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Re: Babylon 5 Mod
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Interesting! Don't know how they would pan out but worth atry. |
Re: Babylon 5 Mod
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It was mentioned in the series in several different episodes during the Shadow war. I forget which season exactly... There was an episode where G'Kar bought some experimental drugs designed to enhance telepathic abilities and a few later on where G'Kar explained it to some people, probably Sheridan. |
Re: Babylon 5 Mod
No comment... hehe... http://forum.shrapnelgames.com/image...ies/tongue.gif
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One of the things to keep in mind as you design facilities is that you need the AI to use them sensibly. Creating a large production facility, for example, does not work if the AI ends up spending a huge percentage of resources and time building it on planets where it will not do any real good.
The AI cannot tell what size planet (and therefor how many facilities and how much total pop is possible) it is building on. Therefor, the key is creating a build queue that makes sense. My solution was to create a "spoke and hub" plan for colonies. Every colony would build, as the first thing, a "colony hub" that had a spaceport, resupply center, shipyard, and some storage. No specialization here, and the shipyard in fact had the same build rate as the colony without one (just the ability to build ships and bases). After building the colony hub, the colony specializes in mining, research, etc. Only on the larger planets does it bother with medical centers, training facilities, depots, and the like. When well-designed, the facilities system results in AI colonies that are as efficient (or very nearly) as human-made colonies. The key to successful facility design, then, is to always keep in mind how you want the AI to "blindly" use them. Know the AI_C_F well,and know what effect any change in facilities has on it. |
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You can also just use AI tags to control which facilities the AI builds exactly.
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Good to hear you again Grumbler.
It's really cool to read all the Messages from the veterans and sense they are all eager to play this mod again. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif |
Re: Babylon 5 Mod
The facilites already work. I setup a basic Narn AI, and yes, i did it like Fyron suggested, with the help of various AI tags. I hope the 20 of them will be enough if more stuff comes up http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Babylon 5 Mod
Just to let everyone know, work is progressing nicely. Fighters and Bombers have been incorporated into the mod and they actually have a use, with bombers being able to hit big ships with damage-increasing mounts and fighters being able to easily hit and destroy bombers and seekers, while far less effective against capships. If anyone wants to participate as a betatester, let me know. AI has been set up, so betatesting is actually possible.
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I'll give it a try
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Work on the weapons is progressing nicely too. I've processed half the general weapons and the Narns are next in line. I've already chosen weapons for the Abbai and the Minbari. They are next in oline after the Narn.
BTW, what is the plural of Narn; Narn or Narns? And what about Minbari and Abbai? Just a random thought... |
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Hm they i think Minbari resemblers both the singular and plural. Not sure about Abbai though, but i think it goes the same way. Same with Narn i think http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Babylon 5 Mod
RagsX:
I received your e-mail, but due to familystuff I haven't send you an answer yet. I will do that when time p[ermits me. http://forum.shrapnelgames.com/images/smilies/frown.gif |
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No big deal. Hopefully you will be able to answer me this weekend, though early next week is okay as well. Im looking forward to it.
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Fighters and bombers? Where in the B5 universe did this distinction arise?
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It just makes sense. Starfuries arent meant to bombard capitalships, thats work for the Thunderbolts. The Minbari have different classes of fighters as well, with the Nial being the superior fighter. There is the Tishat as well, which is some kind of precessor of the Nial. They have some kind of bomber as well, i just dont remember its name. I think the narn have the Frazi and something which is called Gorith or something.
In addition, its not necesarry to go canon all the way. Lastly, there is one major B5 mod, for a game called Armada 2. The mod took several years to complete, and they have included different "kinds" of fighters as well. I dont see a reason why our mod should include that feature as well. Look at modern fighters, we have specialized fighters and bombers as well. |
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BTW, what is the plural of Narn; Narn or Narns?
Think Fish and Sheep.. My, that's a lovely looking sheep you have under your arm. (Singular) My that's a lovely looking Narn; Minbari; Abbai .. blah ..blah Hey, look at them fish shagging in that tank. (Plural) Hey look at them Abbai, Minabari, Narns or Narn ..blah.. blah, Although Abbaians might work it does not stop you using Abbai http://forum.shrapnelgames.com/image...ies/tongue.gif |
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Homie don't play that game. Be seeing you. |
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Nomor:
Hahaha... LOL!!! That's very funny. I like your answer. Grumbler: Come on Grumbler, don't say that. The Mod can work out just fine. Look at it this way: Starfuries can be given a different loadout, missiles to hunt fighters and bombers or heavy missiles and bombs to attack capital ships. Please stick with us and try the finished mod aty least one time. You know your opinion has always been respected, don't quit on us now. RagsX: Last night I send you an e-mail about the fighter issue. I misread about the Frazi fighter, I mistook it for the Drazi race. The name you gave (Golgath or something), you acctually meant the Gorith. That's correct, the Narn used them as a bomber sort of fighter. Ah well, my e-mail is understandable nonthe less. |
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Yes indeed i got your email and understood it. I didnt noticed grumblers latest post, thats the reason i didnt started arguing yet.
