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

Ragnarok-X January 2nd, 2005 12:01 PM

Re: Babylon 5 Mod
 
Quote:

Imperator Fyron said:
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."




Firstly, thanks a bunch for your help. Most of the point you are mentioned are right are correct / will be corrected, especially the grammar and stuff like that.
About your intelligence point question. Well i dont really care about intel, but in all the games/mods i played, weither it be off or Online intel was simply never used. I think by majorly increasing the intel-generation players might actually make one or two planets into intel-centers. Thats the plan http://forum.shrapnelgames.com/images/smilies/wink.gif

The reference to hard, soft and power ressources will be corrected as well.

About "Restricted Radiationing". Well actually thats one the ideas i really liked. I just didnt know how to proberly explain it.
With it i meant that certain areas (such as area surrounding a powerplant) are artifcially radiated to create a better power output. That what i meant. I was going to explain that in the facility descriptions, of which all are yet to do. If you a suggestion, tell me.


About the Robotoid Factory and the "in the system": Actually it IS in the system, as each planet gets in the increase/decrease in population. So i dont understand it should be removed. Please tell me http://forum.shrapnelgames.com/images/smilies/happy.gif

Anyway, thanks for your post, it really helped me alot. Most of the things you suggested will be implented/changed that way.

Fyron January 2nd, 2005 03:29 PM

Re: Babylon 5 Mod
 
Quote:

Ragnarok-X said:
About your intelligence point question. Well i dont really care about intel, but in all the games/mods i played, weither it be off or Online intel was simply never used. I think by majorly increasing the intel-generation players might actually make one or two planets into intel-centers. Thats the plan

I've seen intelligence put to deadly use many times with stock game values of production. A bit overpowering in such cases though, due to the inability to defend against it without scrapping half of your empire and building intelligence facilities. In other cases, everybody had too much counter intelligence, and no intelligence projects could be used. More points per facility won't really balance it out or anything... Perhaps some of the more insane projects should be toned down? I don't recall exactly what the B5 Mod has in it, but projects such as Crew Insurrection and Puppet Political Parties are way to powerful, and should probably be removed entirely. Also, the project that damages planetary cargo is currently useless, since it does points of damage to the cargo. The stock value of 1 means only 1 point of damage is done, so no cargo is ever lost.

Quote:

Ragnarok-X said:
About "Restricted Radiationing". Well actually thats one the ideas i really liked. I just didnt know how to proberly explain it.
With it i meant that certain areas (such as area surrounding a powerplant) are artifcially radiated to create a better power output. That what i meant. I was going to explain that in the facility descriptions, of which all are yet to do. If you a suggestion, tell me.

Hmm... I think it needs a better sounding name, but I can't think of one at present.

Quote:

Ragnarok-X said:
About the Robotoid Factory and the "in the system": Actually it IS in the system, as each planet gets in the increase/decrease in population. So i dont understand it should be removed. Please tell me http://forum.shrapnelgames.com/images/smilies/happy.gif

No, I meant, the ability description did not previously mention that it affected every planet in the system, which it needs to do.

Ragnarok-X January 2nd, 2005 04:28 PM

Re: Babylon 5 Mod
 
1 Attachment(s)
Hey Fyron,

i have updated the facilites once again. Added descriptions, changed intel at least a bit (will think about it later) and stuff alike.

If you have spare time, please take a look at it, especially grammar and stuff alike of the descriptions. In addition please take a look at my thread "out of bounce" error. Maybe you can help ?
ty a lot.


Edit: Attached the new file. Sorry, simple forgot it.

Fyron January 2nd, 2005 04:45 PM

Re: Babylon 5 Mod
 
Did you want to attach the new file to a post?

Quote:

Ragnarok-X said:
In addition please take a look at my thread "out of bounce" error. Maybe you can help ?
ty a lot.

I had no idea what would be causing such a problem, sorry.

Suicide Junkie January 2nd, 2005 11:25 PM

Re: Babylon 5 Mod
 
For intel, why not use the intel sabotage instead of defense?

