Thread: Babylon 5 Mod
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Old September 11th, 2002, 04:08 AM

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Default Re: Babylon 5 Mod

Ok, I've read up to August 30th, still have more to go, hope this stuff hasn't been covered already

First off - thank you to Pathfinder, Fyron, SJ and so many others for fielding all the Q&A for me while I was away.

Zero Adunn
Many of the obscure races have some minor weapons or components, and not too much more. This is why their Racial Trait is usually less expensive than other races. That being said, I also wanted to have the structure in place for further expansion, as any changes to the RacialTraits file messes up the Empire files.

Pathfinder
Excellent work on the AI, I'll add it to the newest release.
Jumpgates/engines tech was added mainly for humans to use - like for PBW - so it may need some reworking for it to work well for AI. Also, Jump generators were very expensive to build as it required a rare element to produce it (Q40 I believe). Most races had access to Jump tech, though only the major races are quoted as having built gates - even though it was said they don't fully understand the tech behind it.
Ion Bolts - There are actually 2 Versions of the Ion Bolt, one for fighters and one for ships.

Rambie
Thanks for posting the link and hosting the mod.

Geo
Thanks for hosting the mod and PBW games and the compliments, hope we can live up to expectations.
The limit of races right now is due to shipsets, many more are in the works and you can get the 'unfinished' races from Rambie's site (I think). Always looking for volunteers for more shipsets?

Timstone
What Version SE are you using?

Nomor
I had an idea a while ago (or maybe someone else had the idea and I'm confusing myself) to use the sphere/ring world components to make Space Stations that could be assembled at remote locations and support a population, but haven't worked it in yet.

Javaslinger
As Fyron said, priority is on the Classic Version because I don't want to not have it available for owners of SE IV Classic (double negative is proof positive), plus (as mentioned by others) it is easier to convert up to Gold rather than down. I'm looking forward to converting it, but only after it is relatively 'complete'. Also, I preordered Gold minutes after I saw it was announced and can hardly wait to implement some of the newer features into the mod. I just really want to support the 'old timers' that have yet to upgrade.

Gil
Hey, if you still want to update the mod to Gold for us, please go right ahead, then send me the Data folder and AI folders and I will ask Rambie if he can post them on his page. Anyone want to help him?

Jimbob
'None' expecteed for results - this is usually due to requiring more than one tech for a true result (as you already discovered) and this does make it a pain for newbies, I really gotta make that tech map (if only in the interest of saving your marriage, job and nap time)! There are also a few techs that really do give nothing, they are in place for future expansion work I'm doing - new components and facilities for example.
I'll check on the laser weapon descriptions and reload times. I think I intended the Hyach weapons to fire faster than other races as they specialize in Laser tech.
Also, thanks for the compliments.

Jamorobo
Right now I don't think anyone has programmed the AI to use jumpgates, as I said to Pathfinder, I had really intended to use them only for strictly human player games. In the one hotseat game I had going, we actually made a 'hyperspace' zone (like SJs FTL map) and you could only jump into hyperspace, then you had to navigate through the warp and could jump out into normal space through existing gates or using the jump engine.
I've also been meaning to fix the pulse weapons. They are meant to be a bit better than Lasers, though they have lower range and higher energy costs, their sizes are a bit off though.

AGoetz
Shadows and Vorlons are unable to colonize planets because - 1) In the spirit of the show, they are meant to be more like Neutrals than a conquering race. 2) In tests that let them run wild they became all but imposible to beat, and that was with crappy AI, I can't even imagine it now with the newer AI. 3) You can give them the ability to colonize by making them a Standard race instead of an ancient race, no Ancient race can colonize (Torvalus, Kirshiac, Vorlon, Shadows, Mind Riders, Walkers, Triad - also Third Space).

Ideas I have picked out (from Posts, e*mails and my notes):
1 - Add more cargo to domed facilities
2 - Smaller Jump Drive for White Star style ships
3 - Special Shadow/Vorlon tech ships for younger races (white stars and shadow omegas)
4 - Asteroid Belts provide low level cloaks
5 - Listening Post, try to limit scan ranges
6 - Ring/Sphere World space stations
7 - Armor and anti-infantry for WPs
8 - Add at least one basic weapon for each class of weapon types

Things to fix:
1 - Laser weapon reload times for Hyach ships
2 - Colony hub reduces build per turn from 1000 to 300 - anyone else have this issue?
3 - Fix Jump Gate 4's pre-req levels
4 - Fighter weapon ranges (actually, Simon is hard at work on some of this)
5 - Pulse Weapon cost/size
6 - Descriptions for some things
7 - Harm Missile disruption times (oops)
8 - AP Missile - recheck why I did what I did
9 - Molecular Disruptor picture

I still have more to read and catch up on, but so far so good.
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