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Re: Babylon 5 Mod
Would you like me to reword the descriptions to be more enlightening and less subjective? (both tech areas and some of the components)
Format would be as just the armor components in a separate text file for copy/replacing of the whole thing. |
Re: Babylon 5 Mod
RagsX:
I send you an e-mail! Woohoo! |
Re: Babylon 5 Mod
SJ:
We have thought about the armors and have come to the conclusion that we will focus on more important things for now. We will come back to the armors though, so if you have time to spare it would be a good idea to rewrite it, make it more transaparent, at least from my point of view. I guess Timstone would agree as well, lets wait for him though. Timstone: I replied. Took me about 45 minutes to write the mail, so expect a lot http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Babylon 5 Mod
Timstone agrees about the armor thingie.
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Re: Babylon 5 Mod
SJ:
I know I've asked this before, but could you please explain again the sensor stuff you've done for the B5 mod? |
Re: Babylon 5 Mod
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Basic: 4% per tech level Advanced: 2% per tech level Elite: 1% per tech level. All three components stack with each other. When researching you will want to work on the basic scanner tech until the cost per level is at least twice that of the advanced tech area, in order to get the most ability per research point spent. At mid to high tech, you also need to decide how much scanning power is worth it for your designs. Warships need every teeny edge they can scrounge, but transports are probably only worth using the basic component on (since they're rarely in combat and need the space for cargo). Depending on the size and type of warship, you may want to go with just the first two types, and add an extra bit of armor or a gun instead of the elite scanner/ECM. --- Basically, you get diminishing returns on your ECM/Scanner ability as you devote more hull space to electronic warfare. You also need to research how the previous class of scanners work before you can research advanced ECM to use against them, and vice versa. Same goes with advanced vs elite Versions. ----- Hmm... What might be an interesting variation is if the ECM and sensors were mutually exclusive at each level... IE: Pick basic ECM -OR- basic sensors, not both. I may just use that idea in a future mod. |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
So, if I understand correctly, the elite is less powerful than basic, but less expensive?
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Re: Babylon 5 Mod
Wouldn't putting ECM and CS in the same family work, if you made it a "One per vehicle" thing?
I like that idea SJ; it would also make alternative ways of getting these bonuses more appealing (the facilities, or accuracy bonuses, or simply more defence). |
Re: Babylon 5 Mod
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16+8+4 = 28% is better than just 16% http://forum.shrapnelgames.com/images/smilies/happy.gif You pay for the extra power in research time, hull space and a maybe resources (I don't recall how the $/kt compares to the other components). Fyron: Same family, restriction of one-per-ship. Put a buffer component between them so the "show only latest" still shows both types. |
Re: Babylon 5 Mod
The important thing about the different sensors is that they stack. Thats really most important to understand, else the entire system wouldnt make any sense at all.
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Re: Babylon 5 Mod
Ah yes, now I see.
You can take one of all three types, but not three of one type. Yes? |
Re: Babylon 5 Mod
The basic, advanced and elite components are EACH one family. So you pick ONE of each family, to maximize your offense/defense modifer. So you take 1 basic, 1 advanced and 1 elite component. They stack. You can use 3 basic components, too, but since they are one family you will only get ONE bonus )
Start the mod with maximum tech and design a ship, you will see how modifers change once you pack the components on the ship http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Babylon 5 Mod
Aha, it's now crystalclear to me. Thanks for this explanation.
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Re: Babylon 5 Mod
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You can have all three scanners AND all three ECMs. Even backups to guard against the leaky armor effects. The 1-basic, 1-advanced, 1-elite thing was only a wacky idea for other mods. (Unless you really like it and want me to whip it up for B5) |
Re: Babylon 5 Mod
Huh? I am lost.
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Re: Babylon 5 Mod
SJ:
Hmm... sounds cool. Would you like to "whip up" the scanners and ECM's for the B5 mod? |
Re: Babylon 5 Mod
Of course you add more than one of each Version, but it wont help you in combat modifers. It just gives you more safety since on component can be destroyed and still have the modifer. It doesnt make sense though, since those components are quite expensive. If you want to design a good ship, add one each of basic and advanced sensors / ecm. Dont try the elite Versions, they offer to few benefit while costing too much. Of course if you have time and ressources to spare, add them, too.