IE:
- Set project costs proportional to usefulness
- Remove counter intel
- Make intel sabotage relatively cheap

So the key is to actively disrupt your opponent's projects before they complete. On defense, you spam the enemy with sabotage attempts, hoping to prevent the launch of their projects against you. On offense, run a whole bunch of decoy projects to (hopefully) absorb the sabotages while you prepare your real one.

grumbler January 6th, 2005 04:28 PM

Re: Babylon 5 Mod
 
Do I understand correctly and Ragnorok-X is starting the mod agains from scratch? New facilities means new AI files, etc.

We (Timstone and I) had a complete, stable, B5 mod that was up-to-date on everything except weapons (and even then we had an idea for what space/weight the weapons for the various ship sizes should be). The AI files (modified Pathfinder) worked and produced effective ships and colonies. The existing weapons worked but were not optimized.

I don't undertsnad why this entire effort is being duplicated. Tim, did you lose the files I sent (or did I not send them all)? Frakly, I think if someone is starting over again it is because they don't know how much effort is required to make a mod work. I could never have done it all, nor Path, nor Val, nor Tim.

Having said that, I certainly don't want to dampen anyone's enthusiasm, and since I already have and play a stable effective mod (that has working Ancient ruins, proportional QNP for both ships and fighters, leaky armor, and the stackable sensor/ECM mod) I don't lose anything by others starting again from scratch.

Most of my files I have shared only with Tim, because he was heading up the mod when I was working on it. However, if someone has a place to "hang" all the data, I would be happy to share what I have more widely.

Ragnarok-X January 6th, 2005 06:01 PM

Re: Babylon 5 Mod
 
Quote:

grumbler said:
Do I understand correctly and Ragnorok-X is starting the mod agains from scratch? New facilities means new AI files, etc.

We (Timstone and I) had a complete, stable, B5 mod that was up-to-date on everything except weapons (and even then we had an idea for what space/weight the weapons for the various ship sizes should be). The AI files (modified Pathfinder) worked and produced effective ships and colonies. The existing weapons worked but were not optimized.

I don't undertsnad why this entire effort is being duplicated. Tim, did you lose the files I sent (or did I not send them all)? Frakly, I think if someone is starting over again it is because they don't know how much effort is required to make a mod work. I could never have done it all, nor Path, nor Val, nor Tim.

Having said that, I certainly don't want to dampen anyone's enthusiasm, and since I already have and play a stable effective mod (that has working Ancient ruins, proportional QNP for both ships and fighters, leaky armor, and the stackable sensor/ECM mod) I don't lose anything by others starting again from scratch.

Most of my files I have shared only with Tim, because he was heading up the mod when I was working on it. However, if someone has a place to "hang" all the data, I would be happy to share what I have more widely.


grumbler, firstly, no offense.
I dont really know IF you actually played the revised Version of the mod you, timstone and pathfinder created.
If you did, then you should have noticed that it wasnt playable at all. Alright, you could start a game without errors showing up, but still, there was nothing to do except colonizing planets (no reason to do it though) and researching, using your homeworlds research output. Even IF you were able to construct facilities on colonies, they didnt offered any benefit at all, except 500 research points modified by -80%.
So that was the reason i started the mod again. I got in contact with Timstone and we made plan, Timstone is out now, but i hope he will still continue/ready the weapons, at least for major races.
Facilities and the entire colonizing since was not useful, so it simply had to be redone. Colonizing gave you nothing, except waiting and having to protect more. Colonies werent even able to defend themselves, it took 2 turns to construct ONE average satelite, not talking WPs here.

Tweaking AI construction facility files is not hard at all, so that wont be a problem. Basicly you can just keep existing ones, or tweak them slightly.
Tweaking AI designconstruction is not quite as hard as some may believe, i have spent countless hours creating new AIs from SCRATCH for my personal mod.

By now i have completed the facility.txt, at least the basics. I will include racial specific facilites, too, once i have time to spare for that.

I have revised the propulsion system as well, now research progress for the different engine types is more useful, as is the entire reactor thingy. I revised the shiptypes engines per move setting as well and setup a basic NARN ai to play against, it construct scouts and colonyships just fine. Shipset is now about 3 for average colonizers, 4 for combat ships and 5 for scouts, using early game propulsion.
This fits perfectly imho.

