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Re: Babylon 5 Mod
IF: I see... I think... but how about this:
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/image...s/rolleyes.gif Can this not be done? |
Re: Babylon 5 Mod
Sadly, no. Abilities like the ones used by Robotoids and Computer Complexes do not work when given to the planet itself. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Babylon 5 Mod
But we can have weapons that target certain components... like engine. But what are the restrictions.
Ideally targeting reactors would be next best, or to have an EMP minefield that took out the scanner components. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
I want weapons that target that instantaneus communications link.
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Re: Babylon 5 Mod
Well, they target the engine ability, rather than the components...
All the damage types should be listed at the top of the file. |
Re: Babylon 5 Mod
Well hello again,
Tjeez, I beginning to feel like a, a, a person without internet!!!! Aarrrgggg!!!!! My whole social life is dying... http://forum.shrapnelgames.com/images/icons/icon7.gif I really wish those @$$#0|3$ at planet internet did something. This little mistake of them is taking a few months now to rectify. Stupid idiots. Grumbler: Glad you decided to take out the LNAW. I hope I can be of assistance pretty quick cuase this is getting on my nerves. It's not right. I should do my part. Anyway, I hope I can be back here before the end of this week. But again no promisses. I don't know how incompetent those fools on the other end my internet connection are. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif |
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Re: Babylon 5 Mod
Did the marketing department actually get you to believe the "I" stood for "internet" instead? http://forum.shrapnelgames.com/images/icons/icon10.gif
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I would like a high technology cost to increase to lenght of the campaign. Low cost your always refitting your ships to keep current on the latest tech. And, we should start with low technology level for the same reason. Lastly I would want to view one own score only, adds more fog of war to the campaign. Racial points, 2K or 3K or 5K, doesn't matter to me. My two cent worth Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
i hope you like this.
Starting resources: 100000 Starting planets: 1 Home planet value: Good Score display: own Technology level: low(medium please) Racial points: 5000 Quadrant type: Cluster Quadrant size: Large Event frequency: Low Event severity: medium Technology cost: high Computer players: none Computer difficulty: High Computer player bonus: High Neutral empires: Yes Special rules? |
Re: Babylon 5 Mod
How expanded fighter bay should work, cuz i cant add fighter bays when this component is instaled,
is it a bug? |
Re: Babylon 5 Mod
i agree "view own score only" -> very important to me.
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Re: Babylon 5 Mod
I've very much enjoyed the current single player game using EA in the quick start menu. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
There are only two bugs that spring to mind:- http://forum.shrapnelgames.com/images/icons/icon9.gif comp_853.bmp is missing; ( from a Vorlon Ship.) http://forum.shrapnelgames.com/images/icons/icon9.gif All the AI Fighters I've come across are suicide pilots armed with Kamikaze Warheads. Oops.. Minbari only. http://forum.shrapnelgames.com/images/icons/blush.gif There are two other things I've noticed which make me think that an earlier Version of a file was used to work on the Current Mod: The Advanced ECM and Advanced Combat Sensors should be 5kT to show that they are an extension of an existing component ( Basic ECM etc..) and not 10kT . I think the non AI player will be more inclined to use them if they don't hog space. (Can you check your old set ups to confirm this, I may be going mad.) http://forum.shrapnelgames.com/images/icons/icon7.gif Other than that I'm going to try the following to see how it plays out: Change the damage on the Uni_pulse fighter weapon from normal to engines only and weapons only . Sheridan was always saying target engines and weapons only and I need the resources the helpless ships should provide. Modify the Atmospheric ConVersion Plant to the Basic Original game construction time frame but with the penalties discussed in the forum, still with the 60 year conVersion time. http://forum.shrapnelgames.com/image...s/rolleyes.gif I'm going to trawl through the weapon component and try to get some of the descriptions and abilities done, on a backup file so that my corruptions are not on it. I'll make a Comp_modification. txt file to show the changes made. All infantry troops should have a Maintenance cost of 1 Organics http://forum.shrapnelgames.com/images/icons/tongue.gif [ May 27, 2004, 02:59: Message edited by: Nomor ] |
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Damn ... I can't do anything in this mod.. http://forum.shrapnelgames.com/images/icons/blush.gif .... http://forum.shrapnelgames.com/images/icons/icon8.gif .... http://forum.shrapnelgames.com/images/icons/icon9.gif .... http://forum.shrapnelgames.com/images/icons/icon7.gif ...