Just on a note, today i finished with the basic facilites. I will post the datafiles later, dont expect to much, its only one level of each facility and they dont have tech prerequisites yet. |
Re: Babylon 5 Mod
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Whether an Elite Version is worth while depends a lot on the size of the ship and the net to-hit against other players. Going from 50% to-hit to 55% is like having 10% more guns. Going from 10% to 15% is a huge gain. Going from 90% to 95% is not worth it. |
Re: Babylon 5 Mod
As i posted, you can add more components from the same family, but the only advantage you get is that you still have the bonus when one component gets destroyed, which is not very likely due to its size compared to the total ship size, usually 300kT+. And yes, i know that 15% to hit compared to 10% to hit is a 50% increase, but it usually wont happen. 50% to 55% is more likly, and given the research and ressource expenses needed to aquire/construct elite sensors or ecm i would prefer making more ships to simply outgun the enemy http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
Of course its always the question how one is playing. Some want a few state-of-the-art ships, other go with masses of seeker-throwers, where hit% doesnt matter at all since you try to attack out of enemy range. |
Re: Babylon 5 Mod
The point is, the lower the natural to-hit is, the more effective the elite components become.
Also consider how valuable 4-8% worth of aggressiveness or defensiveness is worth to you during race setup. For just 10 kt or so per ship and a bunch of initial research investment, you get some hundred racial points worth of effect http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Babylon 5 Mod
Can any one post a comprehensive list of what is done, needs to be done, and what should be done for this mod? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Babylon 5 Mod
Just an idea I had on how the armour system in the B5 mod could be made to work.http://forum.shrapnelgames.com/images/smilies/smile.gif
http://www.shrapnelcommunity.com/thr...?Number=320351 |
Re: Babylon 5 Mod
That doesn't make the armor work, it ruins it. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Babylon 5 Mod
AT:
Why would you like to have a list of what needs to be done? Just for your entertainment...? http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Babylon 5 Mod
1 Attachment(s)
Attached are updated armor techarea descriptions.
A sledgehammer of knowledge. |
Re: Babylon 5 Mod
Downloading them ríght, will take a look at them in just a few minutes.
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Re: Babylon 5 Mod
ok, took a look. It sounds better now, but i still dont know if we are able to keep all amors. Its mainly because we will add new weapons and most probably balance the rest. Most weapons wont have use against high-tech armor due to the large shield-from-damage abiliy. We will come back to armors later.
As promised, attached is the faciliy file i created, only featuering one level from each building. The actual values for ressource and research generation are still pending, but it looks fine this way. Homeworld produce about 12k ressources each, 12k research and construct with about 4000 of each ressource on average sized (2000 million) worlds. Put in into a facility file if you want to take a look at it. The way it is setup is due to homeworlds. Currently homeworlds have 1 spaceport, 1 resupply depot and the rest are homeworld complexes, called Megalopolis. Names are pending, too. If you have suggestion, come with it. Name := Distribution Centre I Description := 0 Facility Group := Hub Facility Family := 2 Roman Numeral := 1 Restrictions := None Pic Num := 225 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Spaceport Ability 1 Descr := Distributes ressources and makes them available for the empire. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 10000 each. Ability 2 Val 1 := 10000 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 10000 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 10000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 250 shield points. Ability 5 Val 1 := 250 Ability 5 Val 2 := 0 Name := Fuel Dock I Description := 0 Facility Group := Hub Facility Family := 3 Roman Numeral := 1 Restrictions := None Pic Num := 201 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Supply Generation Ability 1 Descr := Allows vessels to get resupplied when docking at the planet. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 5000 each. Ability 2 Val 1 := 5000 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 5000 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 5000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 200 shield points. Ability 5 Val 1 := 200 Ability 5 Val 2 := 0 Name := Espionage Camp I Description := 0 Facility Group := Intelligence Facility Family := 51 Roman Numeral := 1 Restrictions := None Pic Num := 230 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Point Generation - Intelligence Ability 1 Descr := Agents perform training worth 500 intelligence points per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Medical Center I Description := 0 Facility Group := Population Support Facility Family := 701 Roman Numeral := 1 Restrictions := None Pic Num := 226 Cost Minerals := 7500 Cost Organics := 3500 Cost Radioactives := 2500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Modify Reproduction - System Ability 1 Descr := Keeps population more healthy, therefor increasing the systemwide reproduction rate by 2%. Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 125 shield points. Ability 2 Val 1 := 125 Ability 2 Val 2 := 0 Name := Shield Generator I Description := 0 Facility Group := Population Support Facility Family := 703 Roman Numeral := 1 Restrictions := None Pic Num := 234 Cost Minerals := 5750 Cost Organics := 2250 Cost Radioactives := 4500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Able to protect the planet through a forcefield, severaly weakening weapons, simulated by adding 750 shieldpoints. Ability 1 Val 1 := 750 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Entertainment Complex I Description := 0 Facility Group := Population Support Facility Family := 703 Roman Numeral := 1 Restrictions := None Pic Num := 212 Cost Minerals := 6000 Cost Organics := 2500 Cost Radioactives := 2500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Planet - Change Population Happiness Ability 1 Descr := Population can relax and enjoy here, increases happiness by 3% per cycle. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Research Laboratory I Description := 0 Facility Group := Research Facility Family := 2001 Roman Numeral := 1 Restrictions := None Pic Num := 206 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Point Generation - Research Ability 1 Descr := Scientists perform experiments worth 500 research points per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Point Generation - Intelligence Ability 2 Descr := Security grants 50 intelliegence point per cycle. Ability 2 Val 1 := 50 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Mining Outpost I Description := 0 Facility Group := Resource Extraction Facility Family := 2051 Roman Numeral := 1 Restrictions := None Pic Num := 202 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 500 units of metal, ore and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Increases empire storage for hard ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Farming Station I Description := 0 Facility Group := Resource Extraction Facility Family := 2052 Roman Numeral := 1 Restrictions := None Pic Num := 203 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Harvests 500 units of food, biomatter and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Organics Ability 2 Descr := Increases empire storage for soft ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Power Plant I Description := 0 Facility Group := Resource Extraction Facility Family := 2053 Roman Numeral := 1 Restrictions := None Pic Num := 227 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Radioactives Ability 1 Descr := Creates 500 units of energy, radioactives and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Radioactives Ability 2 Descr := Increases empire storage for power ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Construction Yard I Description := 0 Facility Group := Ship Construction Facility Family := 2101 Roman Numeral := 1 Restrictions := None Pic Num := 196 Cost Minerals := 12000 Cost Organics := 4000 Cost Radioactives := 12000 Number of Tech Req := 0 Number of Abilities := 4 Ability 1 Type := Space Yard Ability 1 Descr := Allows space-based construction of ships and bases. Constructs with 2500 units per ressource. Ability 1 Val 1 := 1 Ability 1 Val 2 := 2500 Ability 2 Type := Space Yard Ability 2 Descr := Ability 2 Val 1 := 2 Ability 2 Val 2 := 2500 Ability 3 Type := Space Yard Ability 3 Descr := Ability 3 Val 1 := 3 Ability 3 Val 2 := 2500 Ability 4 Type := Planet - Shield Generation Ability 4 Descr := Increases a planets damage resistance, simulated by adding 350 shield points. Ability 4 Val 1 := 350 Ability 4 Val 2 := 0 Name := Cargo Warehouse I Description := 0 Facility Group := Storage Facility Family := 2151 Roman Numeral := 1 Restrictions := None Pic Num := 216 Cost Minerals := 9000 Cost Organics := 2440 Cost Radioactives := 1965 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Cargo Storage Ability 1 Descr := Can store cargo worth 1000 kT. Ability 1 Val 1 := 1000 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 7500 each. Ability 2 Val 1 := 7500 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 7500 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 7500 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 25 shield points. Ability 5 Val 1 := 25 Ability 5 Val 2 := 0 Name := Megalopolis I Description := 0 Facility Group := Hub Facility Family := 1 Roman Numeral := 1 Restrictions := None Pic Num := 219 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 9 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Earns 500 units of each ressource per cycle. Ability 1 Val 1 := 501 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Organics Ability 2 Descr := Ability 2 Val 1 := 501 Ability 2 Val 2 := 0 Ability 3 Type := Resource Generation - Radioactives Ability 3 Descr := Ability 3 Val 1 := 501 Ability 3 Val 2 := 0 Ability 4 Type := Point Generation - Research Ability 4 Descr := Earns 500 point of research and 100 points of intelligence per cycle. Ability 4 Val 1 := 501 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Intelligence Ability 5 Descr := Ability 5 Val 1 := 100 Ability 5 Val 2 := 0 Ability 6 Type := Planet - Shield Generation Ability 6 Descr := Majorly ncreases a planets damage resistance, simulated by adding 250 shield points. Ability 6 Val 1 := 250 Ability 6 Val 2 := 0 Ability 7 Type := Space Yard Ability 7 Descr := Increases construction rate by 250 ressources each and allows production of spaceborn units. Ability 7 Val 1 := 1 Ability 7 Val 2 := 150 Ability 8 Type := Space Yard Ability 8 Descr := Ability 8 Val 1 := 2 Ability 8 Val 2 := 150 Ability 9 Type := Space Yard Ability 9 Descr := Ability 9 Val 1 := 3 Ability 9 Val 2 := 150 |
Re: Babylon 5 Mod
You should probably attach large amounts of text like that instead of posting it all.
