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-   -   Anyone up to making a B5 tech mod? (http://forum.shrapnelgames.com/showthread.php?t=4233)

thorfrog September 27th, 2001 05:25 PM

Anyone up to making a B5 tech mod?
 
Is anyone up to making a Babylon5 tech mod for SEIV? I need to get a list of availible tech together. Some tech is already in the game like missiles and railguns. Some of these things just need to be tweaked. For example Heavy fusion beams should take two rounds to recharge. Other things like Lasers, shadow slicer beams, plasma beams, Fusion Beams, anti-mater guns, ect need to modded in. Here is a short list of things to be added:
ENERGY MINES, FUSION MISSILES, PULSE DISCHARGE CANNON, PLASMA CANNON,PULSE CANNON, ION CANNON, PARTICLE BEAM, X-RAY PARTICLE LASER, QUANTUM GRAVIMETRIC DISCHARGE CANNON, NEUTRON CANNON,FUSION BEAM CANNON, PARTICLE BEAM. Other tech would be jumpgates and gravity control on ships.
http://www.b5tech.com/ is a great site for tech info.

We also need a Vorlon race set and a B5 map. I've attached a map for reference. So any one up to working on this? This is the organization I figure we need:

-mapper
-tech modder
-graphic pictures of tech mod
-vorlon race creator
-AI tweeks for all B5 races to make them more like the show.

tesco samoa September 27th, 2001 07:27 PM

Re: Anyone up to making a B5 tech mod?
 
another point of reference would be the old bab5 game for SEIII.



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Noble713 September 27th, 2001 08:16 PM

Re: Anyone up to making a B5 tech mod?
 
I had made a list of Babylon 5 Wars weapons and associated stats for SE4, but I'm having trouble finding it. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

thorfrog September 28th, 2001 03:54 PM

Re: Anyone up to making a B5 tech mod?
 
Where can I find this B5 mod for SEIII? Sounds like a good reference point. Anyone here ever play Babylon5 Wars?

tesco samoa September 28th, 2001 07:21 PM

Re: Anyone up to making a B5 tech mod?
 
http://www.geocities.com/Area51/Rampart/2181/index.html

bab5 wars

CnlPepper posted in the forum to let us know that the Homeworld B5 Total ConVersion has been released. You can get it here. from http://www.firstones.com/
http://www.geocities.com/TimesSquare/4431/
has the old game.

The other links I had do not work anymore.

Have not played SEIII in a long time.

I do remeber the bab5 game was a good one.

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thorfrog October 4th, 2001 08:32 PM

Re: Anyone up to making a B5 tech mod?
 
Well I'm going to start working on the B5 map. This may take a few weeks. Any way to generate random planets into you existing design? The current map editor will either allow you to random gen the whole map or nothing at all. I'd like to create the systems and randomly generate some of the planets in each system. Any ideas?

[This message has been edited by atomannj (edited 04 October 2001).]

thorfrog October 4th, 2001 08:37 PM

Re: Anyone up to making a B5 tech mod?
 
Any other resources out there that describe important systems in Babylon 5? I need to find out where Za'ha'dum should be located. Also what is in Centauri Prime, Narn, LNAW, Vorlons, ect.

tesco samoa October 4th, 2001 09:09 PM

Re: Anyone up to making a B5 tech mod?
 
For the map.

If you place Sol in the middle.

Your looking at placing bab 5 with 100 light years. And all the other non-align worlds within the 200 to 300 light year range.

The old ones etc... should be located at the edges of the map.

If it was done with clusters. I would populate the middle 4 clusters with the races that we know of from the series years 1 to 4

The shadow races should follow the same pattern but off towards the edges and the edges should be the vorlons and shadows ( one on each side )

Just a suggestion.

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Inter arma silent leges

thorfrog October 4th, 2001 09:13 PM

Re: Anyone up to making a B5 tech mod?
 