... .... http://forum.shrapnelgames.com/image...s/rolleyes.gif OK half my Fighters will have Engines only and the other half... Weapons only ... http://forum.shrapnelgames.com/images/icons/tongue.gif [ May 26, 2004, 18:52: Message edited by: Nomor ] |
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I was only expressing what I would prefer. This is a forum for excharging ideas and thoughts, right. Hopefully we can get more people interested in the campaign, and they can discuss that they like or dislike. It doesn't have to be only my way, but if you want to, sure. As for special rules, the most common one I notice is No Surrendering, thus prevents someone ruining the campaign for the rest of players, since he/she isn't winning. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
dont be so egoistic, this is not only for you, unless you are playing alone?
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-------------------------------------------------------------------------------- Originally posted by astruskustuvas: dont be so egoistic, this is not only for you, unless you are playing alone? -------------------------------------------------------------------------------- Where did this come from, and to whom was it directed? Grumbler, astruskustuvas directed it again me. As the saying goes "No good turn goes without publishment" This is what I get for trying to assisted astruskustuvas. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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Its just our cultural diference and my bad english skills. What about RP rules? V..Peace..V |
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Grumbler:
With some good luck and a lot of bribing, I might be Online again comming tuesday. Yeah!! Keep your fingers crossed. Could you please send me a nice progress update, if you're not too busy? |
Re: Babylon 5 Mod
astruskustuvas: I was a lurker for more than a year before I dipped my toe in this bath. http://forum.shrapnelgames.com/images/icons/icon12.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif [ May 28, 2004, 17:04: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Sorry if this is "off topic" http://forum.shrapnelgames.com/images/icons/icon7.gif
This is my Version of the Uni-Pulse Cannon that only takes out engines. I tried to add this to the components.txt file with mixed results. It worked,but had undesirable effects on other things.I ran a test by modifying the original that worked. I had a fighter with 2 cannons, one only engines the other only weapons, that disabled any ship that ran into it that had no point defence. I cleaned up on the resources front at the loss of components to research. Also whilst it appeared next to the original Uni-pulse when configuring fighter components it would vanish if the "latest" setting was invoked. Ideally I want it to be visible along side the original as I only intended to have Marks I to V for this mount. As level VI of the Original is researched the Mk V disappears. How do I assign this so that it is available to pick no matter how far up the research tree you are. If I can get this to work I'll do a weapons only Variant. What do I need to change to keep this visible for picking when configuring fighters? http://forum.shrapnelgames.com/images/icons/icon9.gif I don't want to effect any research tree. Name := Uni-Pulse Cannon I (EngTL) Description := The Uni-Pulse Cannon is a fighter-mounted weapon which is often found paired on most basic fighters. Pic Num := 610 Tonnage Space Taken := 4 Tonnage Structure := 2 Cost Minerals := 2 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ftr\Trp Supply Amount Used := 1 Restrictions := None General Group := Weapons Family := 12741 http://forum.shrapnelgames.com/images/icons/icon7.gif change by one = solution Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Particle Weapons Tech Level Req 1 := 1 Tech Area Req 2 := Earth Alliance Tiny Weapons Tech Level Req 2 := 1 Tech Area Req 3 := 0 Tech Level Req 3 := Number of Abilities := 1 Ability 1 Type := Cloak Level ( bogus ability to allow for description: below) Ability 1 Descr := Targeting CPU locked on engines only. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 10 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Only Engines Weapon Reload Rate := 1 Weapon Display Type := Beam Weapon Display := 149 Weapon Speed := 0 Weapon Modifier := 3 Weapon Sound := SFuryGun.wav Weapon Family := 1741 http://forum.shrapnelgames.com/images/icons/icon7.gif change by 1 = solution http://forum.shrapnelgames.com/image...s/rolleyes.gif [ May 29, 2004, 12:24: Message edited by: Nomor ] |
Re: Babylon 5 Mod
If two components of the same family are right above/below each other in the file, the one on the bottom is the ONLY one shown when "latest only" is selected.
