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

mottlee May 15th, 2005 10:32 AM

Re: B5 MOD General
 
Here are some....
CLOAKING NONE

SHEILDS NONE

COMPUTERS NONE

STELLAR MANIP NONE

PLANET UITIL NONE
Some of these are researched 1 or 2 levels and still say none, and this is not all of them.

have learned you DO NOT want to take GAS as your home planet type http://forum.shrapnelgames.com/images/smilies/frown.gif

Suicide Junkie May 15th, 2005 10:48 AM

Re: B5 MOD General
 
Well, given that it is a B5 mod, Shields -> None is good.
You should be researching armor instead.

Although, really, the shields tech area could be removed to avoid confusion.

mottlee May 15th, 2005 11:28 AM

Re: B5 MOD General
 
There are 2 armor in tech tree....working on one the other is NONE http://forum.shrapnelgames.com/image...s/confused.gif


(Edit) also Specil Ops II will upgrade to I http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif

Suicide Junkie May 15th, 2005 08:12 PM

Re: B5 MOD General
 
If it is anything like the armor I made for the mod, you might just need to research your way out of the prototype armor before you will see advances appear in the other tech areas.

Fyron May 16th, 2005 02:55 AM

Re: B5 MOD General
 
The mod has numerous tech areas with multiple prerequisites. Unfortunately, the research window does not handle this well and just displays "None" when just the next tech level researched won't provide the items and another tech area is required as well. You might need to enable the full tech tree view or look in the data files (techarea.txt) to see what leads to what.

Timstone May 16th, 2005 06:27 PM

Re: B5 MOD General
 
SJ:
The shield research tree could be used in the future. The Abbai and a few other races (mainly Ancients) use shields. They might not be the übershields like in Star Trek, but they sure add something to the effectiveness of a ship.

Suicide Junkie May 17th, 2005 01:31 AM

Re: B5 MOD General
 
Are you sure?
Many of my computer cables are shielded.

Scifi shields are icky, especially without scripted plots to make them fail. http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron May 17th, 2005 01:40 AM

Re: B5 MOD General
 
The third space aliens used energy shields, but I never saw any other races (including ancients) using energy shields in the series. It was all armor. Some advanced races, such as the Minbari, had stealth/ECM fields that interfered with scanners, but those definitely are not "shields" in the SE4 sense.

Suicide Junkie May 17th, 2005 01:42 AM

Re: B5 MOD General
 
And those thirdspace aliens were oozing scripted plot out the wazoo.

Timstone May 17th, 2005 05:18 AM

Re: B5 MOD General
 
I of course base myself on the B5 Wars books.
And I swear I've seen a Vorlon Dreadnought taking fire from another ship and deflecting the attack by means of an energy shield. Maybe that was in one of the movies?
But I agree that energy shield don't make up the bulk of the defensive systems in the B5 universe. Most defense is based on EMC, stealth, sensors, armour and PDC's.

Fyron May 17th, 2005 05:46 AM

Re: B5 MOD General
 
They have emissive/refractive/whatever silly name used armor that reflects/channels/whatever part of the energy from every hit back into space. Perhaps it was this?

Timstone May 17th, 2005 07:26 AM

Re: B5 MOD General
 
Well, in the B5 Wars books they also have a shield ability shown at the Vorlon Dreadnought. So I assume they hold true to the movie/episode I saw it in.

Edit:
The Shadows have refractive/whatever armor though. No shields. It specifically states so at the ship descriptions. They use the tentacles of the ship to dissipate the energy of the weapons fired upon the ship.

grumbler May 20th, 2005 12:43 PM

Re: B5 MOD General
 
Quote:

mottlee said:
Here are some....
CLOAKING NONE

SHEILDS NONE

COMPUTERS NONE

STELLAR MANIP NONE

PLANET UITIL NONE
Some of these are researched 1 or 2 levels and still say none, and this is not all of them.

have learned you DO NOT want to take GAS as your home planet type http://forum.shrapnelgames.com/images/smilies/frown.gif

Cloaking you should nevcer see (it requires physics level 3 and 2 is the max level for physics)

Shields does not exist in the techarea file (yours should have 13 changes noted at the top - if not, then download my mod and over-write the one you are using.

Computers lead to Advanced Planetary Weapons

Stellar Minipulation is there, but will be removed in the next round.

Planetary Util does not exist.

You definately do not want to make up races for this mod. It is heavily (and deliberately) skewed in favor of oxy/rock planets.