Leaky armor and the stackable sensors/ecm system will most probably stay, so no reason to cry about that. About the ancient ruines, they are not hard to setup as well, i plan on including more ancient techs, of which more are useful than the current ones (i.e. Great Machine WP is a nice idea, but was implented...not so well, imho).
The weapons you mentioned are quite nice, but simply not useful at all. Most racial weapons are just not worth researching, as an example, why should a Vree player research Vree Antimatter weapons when he could just stay with the Standart IonBolt until the end ? It is cheaper, more powerful, costs less ressources and research and he can pack even more of those. This majorly sticks. Babylon5 lives of this galaxy and atmosphere, which will be kept with this final revision of the mod.

To sum it up, im sick of the Last years of B5 mod development. 4 Years ago i was regulary lurking the Boards, looking for playable gold Version of b5 mod. I found none. Some month ago i was so happy when i noticed you and several others pumping breath into the mod, but then again i was pretty disappointed once i downloaded the mod. I didnt enjoyed it all, and i actually KNOW many others, weiter be registered or guests, will agree with me.
The B5 will be completed within the next few month, maybe sooner, depending on the amount of time i have and on how many people help me(...).

About your point that i dont know how much time and effort it costs to develope a proper mod. In fact i DO know how much is involved. I spent countless hours playing SE 4, and i spent even MORE hours modding. First adding things to stock game, then modifying existing mods for my needs, finally i created my own mod. You can find a topic about my mod somewhere in this board, search for "Impact mod" or something alike. I definitly now what im up to, and im not going to stop at half the way, THIS time the Babylon 5 will be completed, and it will offer a pretty good time to anyone who gives the mod a chance and plays it.

If you want to help, you are welcome, there is much to do, weither i do it alone, or people help me, the mods development will not be on halt for another 2 years.

Please, dont feel offended. If you do, it was most probably my bad grammar or way to "speak" english. I respect the time you and others put in the mod.

solops January 6th, 2005 06:12 PM

Re: Babylon 5 Mod
 
Is there a homepage for this "new" Version of the mod?

Fyron January 6th, 2005 06:17 PM

Re: Babylon 5 Mod
 
Quote:

grumbler said:
Most of my files I have shared only with Tim, because he was heading up the mod when I was working on it. However, if someone has a place to "hang" all the data, I would be happy to share what I have more widely.

If you can email them to me (I can send you an invitation to get a Gmail account, which has huge file size limits), please do so and I can host them on SpaceEmpires.net. Otherwise, you could possibly create a torrent file of them and upload that to my tracker at http://kazharii.no-ip.com:6969/ and get them to me that way.

Ragnarok-X, since you are doing a more or less complete rewrite of the mod, you should consider using a different name for it, much like the "Atrocities' Star Trek Mod" and the "Star Trek Mod."

Ragnarok-X January 6th, 2005 06:44 PM

Re: Babylon 5 Mod
 
solops: There is no website. I have not thought about that, but now that you mention it, it is most neccessary to get one. I will ask a few friends of mine if they can spare a bit of webspace, then i need someone to build a least a basic website, i now a bit of html, but not enough to make a homepage.


Fyron: A new name would be fine by me. For now im waiting for grumbers response though, im interested in the rewritten facility file he mentions. Why didnt they published all of the files ? Just like i said above, the mod needs to be finally completed, an on-hold status is not good.

Fyron January 6th, 2005 07:03 PM

Re: Babylon 5 Mod
 
Might want to brainstorm cool names for it, rather than just something boring like "Ragnarok-X's Babylon 5 Mod."

Urendi Maleldil January 6th, 2005 08:25 PM

Re: Babylon 5 Mod
 
How about "The Babylon 5X mod"

Aiken January 6th, 2005 09:52 PM

Re: Babylon 5 Mod
 
First finish the mod.
Then balance and playtest it.
Find and fix bugs.
And after that think out a resonant name for a mod.
Before that any codename will serve all your needs.

ps: "Babylon 5: Renascence". Sounds, eh?

Timstone January 7th, 2005 05:32 AM

Re: Babylon 5 Mod
 
Grumbler:
Good to hear from you again. Glad you're still with us.
I've never got anyf files from you, but I have absolutely no grudge about that. During the time we worked on it, my enthusiasm slowly died away and I simply didn't do anything anymore (what a GF can do for you... http://forum.shrapnelgames.com/image...es/Injured.gif). So I blame myself for the fact that there wasn't a working Version of our mod released.

