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Re: B5 MOD General
What is the last version of the B5 mod that lack overt (shows up when you try to run a turn) errors? Is there a single file download for it around?
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Re: B5 MOD General
U.F.P. Unique Patrol Craft, Build windo shows movement of 8, when built moves 2, 6 Fission engines
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Re: B5 MOD General
That is because the design screen dosen't take into account penalties due to:
- lack of supply - having zero standard move points (bonus moves don't count in this case) - lacking a bridge/lifesupport/crew quarter ability - and more! Going from 8 to 2, means you are either missing lifesupport, or BOTH bridge and crew quarters ability. From the sounds of it, those abilities need to be added to the ship hull so the requirement of zero of those components dosen't mess things up. |
Re: B5 MOD General
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd
(Edit)...added Crew and life support...have lots of movement any idea on when a patch for the bugs will be out??? |
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Thanks. I notice this mod to be a SLOW game. Still I have 2 friends including myself who plan to take it PBW. We want to use the latest bug free version.
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Which race is giving you the "not found" result? |
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Raiders are not a working race yet. They will not have any tech and very few facilities and components, as they are not a B5 standard race.
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On the plus side, each turn does not take long because you don't have lots of decisions! And hopefully you will find that the AI is building ships and planets just as good as yours. I was trying this weekend to get the Vorlons to work right. For some reason, though, they refuse to arm their fighters and will not give them cockpits. They also are not getting frisky until around turn 100, which is probably about right. If I cannot get them to work in the next coupla hours, I will send the game off without the ancients activated yet. |
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So far the others only have "Repair" on the other hulls, the patrol craft when I pulled the LS and CC out had a Mvt of 2, added went to 8 http://forum.shrapnelgames.com/image...s/confused.gif |
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any Idea as to the next update??? |
Re: B5 MOD General
grumbler said:
I was trying this weekend to get the Vorlons to work right. For some reason, though, they refuse to arm their fighters and will not give them cockpits. They also are not getting frisky until around turn 100, which is probably about right. If I cannot get them to work in the next coupla hours, I will send the game off without the ancients activated yet. ------------------------------------------------------------ The Great grumbler! I am not worthy! Why to Vorlons need cockpits? They are living ships. Okay I guess if the pure light, I'm so perfectly orderly" Vorlons want a ride in their fighters. I beat their rooms are messy! Do the Fen/Shadows/Vorlons or Technomages lurk in Hyperspace at all? Also Hyperspace should eat up a lot of supply because of all the currents. I love all the race techs and different crews. Very well thought out. |
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The whole hyperspace thing was hashed out a long time ago. Originally, hyperspace sectors did not have stars, so you needed the get out of them before you ran out of supplies. This did not fit the series, though, so they have suns now (though you cannot se them becasue they are the same color as the background). I tried at one point making all hyperspace sectors "black hole" sectors with a pull of one, so ships had to use power every turn to stay away from the center, but that seemed far more of a hassle than was worthwhile - it just was not fun, and the AI got confused by it (especially with movement 2 colony ships). So now hyperspace sectors are just regular sectors but with no planets and a cool background. Any ideas to enhance the hyperspace sectors can go into the final mod if they work. |
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Fighters don't have "leaky armors." Unit components do not take damage. Units are 100% functional until they take 100% damage, then they are destroyed. Unless Vorlon "fighters" are actually small ships, in which case this doesn't apply.
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Thanks http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: B5 MOD General
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Could not get gmail to take the attachment (I need to bone up on gmail again) http://forum.shrapnelgames.com/images/smilies/fear.gif so I am attaching it here.
Note that ONLY the following races can be played: Abbai Brakiri Centauri Dilgar Drazi Earth Alliance Hyach Lorkan Minbari Narn Regime Pakmara Shagtoth Vree You need to get rid of the League of Non-Aligned Worlds (they are now seen as their member races) and the Raiders, Technomages, Vorlons, and Shadows. The latter two should be added in fairly shortly. The Raiders and Technomages are more problematic and may never get added in. The neutral races are the Cascor Gaim Grome Hurr Llort Lorkans Markab, and Yolu I am finishing up the Ancients, and then will come out with the differentiated weapons (you will note that right now all the races have all the same weapons - I did this so as to be able to make sure there were no unexpected uberweapons). After that, I will differentiate the facilities a bit (adding a few types and making colony and homeworld hubs different for each race). After that, I will be done except for tweaking, so anyone who wants to see more done had better plan to do it! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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Cool....Looks like I start a "New" Game! http://forum.shrapnelgames.com/images/smilies/happy.gif
Fired the puppy up, turn 1, Inaw, AI research for Ship automation and AntiMatter could not be found not bad for the 19 others in the game http://forum.shrapnelgames.com/images/smilies/happy.gif |
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I'm going to call this version 1.9, if that is ok? What email should I list in modinfo.txt? Pathfinder has vanished, so his email isn't useful at this stage.