At any rate, i dont feel like argueing right now. Simply said, i expect the "new" mod to reach more players than the old revision, i for one dont really care about grumbler that much, since he already told me on several occasions that *his* b5 mod is the right one and the one *i* work on is literally crap. Simply as it is, i dont care. May sounds insulting, but i guess its okay to say that. Just on a random note, grumbler, if you the time and will, check the AoG miniatures, check b5tech.coms links libary and you will be sure stumble across the Tishat minbary bomber. Maybe it was even called Tishiat or something, but im pretty sure i read about a bomber sometime ago somewhere. Lastly, check the armada 2 babylon 5 mod i mentioned. Up to now, it is the most complete and best babylon 5 mod/game reference you will find anywhere. It IS okay to include things not definitly mentioned by *JMS*. |
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It is a 200+ year old design as of 'present day' B5 (2260ish). Starfuries are actually multi-role fighters. Fighter and ship killers equally. Thunderbolts are also multi-role but slightly better at dogfighting than Starfuries. These statements are based on the stats in the above mentioned supplement. I guess the upshot is that these fighters show a development line. Once a new design comes out, it totally replaces the previous design. They are not meant to complement each other but to replace the previous shotcomings. It would be better to stay as close to canon as possible. I am in favour of streamlining the original mod but not at the expence of losing the character of B5 as we have seen it on our TV's. We want to fight wars in that universe. I would think finding a simple answer for problems would make for a more rewarding game. I dont mean to compare but I have to say that Atrocities Star Trek mod is simple, elegant and accurate enough to make you feel like you are playing a Star Trek game. Not so complicated that you have to guess what type of armour is best for my battleship! The KISS theory has always been the best IMHO. (Keep It Simple Silly) |
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Exactly
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If anyone needs more race images, there is a nice website http://www.hot.ee/b5races/B5races.htm that I just ran across that has a great number of them, many unnamed (at least in the episode).
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In times like this, it's always a good idea to use the canon cannon.
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All I care about at this point is to see a components mod with decent specialized weapons for each race and some racialized facilities. Other than that, I play right now with a very workable mod, in which i have to work to be a top 5 (points-wise) race by turn 200. Worst case for me is the time it takes to recreate existing weapons in a systematic fashion. And right now, in my version of the mod, everyone but the EA is actually quite competitive until turn 200 or so.
There are some AI-research issues with what I have posted so far, but as they cannot be found except by playing a variable-human game to turn 200 or so, I will wait until I have something comprehensive (or Se-V comes out, whichever happens first). Nothing I come up with will apply to the Ragnarok-X mod, of course. His mod will have to use his AI. But maybe I can update the version that precedes his. Time will tell. |
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Oh, and Pathfinder, if you still follow this thread: the more I muck about in your AI mods to the files, the more impressed I am with your work. How did you find the patience?
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Pfhew, a little break during this period of hell.
Thanks everybody for the feedback. It's always a good thing to hear other opinions. I don't know how far they will be implemented, if at all, but it's good nontheless to hear everybody's voice. Grumbler: Thanks for sticking around anyway, I appreciate it. Thumbs up! |
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Nice, opinions at last !
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Just incase I missed something...
Has anyone heard from Val? http://forum.shrapnelgames.com/images/smilies/fear.gif |
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Okay, this might come as shock to the people who haven't been here that often.
The general consensus is that Val dissapeared permanently from our midst and maybe be even dead. I have his adres (I think I got it from Nomor) and I wanted to send a letter his way, but because of my eternal lazyness and now my graduation, I haven got around to it. I'm also afraid that, might Val be dead, his wife moved and can't be traced again. Also the reminder to someone lost could be... less pleasant. |
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I did not know that Richard Biggs died last year. That is so sad that he did, and that I did not know about it until today. http://forum.shrapnelgames.com/images/smilies/frown.gif Man what a blow. Thats like really really sad. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Babylon 5 Mod
1 Attachment(s)
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ship2
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ship3
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I like them a lot. Indeed you are right, without very good texturing skills is pretty difficult to make the crabs even "darker" since they wont be noticed due to the space background http://forum.shrapnelgames.com/images/smilies/happy.gif
Maybe make the extremities to the back right and left more longer http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Babylon 5 Mod
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http://www.shrapnelcommunity.com/thr...32966-test.PNGhttp://www.shrapnelcommunity.com/thr...2967-testm.PNG
Changed the texture a bit. This darker look is great, but in game at 36x36 you cannot see it. The mini images will have to be lightened a bit in order to be seen. Copy the image and add it to a black back ground to see what I mean. |
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test2
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I guess the question is do you want me to continue working on the set?
I cannot make the apendages in the rear any longer, it will make the ship smaller. (Sizing is an issue the longer they are) |
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Im fine with it. If you like to continue/end the shipset, do it, it would be appreciated http://forum.shrapnelgames.com/images/smilies/happy.gif More important is you enjoying what you do http://forum.shrapnelgames.com/images/smilies/wink.gif I would like to hear which texture other people more like, the upper or lower one ?!
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Yes continue atrocities!!!!!!!!!!!, i would love that ship set being finished, i can't wait!!!!
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I thought the first texture was nicer...
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me too i like the first texture (sorry i forgot to mention it on my last post)
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AT:
That's just great! Awesome! Bis, bis!! I really like the second texture. I have a texture included in 3ds max (called organic) which duplicates the almost exact texture used for the original Lightwave models of the show. Absolutely gorgeous! Please continue. RagsX: Sorry for this long break in my work, I very very busy with some experiments. I'm nearing the end of my graduation period, so pretty soon I have to hand in my concept and soon after that my final report. After that It's a cakewalk and I can devote more time to our mod. I do hope you can continue ith things. If not, please mail me and I'll try and do some work. Don't be shy to say I must work a bit faster. http://forum.shrapnelgames.com/images/smilies/cool.gif |
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I would hate to have to render the set twice, so please pick a texture guys.
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I like the second set best.
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