Now Rags-X asked for helpers with the next Version of the B5 mod, I volunteered as first. I wanted to start right away, but unfortunately I didn't remember the huge amount of work a mod requires. So my part quickly became less and less in this Version. Rags-X has done all the work sofar, I only handed him files of the B5 Mod Grumbler and I worked on.
Now my part is limited to the weapons. I have a handy dandy Excel sheet exclusively for the weapons. It's not very user-friendly, but I think I'll be the only one to use it. I use it in conjunction with the Techgridder.
I'm going to make at least a list of weapos and it's most important data available for Rags-X.
I think my greatest contribution is the fact that I have almost all tyhe B5 Wars books, in those books you can find a wealth of information on the various weapons.


Sorry for any grudges I might have caused. If I have made anyone angry or if I hurt someone with my actions (or lack of them), I'll apologize to him/her personally.


Edit:
If I might suggest a name for this Version of the B5 Mod:
Babylon 5 Mod: Renaissance.

Aiken January 7th, 2005 08:09 AM

Re: Babylon 5 Mod
 
Quote:

Timstone said:
Babylon 5 Mod: Renaissance.

Quote:

aiken said:
ps: "Babylon 5: Renascence". Sounds, eh?

according to my dictionary these are synonyms http://forum.shrapnelgames.com/images/smilies/wink.gif

grumbler January 7th, 2005 08:45 AM

Re: Babylon 5 Mod
 
Ragnarok, I wasn't offended and meant no offense, I was just astonished that you would even consider starting this over from scratch, particularly given the size and complexity of the mod.

I have not, to be sure, played the Last Version that Pathfinder posted (which I am pretty sure was incomplete in any case), and I don't blame anyone for being frustrated with the existing status of the mod. I was working on this with Tim for about six months, and between us we talked about a number of things and ended up with a pretty complete game with the exception of the weapons files.

Now, the Version we ended up with has not been playtested by anyone save us (or maybe even me) so there are sure to be some elements that need to be tweaked (in particular the "findable" Ancients technology needs to be balanced both between the various techs and netween the cost to find and the effect of finding them) but the mod is playable and even kind of fun (until about turn 200, when the AI runs out of good weapons for its ships).

Races need to be balanced as well, of course, but that is something carried over from Val's mod. AI_D_C is the same for all races at the moment, with component families varied by race to create some variety. Facilities need to be added/modded to give more racial flavor as well.

There are no First Ones in the mod as it stands.

I will package up the thing as it stands this weekend and send it to IF. It uses all the existing graphics so is almost entirely data files and hence not so big.

Again, my point was that I was surprised that you and Tim would be talking about starting over, given that I know Tim is aware of how difficult this would be.

grumbler January 7th, 2005 09:03 AM

Re: Babylon 5 Mod
 
Tim,

Looking back over our email exchanges I can see that you did not have as much as I remembered - mostly facilties, engine components, AI_D_C and AI_C_F files, and the "weapons mounts." Maybe I did some work after we stopped making progress and just thought you were part of it.

In any case, I will see if I cannot get what exists on my drive posted via IF so everyone can start poking holes in it and Ragnarok can steal what he wants. I have zero "pride of authorship" and am really only concerned to save anyone from having to re-invent the wheel.

Once IF has hung the files out there where people can pick them and open them up I will start a series of Posts explaining what is there and why (facilities, for instance, have changed a lot from the Val Version).

The Ragnarok can decide what he wants to keep, what he wants to mod, and what he wants to discard. I think his will probably be the only Version of this mod released for this game, so I am not sure how necessary it is to have a different name. I do not have a complete mod because I do not have (and have no interest in buying) the B5 game manuals that everyone agreed would be the basis for the weapons, so there is no competing mod to the one Ragnarok wants to create.

Timstone January 7th, 2005 09:19 AM

Re: Babylon 5 Mod
 
Grumbler:
Thanks for your kind words. And please send anything usefull to RagsX, he's da great kahuna of this next Version.
You're right about the playtesting. Nobody but you ever playtested our Version of the mod. Haha, pretty silly that one of the authors never got to see the mod. Ah well, no hard feelings at all.
Thanks for the good words and the help you're offering. Thumbs up for you!
[img]/threads/images/Graemlins/Flag_Netherlands.gif[/img]

If we had some sort of rating system on this board, I would have given you the full smack of stars.