Large amounts of SFD? Wha? The inert armors have none. They cover early and midgame tech. Even the most advanced armor (emissive)provides: 10kt -> 25 SFD + 25 emissive 45kt -> 30 SFD + 30 emissive 80kt -> 35 SFD + 35 emissive 115kt -> 40 SFD + 40 emissive End game weapons do plenty more than 50 damage per hit, and surely more than 100. - Plus, any weapons with "skips armor" damage type get to ignore the SFD/Emissive ability of the advanced armor. - Also, any weapons with "skips shields" damage type get to ignore half of the SFD/Emissive ability. PS: Should I change the ability tags on these armors from the do-nothing regular abilities to real AI Tags? If so, which number ranges are available? |
Re: Babylon 5 Mod
In the future, you might want to attach such large blocks of text as text files, rather than put it all in the post.
You have "resource" misspelled with an extra 's'. The Megalopolis seems a little cheap to build. |
Re: Babylon 5 Mod
Fyron :
Well the costs are pending, too. Take a look at the cargo warehouse, which costs 9k minerals http://forum.shrapnelgames.com/images/smilies/wink.gif Of course Megalopolis will be unbuildable, its the homeworld city facility. Most probably it will cost like a million organics, to make scrapping them for ressources not an option. SJ: Once again the armors: I dont want early game weapons to become useless http://forum.shrapnelgames.com/images/smilies/wink.gif I still want tiny and medium weapons to do a big of damage, instead of actually doing nothing. Anyways, lets stop with amors, they are not of concern right now, at least not until the combat system is up. About AI tags: Since no work on AI has been done yet, all of them are available. I think about 10 tags need to be free for later use, weiter it be ship designing or planet queues (facilites). |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Then again i meant "a bit of damage" instead of "a big of damage".
Anyways, ill post more tomorrow. see ya. |
Re: Babylon 5 Mod
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They SHOULD do little to no damage against a ship with well over a hundred kt devoted to that type of armor. Also, don't forget that a ship can't just go all-out advanced armors... You need a significant number of inert armors as well, to provide some bulk and prevent the advanced armor from degrading too quickly. If you pull out some half decent capital ship lasers, you'll do more than enough damage to start hurting even heavy advanced armors. You may note also that if the enemy is spending 200 or 300 kt of space on armor, its going to be a very large ship, and its not going to have much in the way of weaponry or speed. Edit your strategies to avoid shooting the decoys http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Babylon 5 Mod
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I'll go with the 90's to avoid conflicts, and you can do a quick global search-replace to change them to whatever tag ID# you like. 90 = Light armor 91 = Midrange armor 92 = Heavy armor For the advanced armors, its easier to just call for one component worth of SFD. I doubt the AIs would be able to use the advanced armor addons effectively, and they may as well save the research points. |
Re: Babylon 5 Mod
There are only 20 AI Tags. You can not use arbitrary numbers, only the 20 that were hard-coded.
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Re: Babylon 5 Mod
Ok then.
Search-replace them down to 18-20. If you are short on tags, toss one of the tags by changing it to star-unstable. Either midrange or heavy armor, depending on what you want the AI to use in its designs more. |
Re: Babylon 5 Mod
1 Attachment(s)
I play B5 mod and I think it's great, here's my Facility.txt
ok how do I add it????? |
Re: Babylon 5 Mod
I"m still learning this But when ya do the armor I think the older races should have double hitpoints |
Re: Babylon 5 Mod
Hitpoints are really just for the low end techs.
The old races will want abilities! Last I checked there was organic vs emissive for vorlon and shadows, plus some armor-ability for one race, and some 999% ECM armor for another. |
Re: Babylon 5 Mod
Ironman, no offense, but what was the point in posting "your" facility.txt.