If you want both to show up you have to put a different component of another family in between, or change the family on one of the components. |
Re: Babylon 5 Mod
So if I do Marks I through V of this and stick the Only Engines at the start of the txt list and the Only Weapons at the end of the list it should work??? http://forum.shrapnelgames.com/image...s/rolleyes.gif
Thanks in advance.... http://forum.shrapnelgames.com/images/icons/icon10.gif The above didn't work... so changing family name.. won't that mess with the research tree? I would need a legitimate number, I can't just make one up, can I? http://forum.shrapnelgames.com/images/icons/blush.gif [ May 29, 2004, 00:26: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Side track again....
Made changes to the below so that it was constructed in about 4 to 5 turns by a colony of 100 million. Still waiting for one to change having played for a week. The Last line had a very interesting effect. The negative effect only showed up in the Colonies Menu (F4-key) under Production , and not in the Empire Status (F11-key) although it was clear it was deducted from the Net Resources Per Turn totals. What was noted was that -500kT was reduced by the % production from happiness etc so that -51% meant that only 249kT was deducted from the Empire pool. This works well as a Tax effect for building Atmos Adj. as the population is only taxed on it's income. As it gets happier the Radioactives deducted increase. Unfortunately the conVersion time is still too long (600 turns) because all this negative effect makes the Planet valueless and the research tree does not provide the counter measure until much later. For the sake of playability if the conVersion time was reduced to say: 30yr/25yrs/20yrs i.e. 300/250/200 turns this would give you low value plants earlier and would still make the Ancient Version desirable as it starts at 20yrs and does not have any of the negative effects. I still have not managed to research Atmospheric Adjuster II so the game is still relatively slow. NB. Placing one of these on a Planet that needed no conVersion had no effect on the resources i.e. Radioactives were not deducted. Modifications: original shown in bold Name := Atmospheric Adjuster I Description := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state. Facility Group := Planet Modification Facility Family := 44 Roman Numeral := 1 Restrictions := None Pic Num := 67 Cost Minerals := 1000 was 50000 Cost Organics := 500 was 50000 Cost Radioactives := 1000 was 50000 Number of Tech Req := 1 Tech Area Req 1 := Atmospheric Modification Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Planet - Change Atmosphere Ability 1 Descr := Changes the atmosphere of the planet to one that is breathable by its colony over 60 years. Ability 1 Val 1 := 600 (Change this to 300 http://forum.shrapnelgames.com/images/icons/icon10.gif ) Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Ability 2 Val 1 := 200 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Change Conditions Ability 3 Descr := The upheaval to the planets eco system and weather patterns will steadily decrease the planet's value by as much 2% per year. Ability 3 Val 1 := -2 Ability 3 Val 2 := 0 Ability 4 Type := Planet - Change Minerals Value Ability 4 Descr := Errosion and corrosion has a negative impact on Mineral and Radioactives values of planet by 1% each rotation. Ability 4 Val 1 := -1 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Radioactives Value Ability 5 Descr := Ability 5 Val 1 := -1 Ability 5 Val 2 := 0 Ability 6 Type := Planet - Change Organics Value Ability 6 Descr := As these are primitive worlds the organic properties are similarly affected. Ability 6 Val 1 := -1 Ability 6 Val 2 := 0 Ability 7 Type := Resource Generation - Radioactives Ability 7 Descr := Consumes 500kT Radioactives each turn. NB. +/- at Mean Average Production. Ability 7 Val 1 := -500 http://forum.shrapnelgames.com/images/icons/icon10.gif Ability 7 Val 2 := 0 The problem with the current Version of this Facility is that if you are invaded at turn 599 of your construction the whole deal is lost. However by having a quick construction time, any one capturing your planet suddenly has a negative resource problem that they may not be ready for. ( That'll teach em) Also the conVersion may still go on.(unsure on that... http://forum.shrapnelgames.com/image...s/confused.gif ) Your comments eagerly awaited. Timstone; grumbler; PF; SJ; Rambie;Phoenix-D etc.. http://forum.shrapnelgames.com/images/icons/tongue.gif [ May 29, 2004, 12:20: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Changing family doesn't affect the research tree at all. That's controlled 100% by the tech area req part of the component.
