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April 26th, 2008, 03:41 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD: Space Empires V - Babylon 5
Quote:
Ragnarok-X said:
Is there any way to alter a ships speed in combat ? It seems the movement speed of the vessel is always proportionally tied to its system-movement speed. Any way to change this ?
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There are bonus movement abilities available. I don't think the formula that determines base movement as a function of strategic movement is modifiable though.
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Even though my mod folder has only 2 empire files (EA, Narn), the AI creates new games with stock races. How can i tell the game to ONLY use the custom races inside the gametype folder ?
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There is a line in the Mod_Definition.txt file that determines whether stock races can be used. I forget the name.
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Is there any way to make buildings "unbuildable" ? I.e. make homeworld facilites unique ?
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IIRC homeworlds can start with facilities unavailable for construction, if you add them in the homeworld starting facilities data file.
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April 26th, 2008, 05:16 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: MOD: Space Empires V - Babylon 5
Yet again, i have a problem.
I have both the EA and NARN empire files in my gametype folder. I start a game w/ 2 players and everything is fine until a combat happens or i open the combat simular (ground/space does not matter).
Instead of opening the combat screen, i get an "index out of bound" error and SEV crashes.
Note that this happens when i enforce EA and NARN (allow stock races: FALSE).
Once i enable stock races, everything is fine. Even with EA and NARN and lets ay Eee in the game, combat works and so does the simulator.
Any idea why the game enforces the use of stock races in this case ?
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April 26th, 2008, 08:05 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD: Space Empires V - Babylon 5
Maybe you just need more than 2 shipsets available. Try putting all of the B5 races in there.
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April 27th, 2008, 10:54 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: MOD: Space Empires V - Babylon 5
That was it. As soon as i had at least 5 empire folders in the gametype folder, it didnt crash anymore.
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thanks !
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April 27th, 2008, 11:02 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: MOD: Space Empires V - Babylon 5
Fyron, how would i about scrapping the armor/inner/outer slot system and giving all ships only "outer" slots. I dont care if they are displayed correct (i.e. using SJ generic layout).
In addition, how would i go about making a certain building unbuildable ? Just set "allows usage" to FALSE ?
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April 27th, 2008, 02:39 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD: Space Empires V - Babylon 5
The easiest way is to make a slot override file with SJ's slot modder, that has only what you like. Then, configure the mod to use the override, and ignore whatever is in shipsets.
The easiest way to make a facility unbuildable is to give it a level 10000 req in some tech. I'm not really sure what "allows usage" actually does.
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April 27th, 2008, 03:47 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: MOD: Space Empires V - Babylon 5
Perhaps i should ask SJ to modify his tool and add a single button which automaticly replaces all existing slots with slot X where X = armor or inner or outer hull.
I dont think i like the idea of manually adjusting a zillion of slots lol.
Thanks so far, Fyron.
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