As an addendum, people should make sure they are not using any racial AI_DesignCreation, AI_Construction_Vehicles, or AI_Construction_Facilities. The only AI files that work for those right now are the default AI ones.

Timstone May 20th, 2005 05:16 PM

Re: B5 MOD General
 
Hey Grumbler! Long time no "see". How's life going?

grumbler May 22nd, 2005 07:37 PM

Re: B5 MOD General
 
Tim, things are going well as the school year winds down. All I need now is some playtest feedback on the mod, and I am ready to wrap it up (pending whatever you want to do).

Timstone May 23rd, 2005 05:47 AM

Re: B5 MOD General
 
Great to hear Grumbler.
I'm still busy making my way through graduation, there have been some bumps in the road.
I'm also starting to learn Newtek Lightwave. It's really cool. If you search the web, you can find a Whitestar tutorial. I'm currently busy with that.
For some reason I'm not as motivated to start on the weapons for a B5 Mod. Very strange, because I only have to type in the numbers. Maybe some time with a nice lady can give me the energy I need to start working on it... http://forum.shrapnelgames.com/image...es/biggrin.gif

mottlee May 23rd, 2005 07:12 PM

Re: B5 MOD General
 
Quote:

grumbler said:
Quote:

mottlee said:
Here are some....
CLOAKING NONE

SHEILDS NONE

COMPUTERS NONE

STELLAR MANIP NONE

PLANET UITIL NONE
Some of these are researched 1 or 2 levels and still say none, and this is not all of them.

have learned you DO NOT want to take GAS as your home planet type http://forum.shrapnelgames.com/images/smilies/frown.gif

Cloaking you should nevcer see (it requires physics level 3 and 2 is the max level for physics)

Shields does not exist in the techarea file (yours should have 13 changes noted at the top - if not, then download my mod and over-write the one you are using.

Computers lead to Advanced Planetary Weapons

Stellar Minipulation is there, but will be removed in the next round.

Planetary Util does not exist.

You definately do not want to make up races for this mod. It is heavily (and deliberately) skewed in favor of oxy/rock planets.

As an addendum, people should make sure they are not using any racial AI_DesignCreation, AI_Construction_Vehicles, or AI_Construction_Facilities. The only AI files that work for those right now are the default AI ones.


IF you never see it why have it in the list????? makes people (me) research them for nothing http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/mad.gif

Zaamon May 24th, 2005 08:51 AM

Re: B5 MOD General
 
Cause you cant shoot projectiles down, you should add some shield points to PDC and Defense Grid and that kinda weapons.
Not much, but some.

grumbler May 25th, 2005 04:07 AM

Re: B5 MOD General
 
Quote:

mottlee said:
IF you never see it why have it in the list????? makes people (me) research them for nothing http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/mad.gif

Well, to be honest, beause there are literally thousands of posts on this mod, and I have tried to do as little damage to the original mod as possible while making the improvements I think the mod needs (like engine mounts and a coherent weapons policy).

This is not my mod to do with as I please. It is a collaberation with people who are better than I am at modding this game, but who have other interests.

In short, it is a work in progrss. Please make suggestions for improvements, because what exists is just what various people have suggested over time. I do not think any definative version will be created before the mod is overtaken by the next version of the game, but it is fun to play with the "what ifs" and the AI.

Timstone May 25th, 2005 06:09 AM

Re: B5 MOD General
 
Grumbler:
You said it right. You do not own the mod, but then again, none of us (except Val or course). But because the long absence of Val I think it's more than reasonable to say we (the people who contributed to the further development of this great mod) are all a bit owner of it and they can make changes to it as they please. Unless people have serious objections to the changes.
So go ahead an consider The Mod as your own and make changes to it as you see fit. But be sure to mention them here, so we can discuss them if the situation requires it.
Damn, this really sounds official. Of course it isn't that serious and by no means I'm trying to set the situation to my hand. http://forum.shrapnelgames.com/images/smilies/smile.gif

mottlee May 25th, 2005 06:17 PM

Re: B5 MOD General
 
I am not meaning to stomp on toes it was a question...I did not know the maker of this is AWOL...sorry, I do like the modw just confusing to research something and get nothing
http://forum.shrapnelgames.com/images/smilies/mad.gif

grumbler May 27th, 2005 03:05 PM

Re: B5 MOD General
 
Mottlee,

I definately want to hear about things like research that leads nowhere (which I can "make invisible" without deleting it pending someone else's contribution that uses it). Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them, so I am definately the person to ask if there is spomething there you do not understand (though my answer may be that I do not understand it, either).