Also, I am working on a better "General_Readme.txt" file to include... What else needs adding to the Credits section? http://www.spaceempires.net/files/te...ral_Readme.txt |
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Is there suppose to be weapon mounts in thes D/L?
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Yes.
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Earth Fed I am up to Battle ship and no weapon mounts
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Large Ship Mount is not available. The minimum size has been set to 40000 kT. The first ship mount is available with 1000 kT ships.
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OK so then there are no mounts for ships till dred and above??
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The design intent is that a typical "balanced" ship will have about 50% of the hull dedicated to engines and control, about 20% to armor, and about 30% to weapons. In most cases, this will result in computer designs with two primary weapons. Ships cruiser and larger will also have one or two secondary weapons (which are the same weapons as the primary weapons on the smaller ships). Heavy destroyers and above will also have point-defense weapons. I considered continuing the weapons size distinctions to "super-heavy" and "massive" for dreadnoughts and base ships, but found that other than range and damage (both adequately handled by mounts) there was not a lot of meaningful distinction to be made. Satellite and base mounts are pretty much unchanged from the 1.49 version, giving both a considerable, and intended, advantage over ships. |
Re: B5 MOD General
Running mod, Drazi, building troop transport on escort
They have NO WEAPONS!! http://forum.shrapnelgames.com/images/smilies/shock.gif All Improved weapons = none Edit: Hyach, Antimatter X weapons 0 damage building only Troop transport and colony ships systems w/o resorce sharing |
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No drazi weapons = http://forum.shrapnelgames.com/image...es/redface.gif I dunno how or where that happened, but will fix it. They should not be building troop transports on escorts, since the minimum hull size for TTs is 300kt (e.g. small transport). Can you confirm there is no AI_Designcreation in the drazi folder under races? There should be none - everyone should be using Default_Ai_Designcreation.txt in the AI folder. High-level Antimatter weapons got buggered somehow in the cut-n-paste. On the list to be fixed. "building only Troop transport and colony ships systems w/o resorce sharing" is unclear - could you specify? Thanks for the catches. The mod needs just this kind of checking. |
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OK, I thought it was good to go, OK still a work in progress http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Status check!!!!????
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Re: B5 MOD General
I have found the bugs in the Shagtoth (now ShagToth) as well (another capitalization inconsistency) and have made the new improved and advanced weapons. I hope to have another version of components.txt and techarea.txt out this weekend, and then will start the final cut at facilities.
Anyone feel like finalizing the AI_general (the verbage is there, but not the numbers in many case) and then doing the .emp files? My thinking at this point is that the diference between the 2k, 3k, and 5k races should all be in special traits. In other words, the 2K race should have the racial access (worth a different amount for different races), plus +/- for traits, and maybe one special trait. The 3k version of the race should just add a special trait, and the 5k version add one major new special trait or two minor ones. We might want to re-allocate some points for special traits (like reduce Lucky to 500 points and increase Advanced Storage Techniques to maybe 1500 or 2000) - anyone seen a good write-up on such a modification? |
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This was created after much forum discussion:
http://www.latibulum.com/pvk/pvkbalance/ I tend to agree with most of the reasoning. |
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IF, thanks, i remembered this kind of thing being discussed, but didn't know the name of the result. The PvK mod is just what I was looking for.
I think I have somehow buggered up the AI_Contruction_Vehicles and AI_Contruction_Units files, because neutral races are not building nearly enough warships. I remember that there was a set of AI files that was considered a very good model, but don't know enough to search effectively for the specifics. Can you recall offhand which set of AI files that was? Also, the neutrals to are late-game and still "unconnected" are doing random research. Do you know if I need to repeat the entire AI_Research string for the other AI traits as "unconnected" or is it better to just add "unconnected" to the other AI traits for all the other research tech levels? Either way it is a lot of work, but easier now than when I have done all the racial files. |
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What's your status Grumbler?