Ragnarok-X January 7th, 2005 02:21 PM

Re: Babylon 5 Mod
 
Grumbler, if you dont mind, please send the files you mention to me via email. I would most appreciate them.

RolandTheGunslinger-at-web.de

thanks a bunch and please zip them, else the formating gets lost, somehow.

grumbler January 7th, 2005 10:08 PM

Re: Babylon 5 Mod
 
Tim,

I went back through my email archives and found that I had, in fact, been working with a coupla other Users (starchild and two others who did not sign emails with user names) since you and I stopped woking on this back in [could it really be as long ago as April 2004?].

Sorry. It all kinda blended together, and so I thought you had more in hand than you did.

Ragnarok, I am sending what I have via IF, since he has set up a channel that allows large files to be more easily handled than via email. Once he Posts the files it will be easy for everyone to get to them and start tearing them apart in search of the "good nuggets" (which is what is needed).

I am excited that someone wants to finish this off. Sorry if it sounded otherwise before, I just had "lost the lockon" on where the mod really was, and we know that there are currents in hyperspace that suck us down the gravity incline once we lose the lockon.

Ragnarok-X January 8th, 2005 07:25 AM

Re: Babylon 5 Mod
 
Alright, im looking forward to Fyrons next post here, then http://forum.shrapnelgames.com/images/smilies/happy.gif

Shadow1980 January 9th, 2005 12:07 AM

Re: Babylon 5 Mod
 
Hello All,

I am new to SE4 and this is my first post on these forums so first of all nice to see so many people love games like this. I wish I discovered SE4 many years ago because it seems to be EXACTLY what I was looking for all this time.
Oh well, to the topic:

My fiancee and I have been looking for an even longer time for a Bab5 inspired strategy game. Basically we where very enthousiastic when stumbling into this mod!
Now remind I am new to SE4 so don't take the following offensively as I might simply not know what I am talking about, but when I loaded the mod ( downloaded from: http://www.xmission.com/~rstulce/B5Web.htm ) I have been mighty dissapointed right at turn 1. I got very enthousiastic by the ship pictures and other B5 additions but when the game started (tried a few races) I just had too much resources to my liking. One of the big joys in a game like this is building up your empire yourself, and the continues "battle" over resources and planets. Here the races start with such insane resource production (and even more insane storage) that building any other planets seemed useless. On top of this the start weapons seemed a bit powerfull and the research output would make me skyrocket trough the research tree.
I hope this was not intentional as this simply takes the joy out of a good game, the original game seemed fast paced enough. Also although I have not actually gone trough and play it as this already put me off, the races seemed to have a far too massive difference from one another resource and research wise. I believe this could lead to massive unbalance in the game.
Anyways I basically didn't feel like continueing to play even tho I absolutely love B5 and have been looking for a B5 game since years.

Now apoligies to the original creators of the mod as your work is vastly appreciated, it's just a pity it was discontinued. I really love the ship & race pictures and intro screen and I spent a whole day trying to get my hands on a download for this mod to see what it would be like.

To the people who just picked this mod up again:
I am very very excited about this mod and hope it will be well balanced and made in such a way that colonising other planets and struggling for resources becomes fun (and a must). Now it might be asking a lot but the original mod has a very very bad idea about what the actual races are supposed to be like in terms of racial bonuses and penalties. For example a penalty in offense for the Narn Regime would make J. Michael Straczynski (creator of Bab5) scratch his head a couple of times and wonder if people actually watched all episodes of B5. Narn are very good fighters due to years of opression by the Centauri. They are also good in covert ops, tho not even vaguely close to the Shadows or Earthforce. A better penalty for the Narn would be construction speed as their infrastructure is/should be shattered at the time.
Basically I am praying for a mod where the people making it are looking for balance (as far as u can balance such a thing that is) but also keeps an eye to the original B5 universe and tries to stay in line with the races at least.
I know balancing the races AND following the series is impossible, so it would probably be much better balancing the races and creating the differences in the tech trees instead.

Anyways enough ranting http://forum.shrapnelgames.com/images/smilies/happy.gif I am looking forward to see the results of the work you guys are doing and will most definitly try it out & post my findings.

If I can do anything to help please let me know. I have 200 or 300 mb of free webspace on my server and about 10 GB monthly traffic left which I am happy to contribute.