No stomping on toes is possible with me, as I have no particular dog in this hunt. I just threw in what I did to make it work for me, and if people don't like some of the bits like modular engines they can leave those out.

The main focus of the mod right now is to
1. "tweak" the weapons so that they are balanced and all of them are worth researching; and
2. "Racializing" the facilities so that each race has a different set of at least hub facilities but no race ('cept the Ancients) have an advantage.

Finishing those two areas, plus smoothing any rough spots (like Stellar Manipulation research going nowhere) will pretty much finish this version of the mod.

Fyron May 27th, 2005 03:48 PM

Re: B5 MOD General
 
Quote:

grumbler said:
...Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them...

I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?

grumbler May 28th, 2005 09:01 PM

Re: B5 MOD General
 
1 Attachment(s)
Quote:

Imperator Fyron said:
I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?

Really? I dropped the "manufacturing" tech and left in engineering and physics, so you should have just armor size and number (heavy 0, light 4, etc).

I downloaded everything over again and that is the way it is working for me.

I probably should take a couple of hours and put together a "clean" version of the mod in toto. Next rainy day, that is what I will do.

In the meantime, here is the latest components and techarea, just to be sure. Some may note that this components file includes ancients components, unlike the last version. I am still tweaking these to make Ancients work (though not as player races, as they will have no research and start with all of their techs, hulls, components, and facilities).

Ron_Lugge June 2nd, 2005 01:47 AM

Re: B5 MOD General
 
In that case, "Rain, day, RAIN!

edit:

Can anyone tell me how to get emails when threads are updated? I can't figure it out.

mottlee June 11th, 2005 09:57 PM

Re: B5 MOD General
 
OK I have researched a "Jump Gate", built same....HOW IN THE HE** do you get it to work???!!! http://forum.shrapnelgames.com/image...s/confused.gif said I have no movement left...Dooh it's a base! Have put a base engine on it, solar sail but no luck...HELP!!!!!!!!!!!!

Ed Kolis June 11th, 2005 10:26 PM

Re: B5 MOD General
 
If solar sails in B5 Mod are like in stock, they don't provide any movement unless you have at least 1 regular movement point's worth of engines. This is an essential feature of the propulsion system in Carrier Battles Mod, incidentally...

Fyron June 11th, 2005 10:48 PM

Re: B5 MOD General
 
The only jump gates that I see are mountable on ships, not bases. Very old versions of the mod did have them mountable on bases, but they can not work without the ship/base having movement points, so it was removed. Are you sure you have the latest version?

mottlee June 11th, 2005 11:20 PM

Re: B5 MOD General
 
Hmmm....I D/L off the link here in the forums...may not be
no ver number so I don't know, in the game there are 2 warp point openers..1 4995Kt and the other is like in stock game altho I can not get above Lvl 1 on it

Fyron June 11th, 2005 11:34 PM

Re: B5 MOD General
 
Did you apply *this file* (babylon 5 v2.zip) as a patch?

Also, did you apply the latest Components.txt and TechArea.txt files posted a few posts down by Grumbler?

In these versions, there are 5 levels of Jump Gates. They are 4985 kT and are mountable only on ships, not bases. There are also Jump Drives, whihc are 1000 kT and also only mountable on ships. These are the only two types of components with the "Open Warp Point Distance" ability.

mottlee June 12th, 2005 01:13 AM

Re: B5 MOD General
 
Ahh..... http://forum.shrapnelgames.com/image...ies/stupid.gif.....no....D/L now.... http://forum.shrapnelgames.com/images/smilies/rant.gif.....
Thanks..will hope t will not kill saved game but oh well

mottlee June 12th, 2005 11:18 AM

Re: B5 MOD General
 
Well, I D/Led and installed patches, now I get a lot of errors at start up and in game, I could not get 1 turn then I had an access violation error, was going through the race pics and crashed on one (did not get the name) do I (should I) delete and reD/L all again?

