discovery. This would make the planets with Ancient Ruins valuable for conquest even after the initial settling. A motivator for War.. Hurrah! http://forum.shrapnelgames.com/images/icons/icon10.gif Can this not be done? http://forum.shrapnelgames.com/image...s/confused.gif [ May 23, 2004, 14:37: Message edited by: Nomor ] |
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I must be the only one without a life.... http://forum.shrapnelgames.com/images/icons/tongue.gif
I seem to remember that it was possible to give an ability to weapons so that they targeted certain components such as engines and maybe weapons. I think it would be a great idea to assign some of the fighter weapons with this ability. They could be a separate branch of the existing weapons e.g. Uni Pulse Cannon: Description: Trained to only target engines Ability:- Targets engines only Then you could have certain fleets that only targeted engines. I'm a bit upset http://forum.shrapnelgames.com/images/icons/icon9.gif that my current fighter wing keep's murdering civilian colonist that try to pass through my system. I'd much rather capture them and put them to work as slaves on my colonies. http://forum.shrapnelgames.com/images/icons/icon12.gif However it would be nice if they would simply disable then until I can get round to sending a boarding vessel to intern them all. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif [ May 23, 2004, 20:46: Message edited by: Nomor ] |
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http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If a robotoid factory - like facility says it increases resource production by 30%, then: -200 minerals x 130% = -260 minerals. If you have a net loss of resources in the system, a robotoid will make the loss even worse. |
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New PBW Game "Babylon5 - The Great War" is open and looking for players. This game uses the newly released mod for SE4 Gold that is available from my site: http://www.xmission.com/~rstulce/B5Web.htm
I'm also going to use the expanded "facility.txt" data file that Nomor made. I'm sorry it took so long to get this going... I've had an illness in the family that has taken priority. [ May 24, 2004, 03:32: Message edited by: Rambie ] |
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Rambie: The link on the index page does not work !
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So it is not possible to have a facility that just consumes named resources per turn. Like a Mineral miner produces 250 minerals per turn the AMP would just take from Empire Reserves. -250
Mr Junkie: Is it not possible t upload to the imagemodserver ? http://forum.shrapnelgames.com/images/icons/icon10.gif |
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The "Updated Facilities.txt file" is not 10Mb but 123kb. Thanks Rambie http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 24, 2004, 18:39: Message edited by: Nomor ] |
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I noticed that, too. I just thought i may tell it to Rambie so he can update the index page.
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Just d/l the mod. CAn't wait to check it out.
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My proposed B5 Games settings:
- Large B5 Standard Galaxy - No Events - Low Tech Cost - 1 Good starting planet - 20K Starting Resources - Med Starting techs - 3K Racial Points - Simultaneous turns |
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The production modifiers do not change it. Even racial traits do not affect the amount generated (or destroyed)Yay! http://forum.shrapnelgames.com/images/icons/icon10.gif I'll turn the upload back on for you. |
Re: Babylon 5 Mod
Orginally Posted by Rambie
I was not aware there was another Version. This is the file I was sent on a CD-R by Henry Thomson on May 3rd. If there is a newer Version, that the developers are wanting posted, I can replace the one on my site. I got the CD-R orginally from Pathfinder. Pathfinder label it as 1.8v Babylon 5. I think it the latest verion completed in the later April, 2004 by Pathfinder. Was unable to upload onto PBW SE4 since the file was to large 70MB's. Rambie offer to post it on his website, thus I mailed it off to him. Thanks again, Rambie. Rambie please save the Narn Regime for me in your B5 Great War campaign. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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what about these setings? Im more interested about RP aspect of this game, what is special rules for this?
Starting resources: 100000 Starting planets: 1 Home planet value: Good Score display: allied Technology level: Medium, Racial points: 3000 or 5000 ? Quadrant type: B5 map type Quadrant size: Medium, Event frequency: Low-Medium ? Event severity: Low-High Technology cost: Low Computer players: none-low Computer difficulty: High Computer player bonus: Medium-High Neutral empires: Yes |
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The production modifiers do not change it. Even racial traits do not affect the amount generated (or destroyed)Yay! http://forum.shrapnelgames.com/images/icons/icon10.gif I'll turn the upload back on for you. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is one of thoes No I mean Yes or Yes I mean no answers. Sorry Is that a good thing: http://forum.shrapnelgames.com/image...s/confused.gif There is nothing I can find that will affect the points generated by that ability. Can you actually have such an ability because that would make the AMP workerble. i.e To have resources consumed much like ships require maintenance. http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks for the upload thingy. I take it they arrived safely? http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 25, 2004, 07:14: Message edited by: Nomor ] |
Re: Babylon 5 Mod
The problem with the new point generation abilities is that they do NOT show up anywhere in-game. You have no idea how much they are making or losing in total. Your resource stockpiles change correctly each turn, but the empire status screen does not record their production. Neither do the planet reports. http://forum.shrapnelgames.com/images/icons/icon9.gif
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