Thanks for reading and apoligies for the long first post http://forum.shrapnelgames.com/images/smilies/happy.gif

Shadow1980 January 9th, 2005 12:20 AM

Re: Babylon 5 Mod
 
As for names I had several suggestions:
"B5: A New Beginning"
- Since this is 1: a new beginning for the mod, 2: a new beginning for the races each game. (compared to real b5)
"B5: Severed Dreams"
- For true fans the best episode ever, fans will know why the name is so apt.
"B5: The Gathering"
"A Call to Arms"

NarfsCompIsBack January 9th, 2005 01:04 AM

Re: Babylon 5 Mod
 
Hello, welcome to the forum. http://forum.shrapnelgames.com/images/smilies/happy.gif

Nothing else to say.

Shadow1980 January 9th, 2005 05:39 AM

Re: Babylon 5 Mod
 
Thank you kindly http://forum.shrapnelgames.com/images/smilies/happy.gif

grumbler January 9th, 2005 10:00 AM

Re: Babylon 5 Mod
 
Okay, the emails are off (to IF and Ragnarok, as I was able to get the total size down to under a meg). The readme files have been stripped out, so it does not credit everyone, but since the readmes were part of the original package, and I didn't add/change any, the credits should still be where they should be.

Let me know if you guys do NOT get it. Gmail does not seem to like any of the email addresses I put in it.

Shadow1980,

I understand your frustration, but you need to remember that the first Version of this mod was intended pretty much as a head-to-head mod, and it didn't work so well as a human - v - AI Version. That is one of the things that we need to fix. In particular, we need to make sure the AI builds sensible planets and ships.

Welcome to the forum.

Ragnarok-X January 9th, 2005 12:58 PM

Re: Babylon 5 Mod
 
grumbler,

i didnt received your email. Ill contact Fyron so he can send it to me. Anyways, if you have spare time please send it again just in case. RolandTheGunslinger @ web.de


Shadow1980,

Welcome. About your request that the races should get prober bonuses: I have recently created cultures for each race, so when creating your race you will have to choose a culture which fits you. For example, the Narn get a 5% space combat bonus when using "their" Culture, while adequate malus in ressource production. If you have further questions or suggestions, tell us/me.

grumbler January 9th, 2005 03:20 PM

Re: Babylon 5 Mod
 
Ragnarok: resent (maybe resent twice!)

Ragnarok-X January 9th, 2005 03:42 PM

Re: Babylon 5 Mod
 
got it, twice, with a minute difference. Ty you ! Will look at them later.

Fyron January 9th, 2005 08:05 PM

Re: Babylon 5 Mod
 
File available:

Babylon 5 Mod v2

Timstone January 10th, 2005 05:10 AM

Re: Babylon 5 Mod
 
Nice new avatar RagsX!
If you read "The reactor thread", you know the reason I haven't finished anything yet. Not even the general techs are ready... http://forum.shrapnelgames.com/images/smilies/fear.gif http://forum.shrapnelgames.com/images/smilies/frown.gif
You can spank me when you're ready clubbering me...

I promise that I'll work this week to complete the general techs.
I've also granted Grumbler his wish; to make the damage deterioration almost zero. Weapons in space (except plasma) loses almost no power. There still is a damage deteriorationfactor, but it is very low.
Stay tooned! http://forum.shrapnelgames.com/images/smilies/cool.gif

Fyron January 10th, 2005 05:35 AM

Re: Babylon 5 Mod
 
Quote:

Timstone said:
I've also granted Grumbler his wish; to make the damage deterioration almost zero. Weapons in space (except plasma) loses almost no power. There still is a damage deteriorationfactor, but it is very low.

http://forum.shrapnelgames.com/images/smilies/frown.gif

Timstone January 10th, 2005 05:56 AM

Re: Babylon 5 Mod
 
Rest assured Fyron, there is still deterioration, but it's not as much as I initially created it.
I have linked the whole system together with equations and formulae. That's one of my forté's; make useless jungles of equations and heaps of formulae no one uses.

I'll post a sample when I'm able to get to my components.txt.

Fyron January 10th, 2005 06:21 AM

Re: Babylon 5 Mod
 
Stock SE4 has way too little damage attenuation.