Fyron June 12th, 2005 08:26 PM

Re: B5 MOD General
 
What is the last race before you get a crash? The offending shipset is the next one alphabetically.

mottlee June 12th, 2005 08:37 PM

Re: B5 MOD General
 
Race is Lnaw, there are not bmp files in the folder, also after the ahhh..update getting error as to anti matter (I think) type 16 and 17 will try to write them down next time

(edit) Click "New Game"
Error Could not find type 16 Name in record B5
Could not find type 16 Chance in record B5
Could not find type 17 Name in record B5
Could not find type 17 Chance in record B5

Fyron June 13th, 2005 12:39 AM

Re: B5 MOD General
 
Did you apply this as a patch over the old Gold version, or as its own mod? It should be applied as a patch.

mottlee June 13th, 2005 10:39 AM

Re: B5 MOD General
 
I installed the link from the forum (top of page) then the patch and the other patch you hooked me up with, I have it on 2 machines and both do the same http://forum.shrapnelgames.com/image...s/confused.gif

Fyron June 13th, 2005 03:58 PM

Re: B5 MOD General
 
What is the "link from the forum (top of page)?"

mottlee June 13th, 2005 04:49 PM

Re: B5 MOD General
 
"New Members Look Here" B5 link to site

Fyron June 13th, 2005 07:00 PM

Re: B5 MOD General
 
The 1.80 version does not include the LNAW as a major race. The 2.0 version has updated AI files for them as a major race, but no images. You can get their images from here:

LNAW

Make sure to copy ONLY the images over. Do NOT copy any text files from this archive into your B5 folder.

grumbler, if you would like to send me the latest text files for the mod (all *.txt files in the B5 MOD folder, including data and AI) and a list of which races should be in each of the Pictures\Races and Pictures\Neutrals folders, I can compile a current version of the mod and put it up on SEnet.

mottlee June 14th, 2005 01:22 AM

Re: B5 MOD General
 
another problem..1.80...not supply depot....wat there before but after the update they are not in the build window http://forum.shrapnelgames.com/image...s/confused.gif

mottlee June 17th, 2005 09:07 AM

Re: B5 MOD General
 
Is there supose to be sounds with weapons firing? all I get is "Ding"??? http://forum.shrapnelgames.com/image...s/confused.gif

grumbler June 18th, 2005 11:41 AM

Re: B5 MOD General
 
Quote:

Imperator Fyron said:
grumbler, if you would like to send me the latest text files for the mod (all *.txt files in the B5 MOD folder, including data and AI) and a list of which races should be in each of the Pictures\Races and Pictures\Neutrals folders, I can compile a current version of the mod and put it up on SEnet.

I have been busy with the end of the school year, but will do that this weekend. I still do not have the Ancients working exactly right but can send a clean copy of everything else.

grumbler June 18th, 2005 11:44 AM

Re: B5 MOD General
 
Quote:

mottlee said:
another problem..1.80...not supply depot....wat there before but after the update they are not in the build window http://forum.shrapnelgames.com/image...s/confused.gif

You do not need supply depots - they are part of the colony hub.

grumbler June 18th, 2005 11:46 AM

Re: B5 MOD General
 
Quote:

mottlee said:
Is there supose to be sounds with weapons firing? all I get is "Ding"??? http://forum.shrapnelgames.com/image...s/confused.gif

Try creating a subfolder called "new" under "sounds" and copy (not move) all the sound files to it. Let me know if sounds work then.

mottlee June 18th, 2005 12:47 PM

Re: B5 MOD General
 
OK Thanks as to supply depo,
"New" folder worked...NO MORE "Ding"!!!!!!! http://forum.shrapnelgames.com/image...ies/stupid.gif http://forum.shrapnelgames.com/image...ies/stupid.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Suicide Junkie June 18th, 2005 03:30 PM

Re: B5 MOD General
 
Alternatively, under the Game Menu (F2) -> Options -> Sound
Check off the "use classic sounds" (instead of the new ones)

mottlee June 19th, 2005 01:25 PM

Re: B5 MOD General
 
OK, I have had to reformat my drive, Have installed mod, patch and data files (in that order) I have Depots and errors about no "Antimatter" tech any Ideas???

Suicide Junkie June 19th, 2005 02:15 PM

Re: B5 MOD General
 
AI errors?
Or is it game-stopping mod error messages?

mottlee June 19th, 2005 03:04 PM

Re: B5 MOD General
 
AI as to "Antimatter" research I also have the da*n ding back!


maybe when I can afford it I'll buy a "Good" computer! http://forum.shrapnelgames.com/images/smilies/mad.gif


(Edit) For some reason this time I also do not have "Ship Yards"

Zaamon June 19th, 2005 04:15 PM

Re: B5 MOD General
 
I have same kind problems when it is Raiders turn. It gives box with errors. Game goes well when I press Close-button. I come every time when it is Raiders turn. With AI. Dont know about other races. Playin whit Minbari, Centauri, Narn, Dilgari and Raiders. Other races work wll, but they arent so intelligent.
BTW: I have Drazi race file, but when I take it, I get Vorlons.


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