Thanks for the tips. When I begin work on the senario I think I'll dot the Shadows all over the map. Make them High tech but low resources. Is there any way to make victory conditions such as if the the Centauri fall the Narns win,ect. I'd like to set a senario that is like this bellow.

EarthAlliance wins if the Shadows fall and they have 3/4 of the tech tree.

Centauri win if the Narn fall and their empire is 300% bigger then the 2nd place player.

Narns win if the Shadows and Centauri fall.

Minbari win if the Shadows fall and there is peace for 5 years.

LNAW win if the Centauri fall and their empire is 300% bigger then 2nd place player.

Vorlons win if the Shadows and Centauri fall.

Shadows win if everyone is defeated.

[This message has been edited by atomannj (edited 04 October 2001).]

thorfrog October 16th, 2001 10:26 PM

Re: Anyone up to making a B5 tech mod?
 
Well I'm still designing the B5 mod. I'm also going to put up a web site some time soon. I'm working on redoing the Shadows and Vorlons. This mod will be simpler then I thought.

Still working on the galaxy map. I will be adding and changing the current weapons. Adding lasers and energy mines. Changing weapon reload time to reflect B5 more accurately.

I need help with creating a senario. How do you create one?

Suicide Junkie October 16th, 2001 11:08 PM

Re: Anyone up to making a B5 tech mod?
 
For the mod, what about quasi-newtonian propulsion, and for sure you need lots of balanced armor types.
As for those specific winning conditions, you'll need either a separate scenario for each, or a GM to watch over the game.

[This message has been edited by suicide_junkie (edited 16 October 2001).]

tesco samoa October 17th, 2001 02:52 AM

Re: Anyone up to making a B5 tech mod?
 
how are you doing the armour???

To me that would be a hard area to balance.

Cannot wait to see your tech trees esp. what ever it takes for the volorns and shadows to build the planet killers.

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thorfrog October 17th, 2001 09:23 PM

Re: Anyone up to making a B5 tech mod?
 
I'm probably not going to do much with the armor. It seems pretty good as is.

Weapons will be modified to have more armor piercing. For example, Depleated UM cannons will be armor piercing but have a reload of 3. Heavy battle lasers will be powerful but bulky, cheap, and have a long reload. Like 4 turns. I think I'll make Shadow tech a new type of tech tree. That way I can make slicer beams and planet killers. Watching B5, armor provides little defense. But the weapons tend to need time to charge up. Shields will be turned off or made extremely expensive. This isn't Star Trek.

Technology for this senario will be highly priced. I think victory contitions will simply be peace for 5 years, Empire growth increased by 300%, something along those lines. Are there any docs out there on how to create a senario? I will also set the politics and redo ship sets.

Repo Man October 17th, 2001 09:34 PM

Re: Anyone up to making a B5 tech mod?
 
I fall into the slow tech group.

The simplest way I found to slow down tech is to reduce the rate of research. There are only three facilites to modify, as opposed to countless techs.

Phoenix-D October 17th, 2001 09:39 PM

Re: Anyone up to making a B5 tech mod?
 
Or just flip the tech cost up to High..
or both.

Phoenix-D

Repo Man October 17th, 2001 09:58 PM

Re: Anyone up to making a B5 tech mod?
 
I meant if slow tech was still too fast.

thorfrog October 17th, 2001 10:44 PM

Re: Anyone up to making a B5 tech mod?
 
I'm begining to think that I'll leave shields in but just make them very expensive. I'll increase research and resource cost.

Suicide Junkie October 17th, 2001 11:17 PM

Re: Anyone up to making a B5 tech mod?
 
Just remember to keep the shields at the tiptop of the tech tree, and fairly weak per KT space.

Just cause they're expensive dosen't prevent someone from putting them on maintenance-free units, making them stronger than ships!

tesco samoa October 18th, 2001 02:49 AM

Re: Anyone up to making a B5 tech mod?
 
Their was no shields in BAB5 from what I can remember.