I already post the one which will most probably make it, unless Timstone disagrees. In addition "your" file was just a slightly changed Version compared to the current one. |
Re: Babylon 5 Mod
ya i know but i'm still a newbe modder not a great modder like others out there http://forum.shrapnelgames.com/image...s/rolleyes.gif just like playing not modding but I'm trying to do my own mod (it"s simple) based on Traveller (the old d6 ver.) |
Re: Babylon 5 Mod
Starting simple is the best way to do it most of the time. Seeing progress is encouraging, and you get to play too http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Babylon 5 Mod
RagsX:
You posted a very nice set of facilities. Please go ahead with the rest. I'm busy with the techarea.txt, but I forgot to bring my usb stick with me http://forum.shrapnelgames.com/images/smilies/frown.gif Now I can't work on it during worktime http://forum.shrapnelgames.com/images/smilies/evil.gif Ah well, tomorrow I have the whole day to perfect it and add a few better descriptions. I also will chose the first races to do the tech (weapons and components) for. This will help to decrease the initial workload for us. Tomorrow I'll send you a mail again. |
Re: Babylon 5 Mod
Well, just a question. Yesterday i emailed you two times, i hope you received those emails ? Because your post seems like you didnt received them. Please tell me http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Babylon 5 Mod
1 Attachment(s)
Ok, attached is the most up-to-date facility.txt It now features almost "final" costs, and a LOT more facilites. Take a look at it if you like. Opinions are welcome !
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Re: Babylon 5 Mod
1 Attachment(s)
I have attached a file with numerous spelling and grammatical errors fixed.
You need to pick either the American spelling of "center" or the British spelling of "centre" for the sake of consistency. Distribution Centre and Medical Center should use the same spelling of the word. Why do intelligence facilities (especially the "bonus" ones) provide so many intelligence points? "Agents perform training worth 700 intelligence points per cycle." Should training really be what is providing the intelligence points? Distribution Centre (annoying British spelling http://forum.shrapnelgames.com/images/smilies/wink.gif) ability tag might be better off saying something like this: "Distributes resources and makes them available for use throughout the empire." instead of: "Distributes resources and makes them available for the empire." Fuel Dock ability tag might be better as: "Resupplies all vessels that dock at the planet." instead of: "Allows vessels to get resupplied when docking at the planet." The reference to storing "hard," "soft" and "power" resources in the storage abilities of the resource producing facilities might be confusing. What is "Restricted Radiationing" supposed to be? It seems that if you reduce the radioactives level, value should decrease. Descriptions such as these in various facilities are redundant: "Provides storage space, increases resource storage by 17500 each." Could possibly be simplified to: "Increases resource storage by 17500 per resource." You might want to place the Planetary Outpost at the end of the list for that family. This will cause it to be displayed when "only latest" is enabled (or is it "hide obselete?"), and it will still upgrade properly to the Planetary Settlements and such. Take a gander at the ordering of Space Yard Expansions and the Projects in the latest Adamant files. You should also make a note that it should be built after the Space Yard, since it will not "Increase construction rate with 150 units," it will reduce construction rate to that value if there is no Space Yard on the colony. Miscellaneous changes I made: The Medical Center I and II had the Robotoid Factories inbetween them. Medical Center ability description is awkward. I suggest: "Improved health of the general population increases the system-wide reproduction rate by 7%." Shield Generator facilities had discrepencies in the ability tags and ability values. I updated the descriptions to reflect the value of the abilities. Shield Generator facilities had odd cloaking abilities, which I removed: Ability 2 Type := Cloak Level Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Robotoid Factory ability description had "in the system" added to it. "Deep Mining Thriller" is now "Deep Mining Driller." "each 10 cycles" in various descriptions replaced with "every 10 cycles." Deep Mining Driller, Harvesting Robotics and Thermonuclear Reactors descriptions did not end with a period. Cargo Warehouse III ability description changed from 17500 to the correct 22500. "Increases construction rate with 375 units" was replaced with "Increases construction rate by 375 units." Megalopolis construction abilities were incorrect. Its description was updated to be in line with the Settlements (ie: "units of each resource" instead of "resources each"). Also for Megalopolis, "Allows the storage 5000 resources each." fixed to be "Allows the storage 5000 resources of each type." |
Re: Babylon 5 Mod
Also for Megalopolis, "Allows the storage 5000 resources each." fixed to be "Allows the storage 5000 resources of each type."
Shouldn't that be "Allows the storage of 5000 resources of each type"? |
Re: Babylon 5 Mod
Probably.
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Re: Babylon 5 Mod
Thanks a bunch, will look at the modifed file in a few minutes.
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