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Re: B5 MOD General
Hey,
I'm new to SEIV Gold, but not to the B5 universe. I recently installed the 1.8 version of this mod plus the progressive patches released by grumbler on this thread over a clean install of v1.91 SEIV Gold. I removed all of the non-working races (ie Vorlons, Shadows, League, etc.) No matter what race I tried, I had no access to ships or facilities of any kind -- neither for construction nor design. The only thing I could design and build was a weapons platform. Technologies listed no benefits or improved "ship types", and from what I could tell, I should have at least had access to the basic facilities and colony ship designs. I don't believe this is working as intended. I placed the mod under the suggested directory of "B5 Mod" in their proper branches under the root directory of the SEIV Gold install. I am using the latest version of the Mod Loader from Matryx. Any suggestions? Thanks all. |
Re: B5 MOD General
Already answered over on SpaceEmpires.net.
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Found it right after I posted here. Thanks again.
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It does not have to fall out exactly that way, though - this is just my current thinking. I am posting the race/weapon grid here, and welcome comments (but mostly will not be able to answer the "why did you..." questions). Maybe some races should get more weapon types and cost more points to choose? |
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Thank you for the welcome. I've pushed the shiny red button several times. Guess I'll have to wait for the delivery of my new Illudium Q-36 explosive space modulator in order to conquer the universe...
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Next time Gadget, next time!
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Any comments on the race/weapons matrix? Changes are easy at this point, but become virtually impossible once the race weapons are assigned to components, techarea, and AI_Research files.
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Wow, sorry for not replying to you about the weapons Grumbler.
I'm busy setting up a watercooled system at the moment. I'll take a look at the file and post my comments here. I'll restrict myself to what you've displayed in the file. You'll hear/read from me! BTW: Thanks for putting some effort in The Mod again! Greately appreciated. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif |
Re: B5 MOD General
Grumbler,
I finally found the time to go over your suggestions for the weapons. I have a few things to say about it. 1) I threw out ballistics. They're just missiles and a missile can have different warheads (AntiMatter, Plasma, Matter, etc) 2) You forgot Gravitic weapons Currently I'm doing some work on the Weapons Sheet in my sig, so expect an update pretty quickly. And thanks for firing my enthusiasm again. We'll talk via e-mail, alright? If you've lost my e-mail adres, just click on my name. |
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Tim,
Gravitic weapons didn't really exist in the mod as it was and I couldn't think of anything unique for them to do, so I dropped them (yeah, they could push or pull, but that seemed a fairly feeble capability). I will think about the missile warhead idea. If we go that way, the cost for warhead development will probably need to rise. As is, increasing missile tech gets marginally better warhead size, missile speed, range, and eventually reload time. Those all seem like worthwhile improvements. Note that ROF starts at 3, not 2, since the fire-every-turn advanced seekers proved unbeatable in the mod as it was. |
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Yeah, the missiles were pretty superior so far. Maybe throwing in some decent anti-missile weapons early in the game. Look at Deathwalkers D2-Gold mod. Some very usefull anti-missile weapons have been used in it.
About the gravitic weapons. My thought (maybe far too uncreative and simple) was to implement every weapons class (AM, EM, Gravitic, Ionic, Laser, Matter, Molecular, Particle and plasma) and just make them like ordinary weapons and just some of them will have special abilities. Like the mass driver, it can destroy a moon (when of sufficient level). Basically the weapons are just the same but with another name. But I created the weapon creation sheet with minor differences between the weapon classes. This gives a tiny bit of difference between the races and weapons. I'll mail you an similar scheme like you've made of the distribution of the weapons. I can't say when I can mail it, but I'll do my best to do it before the end of this week. With a little bit of luck I have a very special friend comming over... http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Grumbler:
I've send you the mail I promised. Feel free to flame me... http://forum.shrapnelgames.com/image...es/biggrin.gif The races mentioned in your file here (a few posts down) lists some races. I like the choice, but let's erase the Ancients. They are work for later. And how about the whole business about the Hyperspace Jumppoints? I can remember they were good for something, but please explain to me again what they supposed to do. And I also remember something about a special Hyperspace grid. What's with that? How does it work and what does it do? I know it's there becasue the graphics are available in The Mod directory. Damn, I sound like a noob. I've been out too long. Shame on me. Long live Grumbler for pulling out of my slumber. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: B5 MOD General
My FTL map (see sig) has a nice hyperspace setup. Jump to/from any system, with travel time directly proportional to distance. You can even spend two move points to jump from one side of a system to the other.
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