Lots of Armor. And a better physics system.

( designing a star wars universe no nebulas )

You could do some really neat point defence enhancements.

And the troop pods should be good.

Like the idea with the shadows (and vorlons ) having their own techs.

ZOOOT

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thorfrog October 18th, 2001 04:22 AM

Re: Anyone up to making a B5 tech mod?
 
Good point. I think I just might have shields only in Vorlon and Shadows tech trees.

Puke October 18th, 2001 06:53 AM

Re: Anyone up to making a B5 tech mod?
 
actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho.. something akin to thr P&N quality system would be perfect.


what they did have were interceptors, or point defense guns that shot down not only seekers but projectile weapons. and most of the 'bLaster' (starwars) type weapons seemed to be able to be shot down by interceptors. thats partly why beam weapons kicked so much *** in B5 (i think), because you could not shoot them down.

perhaps this could be simulated by making projectile weapons very fast (speed equal to range) seekers with low (1) hitpoints, and interceptors range 1 or 2 point def that dows low (1) damage. and beam weapons very large so as only to fit on capital ships.

I think that that these features would definitly give the b5 mod a 'unique' play experience, anybody like the idea?

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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Noble713 October 18th, 2001 08:20 AM

Re: Anyone up to making a B5 tech mod?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke:
actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho..
<HR></BLOCKQUOTE>

In the B5 movie A Call to Arms, the Victory-class's armor is stated to reflect 80% of a weapon impact's energy. Sounds pretty effective to me. Of course, it WAS a mix of advanced Earth, Minbari and Vorlon tech.

The best resource for making this mod would be the game Babylon 5 Wars by Agents of Gaming (www.agentsofgaming.com). Hmmm, did I say that already? *walks away scratching head*


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thorfrog October 18th, 2001 03:03 PM

Re: Anyone up to making a B5 tech mod?
 
Thanks for the input. I've been thumbing thru the Babylon5 Wars game from agents of gaming. Pretty detailed stuff. Right now I'm working on the race files and tech trees. I'm trying to put together a list of race weapons. Then make special race tech for the Shadows and Vorlons. I'm going to redo some of the graphics for the Shadows and add in the Vorlons. If anyone wants to work on a part of this please let me know. You can reach me at atomannj@hotmail.com.

I'm am still at the earily stages so I could use all the help I can get. He is a list of things to be done.

-mapper
-tech modder
-graphic pictures of tech mod
-vorlon race
-AI tweeks for all B5 races to make them more like the show and to use new tech tree.
-Help making possible jump gate
-make a few nuetral races

Suicide Junkie October 18th, 2001 03:57 PM

Re: Anyone up to making a B5 tech mod?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>In the B5 movie A Call to Arms, the Victory-class's armor is stated to reflect 80% of a weapon impact's energy. Sounds pretty effective to me. Of course, it WAS a mix of advanced Earth, Minbari and Vorlon tech.<HR></BLOCKQUOTE>Problem with that armor is still the same as all the others. 20% power of a beam weapon digs a little hole, then wrecks your ship with full armor-skipping damage through that hole. A nice emissive armor effect against pulse weapons, though.

I'd suggest that you make the beam weapons armor skipping, and the bLaster/pulse type weapons do more damage per KT per combat turn.

eg:
beam I: 200 damage, 150KT, reload 3, (skip armor)
pulse I: 10 damage, 10Kt, reload 1

tesco samoa October 18th, 2001 05:42 PM

Re: Anyone up to making a B5 tech mod?
 
it might be good to do tech tree's for all races. that way you can set the costs for each race. That way you can tailor the races to only building what ships they are allowed to build. Humans get a chance of researching some shadow tech. Mimbari can research some vorlon tech. And you can set the costs at an appropriate level.

Could be alot of work but each race would be unique. And that way you can reward the older races with more powerful production facilities , ships , weapons , armour etc....

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Inter arma silent leges


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