Timstone January 10th, 2005 06:34 AM

Re: Babylon 5 Mod
 
I agree, but on the other hand. In the vastness of space there is litte resistance, so litte kinetic energy is lost to friction. So only weapons based on the transfer of heat (plasma) are at a disadvantage. Maybe weapons based on gamma radiation (ion, particle, molecular) are a bit weaker too because of the background radiation. But essentially weapondamage won't deteriorate at all. But because I like making forumlae and useless equations, I invented damagedeterioration for the B5 Mod. Taadaa! http://forum.shrapnelgames.com/image...es/biggrin.gif

Ragnarok-X January 10th, 2005 06:45 AM

Re: Babylon 5 Mod
 
In addition, damage is till be lost due to the armor system http://forum.shrapnelgames.com/images/smilies/wink.gif

Timstone January 10th, 2005 07:09 AM

Re: Babylon 5 Mod
 
Something a bit different.
I just DL'ed, printed and binded the Last pages of a nice heap of bonusmaterial for the B5 Wars books.
Agent One of the "Agents of Gaming" has kindly pointed me to a DL-point from which I can DL a few unpublished bonusmaterial. It's nice to have such priveliges. http://forum.shrapnelgames.com/images/smilies/smile.gif

Jippie! Timstone is happy, happy, happy, hahahahah. Obey my dog!

Shadow1980 January 10th, 2005 08:42 AM

Re: Babylon 5 Mod
 
In anticipation of something finished I am now learning the ropes of the game in a small patch I made myself. Basically I grabbed excisting 6 major races from other mods (The B5 ones) and modded them for about 20 hours to get them more "realistic" (they are not neo-standard compatible yet and the AI is a bit rusty, so no point sending them to any of you)
Also made a new intro screen just to make our game look better.
For those interested you can watch the intro screen here:
http://www.shadow1980.nl/images/Intro.bmp

The Intro screen contains the race logo's of the 6 races I use as well, basically I changed race pics from the Vorlon, Shadow's and Minbari.

Anyways this enables my fiancee and me to enjoy our game with a "B5 touch" until you guys finished the mod or until I get bored and write a mod myself.

Timstone January 10th, 2005 09:07 AM

Re: Babylon 5 Mod
 
Hmm... it seems we got another Dutchy in our midst.

Wees welkom beste Nederlander en geniet van het goede gezelschap alhier.

Ragnarok-X January 10th, 2005 10:09 AM

Re: Babylon 5 Mod
 
Shadow1980, any interest in working with me on the current revision ?

Fyron January 10th, 2005 02:41 PM

Re: Babylon 5 Mod
 
Quote:

Timstone said:
I agree, but on the other hand. In the vastness of space there is litte resistance, so litte kinetic energy is lost to friction. So only weapons based on the transfer of heat (plasma) are at a disadvantage. Maybe weapons based on gamma radiation (ion, particle, molecular) are a bit weaker too because of the background radiation. But essentially weapondamage won't deteriorate at all. But because I like making forumlae and useless equations, I invented damagedeterioration for the B5 Mod. Taadaa! http://forum.shrapnelgames.com/image...es/biggrin.gif

I like to see it is an abstraction representing the difficulty of hitting a critical part of the ship at long ranges. Think of it as less critical damage being done, not really less damage overall.

Timstone January 10th, 2005 03:21 PM

Re: Babylon 5 Mod
 
Fyron:
Good thinking. I agree.
Too bad we can't properly simulate spreaded damage (damage that spreads out over multiple components).
Ah well, better gameplay makes up for a litte bit less realism.

Shadow1980 January 10th, 2005 05:09 PM

Re: Babylon 5 Mod
 
Timstone: Dank je Wel http://forum.shrapnelgames.com/images/smilies/happy.gif
Rag-X: Currently I have limited time irl to devote myself to such a project. On top of this I only very recently started playing SE4 and maybe played 100 turns in the stock game in total *ever*.
I feel I should first get the hang of the stock game and a feeling of the technologies before modding actual game mechanics, or talking along about them. http://forum.shrapnelgames.com/images/smilies/happy.gif The current changes I made are mostly visual and provide us with enough joy/entertainment for a while.

If you need help badly in something tho I will do what I can providing I have enough time for it http://forum.shrapnelgames.com/images/smilies/happy.gif

Shadow1980 January 10th, 2005 11:46 PM

Re: Babylon 5 Mod
 
To anybody who knows:
I so far managed to change about any graphics I wasn't sattisfied about (from the stock game) but I just ran into a problem. I don't ask for help quickly as I prefer pratting about until i stumble upon a solution (best way to learn) but in this case I am puzzled.