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Re: Babylon 5 Mod
Nomor,
A coupla thoughts about atmosphere conVersions and the related domed planets: 1. If the conVersion takes 600 turns, no one will undertake it. I haven't ever played a campaign past about turn 400, when the outcome is obvious. 2. Placing a "tax" on ACs makes them even less likely to be undertaken. 3. When domed planets finish all of their construction, they appear in the build queue window as empty of construction. However, they have quite small cargo spaces, so unless you keep transports standing by to empty them, they quickly "fill up" and can undertake no more construction. Now, the BQ window is an essential management tool, as it shows where construction can be undertaken. I don't like having to scroll past lots of "useless" empty queues to find the ones where I can actually build something and not worry about having space left for it. Thus, if you simply make the AC a long-term project that converts atmospheres when completed, you: 1. Have the "tax benefit" of your proposed mod, and 2. Keep the project in the build queue so it isn't "empty" and there isn't any need to scroll past the planet to find "valid available build queues." As a side benefit, you actually start to use new AC technology as invented by simply "upgrading the construction" rather than having to upgrade the facility. This makes AC tech much more valuable to research. As it is under your suggestion, it makes little sense of research AC until you simply don't have anything else to research, since it won't give you a benefit you can use. Now, AC isn't really undertaken explicitely by anyone in the canon bar the Shadows, but if we assume that it is being undertaken implicitely by, say, the humans on Proxima, then a process rather than a standard facility type still makes sense. After all, Proxima isn't producing its own satellites or whatnot to help against the blockade, so they must be, in game terms, producing something else - which I propose is an AC. Currently, my thinking is that an AC should take, at max tech and max (600) domed population, some 100 turns to build. In effect, this will mean something more like 200 years from game start, as planets will take time to reach max pop and it will take time to research AC3. I think this sort of timeframe will make the effort worth undertaking, but am willing to listen to other ideas. |
Re: Babylon 5 Mod
Alrighty then!!I'm back in the air again!! http://forum.shrapnelgames.com/images/icons/icon7.gif
After a long period named the dark age I was cut off the primal source of life, namely the internet. But on this glorious day I, Timstone, regained my rightful place in the community again. Long live the internet, and electricity, and Babylon 5, and women, and Hertog Jan Pils, and of course my beloved homecountry Holland. |
Re: Babylon 5 Mod
Hi ppl!
Is there any Manual or something like this out? I just installed the Mod but got some problems. For example. If i play "B5 Noamds" tech tree, do i need the "B5 standart" tree too? I used the Nomads tree, but i was unable to colonize (sure, i'm a nomad! ;-) ) and got only 1500 research points (not enough!)....i was unable to capture ships or colonys or so.... mhm....pls help ;-) best would be a manual! |
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<removed due to "doubleposting">
[ June 01, 2004, 19:58: Message edited by: Mordred ] |
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There is a Bit Torrent link to the music to the abandoned B5 game "into the Fire" here. There is a discussion of the "legality" of releasing this in that thread, so you might want to read it to understand what you are letting yourself in for if you decide to download it.
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Personally, I think the focus should be on speeding up the gameplay of the B5 Mod, not slowing it down even more so than it is now... it is bad for PBW in it's current state.
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Hey Rambie,
Apply to join Babylon 5 PBW game. Here how I would like the game to be set Starting resources: 100000 Starting planets: 1 Home planet value: Good Score display: own Technology level: low Racial points: 2000 Quadrant type: Cluster or B5 standard Quadrant size: Large Event frequency: Low Event severity: medium Technology cost: high Computer players: none Computer difficulty: High Computer player bonus: High Neutral empires: Yes Special rules: No surrendering, The ancient race unable to colonizes new planets thus they gain new planets by gifts or conquest,players can save the map during the game, players can see complete tech tree, and players can only colonize home planet type. Max/min for ships and units set to 20,000 Victory condition set to none This is what I would like, but I open to other suggestions too. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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.................................................. V..Peace..V |
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This is a list of the PF 1.8 Gold Mod Facilities and their build times relative to population quantities. All are jubilant. All times are number of turns. 10 turns are equal to 1 year.Game Time. _____________________Homeworld_Rock__Tiny-Domed__Domed .................................................. ...2000m....... 500m..........100m.........4m... Colony Hub I.....................................8........... .....52..............147.........191 Homeworld Hub...............................20.............. 148..............367..........477 Listening Post..................................2........... .......9...............25............33 Covert Ops Center............................3............... ..17..............47.............61 Manuf. Colony I................................6................ .35..............97............127 Military Outpost I.............................4..................2 7..............74.............96 Adv. Mil. OP I..................................7.............. ....41.............115...........150 Trading Port....................................2......... .........13...............35.............46 Recycling Center.............................3.............. ....16...............44.............57 Atmospheric Adjuster I.. http://forum.shrapnelgames.com/image...s/rolleyes.gif ........11.................. 69 ..............193...........250 .....( + 600 to convert i.e. 60 yrs) http://forum.shrapnelgames.com/image...s/rolleyes.gif Medical Center I..............................2.................. ..9................25.............33 Archaeology Site I...........................1....................7 .................9..............25.....( Educational Center I........................3...................17... ............47..............61 Mining Colony I...............................2................. ..10...............26..............34 Aggressive MC................................1............... .....5...............13..............17 Agricultural Colony...........................1................ ....6...............17..............22 Ship Yard I......................................4.......... .........25...............70.............91 Ship Yard II.....................................5.......... .........33...............93............121 Depot I...........................................7..... ..............43..............122............158 If playing PBW and one turn is taken per day then all the figures here represent the # days for construction of named facilities.It gets worse as the later levels appear. This might well be the best place to start discussing the current mod and how much of your life you wish to commit to the next PBW. I mean that in the nicest possible way. http://forum.shrapnelgames.com/images/icons/icon12.gif Sorry for the wonky columns. PS. I'm not going to play 69 days for my Atmospheric Adjuster to be built and then play a further 2 years for the conVersion to take place just to have some Dutchman with a Polish girlfriend invade my planet one day before conVersion.... http://forum.shrapnelgames.com/images/icons/shock.gif .. http://forum.shrapnelgames.com/images/icons/icon8.gif .. http://forum.shrapnelgames.com/images/icons/icon9.gif .. http://forum.shrapnelgames.com/image...s/rolleyes.gif .. http://forum.shrapnelgames.com/images/icons/tongue.gif [ June 14, 2004, 18:49: Message edited by: Nomor ] |
Re: Babylon 5 Mod
@Nomor: your Last line...*snicker* hehe
Yeah, I just did NOT take the time weasel with all the facilities and weapons and all the other stuff that seems out of whack. That is more than one person could do. |
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[ June 05, 2004, 05:06: Message edited by: Nomor ] |
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Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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It seems to me that if we delete the Population Modifiers that are currently in use and restore the stock SE4 ones (from latest 1.91 Gold patch, for the smoothed Version, of course), it would go a long way to making the mod more playable, with a significantly faster pace. Such a change would require very little work to accomplish (5 minutes at most). Remember, GAMEPLAY trumps REALISM and CANONISM any day. [ June 03, 2004, 04:06: Message edited by: Imperator Fyron ] |
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Just to let you know, I've spies at all of your colonies, I will hear every fart you make. And the moment your Atmosperic Adjuster is ready I'll take over the whole colony. It's like Pinky and the Brain. Oh, beware of the Underwear Gnomes. |
Re: Babylon 5 Mod
no colonization 100%
yes one minor have no chance against ancient but few of them then they are dead. I say ancients should have biger planet(more recources/Research ponts)without it they will lose against 3-4 minors |
Re: Babylon 5 Mod
Actually... the ancients could (individually) easily take on about a dozen younger races without breaking a sweat. At least, for the first 400 turns or so of a game. Maybe, just maybe, the younger races could catch up by that time. Not likely, but possible.
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Thus the ancient ones need to be handicap by some means or only allow the them to be control/played by the AI. That way they won't focus on a single player at a time, before moving on to the next race. The Last game both ancient races were played by Fyron and SJ. They did an excellent performance by role playing the ancients races. Other races stay out of they way and war among themselves. Fun game. maybe Fyron and SJ would be interested in a repeat performance? Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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rules dosnt mater to me but RP does. As a shadow i dont intend to war with minors, only with vorlons http://forum.shrapnelgames.com/images/icons/icon10.gif
oh anyone interesting making B5 map or something similar my map isnt finished yet cuz im busy atm. Im using this map as example http://freespace.volitionwatch.com/b...acemap2258.jpg |
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Whoa, nice map! Where did you get it?!
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im big B5 fan:P
If enyone have info about systems like how much what type planets etc.etc. gime link i'll download it. My map needs only planets placed (earth alliance planets are placed) |
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Sorry I have very few info about the actual systems themselfs. Maybe a short reference here and there in the B5 Wars books about the systems, but that's all.
Hope you can amass enough info to make a B5 map for SE IV. Good luck. |
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