I have been trying (very hard) to find out how to change the warp point graphic in the system overview to a B5 Jumpgate. I got the grapics etc this isn't much of a problem but I can't find out how to do it.
In the B5 Mod from http://www.xmission.com/~rstulce/B5Web.htm they managed to
they DID in fact managed to do it.

Could anybody please tell me how this is accomplished / where the file is located that I need to edit? Thank you very much!

TNZ January 11th, 2005 01:18 AM

Re: Babylon 5 Mod
 
Find the data file SectType and change all the warp points to picture number 580. You will need to have the image mod installed. [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]

Fyron January 11th, 2005 02:50 AM

Re: Babylon 5 Mod
 
All non-system stellar objects are classified as "planets" for graphics purposes. This includes stars, asteroids, warp points, storms, etc.

Timstone January 11th, 2005 04:56 AM

Re: Babylon 5 Mod
 
RagsX:
Okay, tonight I haven't got anything planned. I'll get to work on the general weapons. I'll send them to you when I'm done. Maybe I'll send them to you from my job, but they will come your way before the end of the week.
Other races will come later, but when I don't know yet. I'll send you info on how I plan to do it later this day. I have some ideas on how to do it, but I want your approval too.

Shadow1980 January 11th, 2005 10:38 AM

Re: Babylon 5 Mod
 
Quote:

TNZ said:
Find the data file SectType and change all the warp points to picture number 580. You will need to have the image mod installed. [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]

Thank you the filename is all I needed to know. I have no idea how I missed that, most likely overlooked it because filenames are done by number.
I will simply extract the warppoint from the image mod, put it in my folder and point the files to it.


Now a follow up question. Besides a little description in the sector under the warppoint graphic + different picture on the system map, what do the different types of warppoints do exactly? If there is a actual difference I might want to make different Versions of the B5 Jumpgates.
And even if it does nothing else then provide variety I might still do that, just for eye candy. (got some ideas, like "natural jumpgate" "constructed jumpgate" "jumpgate with ancient battledamage" etc. (Will be more descriptive of course)

Timstone January 11th, 2005 11:12 AM

Re: Babylon 5 Mod
 
In stock SE IV there aren't different warppoints, but you can give them different abilities. Look at the Star Trek mod for inspiration. I don't know the right file where you can put that, I must check when I get home. But I think you'll have an answer by then from someone else.

And on a sidenote.
Almost every jumpgate was constructed by the Vorlons. They gave them to the younger races to stimulate their growth. ater on when the Centauri, Minbari and Humans went into space they constructed their own. There aren't any natural jumpgates, also when a jumpgate receives damage the chances are pretty darn high the thing won't work or just explodes. So battledamage is very unlikely.
There wereo only very few jumpgates destroyed during wars, because every race realizes the jumpgates are of great importance for the growth of their race and the commerce with the rest of the galaxy. I can recall only one incident of a jumpgate being destroyed as an act of war. I think it was during the second Narn-Centauri war (yes, the war during the B5 show), I believe the Narns destroyed one gate to stop the Centauri from advancing too fast towards them.
Also the jumpgate in the Dilgar system was destroyed, but that was due to the sun going supernova. It signaled the end of the Dilgar Invasion.

Shadow1980 January 11th, 2005 11:34 AM

Re: Babylon 5 Mod
 
Timstone: Actually if I recall correctly, the First Ones even before the Vorlons and the Shadows build some jumpgates to stimulate THEIR growth. Those where not required later on as both races learned to open jumpgates "on the fly". However this is so long ago that none of these can be found. (interesting including them very very rarely tho)
Anyways to the point: there are actually malfunctioning/damaged jumpgates tho i can't recall an example out of my bare head.
As for destroying of Jumpgates, if I recall correctly the first time Sheridan takes the Whitestar out they run into a Shadow Vessel which they can't handle and they blow up a Jumpgate by opening a jumppoint inside a jumpgate http://forum.shrapnelgames.com/images/smilies/happy.gif
I am bad with rembering names/episodes so I could be wrong here but I believe it's episode "Matters of Honor." Season Three, Episode 1.


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