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September 11th, 2002, 04:17 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Timstone
Good luck with school! Hope to get the Gold mod out in the coming months to give you something to do over winter break
Pathfinder
Be as creative as you like with an Abbai shipset, I had looked at them as well to start modelling a shipset, let me see if I can find any of the models I made, hopefully I didn't lose them!
As to the AI, as we find the mistakes in testing, we will continue to fix them
Yeah, it's almost impossible to get all of this stuff down as cannon, but we try to keep it in the spirit of the show (and supplemental materials) as much as possible.
AGoetz
Could you send/post a saved game? You are using SE IV Classic with 1.49.30 of the mod? Try to tell me the name of the weapon and I will check it for balance, not sure which one you are talking about.
Rainstorm
Yeah, I loved that book - congrats to your friend on a job well done! I have already added the Torvalus (including their drone fighters and stealth tech) and have added some stuff for the Walkers, Mindriders and Kirsh Lords, but have a lot more to go, such as adding in the new weapons he introduced in that book. I would love any insight he has, and if he'd like to do (or assist in doing) the AI general descriptions and history that would be great! My overall goal with the Ancients was to be able to include them in a 'neutral' form like the Shadows and Vorlons, but to have the option of making them a standard race and having an 'Primordial Ancients War'.
Lighthorse
Are you using Pathfinder's AI? I have seen the old AI use fighters a few times, glad to see it surprise you
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September 11th, 2002, 05:19 PM
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Sergeant
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Join Date: May 2002
Location: Sandy, Oregon
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Re: Babylon 5 Mod
Val,
I don't think I was using Pathfinder AI, but its still an interesting game.
That what we all want, right.
Lighthorse
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Oh man, why do you have to hit me with those negative waves so early in the morning..
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September 11th, 2002, 06:31 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: Babylon 5 Mod
Quote:
Originally posted by Val:
Timstone
Good luck with school! Hope to get the Gold mod out in the coming months to give you something to do over winter break
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Thanks, but if everything goes well, I will have something completely different to do during the winterbreak.
But if it doesn't go as planned, I will knock myself out with the B5Mod.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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September 11th, 2002, 08:42 PM
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Private
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Join Date: Sep 2002
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Re: Babylon 5 Mod
Val: New private message for you.
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September 11th, 2002, 09:21 PM
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Private
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Join Date: Aug 2002
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Re: Babylon 5 Mod
The new Ai update of pathfinders AI seems to have a problem..
Both minbari and narn are having problems with "Antimatter Utilization" tech Saying the value is incorrect.
This is also happening with narn's "Narn advanced molecular weapons" tech also saying the value is incorrect.
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JAM
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September 11th, 2002, 11:44 PM
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Major
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Re: Babylon 5 Mod
Ok - read the rest of the Posts:
Rainstorm
Thanks! I'm talking with Matt to see what he is interested in doing.
Jimbob
Thanks for the offer to help on a help file, when do you want to start and what can I provide you to help it become a reality?
Brennan
Like that Ash quote!
Javaslinger
Gold... still not there, but maybe Gil or PDF might still be interested in converting the next release over to Gold.
AGoetz
Can you upload the savegame? Also, tell us which Versions of everything you are running (game wise).
newbie4ever
Ancient Colonies - see the post I made yesterday. There are actually quite a few people working on the mod contributing everything from Shipsets, Components, Artwork, AI, Descriptions through to Playtesters. You can check the Author line in the modinfo file to see the credits. Also - if I missed someone, please let me know!
Lighthorse
I left the standard racial traits in so a person (who was so inclined) could just append this mod right on top of the existing SE IV 1.49 and have them both work with a minimal of fuss.
Killer
Are you still having trouble d/ling the Mod?
HeMan
Good job finding the 'hidden' hyperspace techs, talk about persistance Hopefully things like that would be solved in the tech tree.
Topics:
Shields - As mentioned way back, there aren't many races that use shields, mostly just the Vorlons and Abbai (and the Mindriders) the Brakiri have shields as well, though I believe they stole the tech from the Abbai.
Raiders - The shipset is far from complete, I was actually thinking of giving them a purposely incomplete shipset with a smaller range of ships.
PBW - Ok, who is still up for the PBW game and can someone volunteer to coordinate setting it up? I'd prefer to focus more on getting out the next release.
WP - I do know there were some mention of Planetary defenses, but for the most part they were in atmosphere weapons, so I think SJs idea to have special WP weapons that are very short range would be best. Opinions?
Other things to Fix:
1 - AI Shipbuilding to work for ships larger than destroyers.
2 - Galaxy creation to make a B5 Mod "Galaxy"
3 - AI Transport population
4 - Fix manufacturing/colony/homeworld production value bug
Have I missed anything?
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September 12th, 2002, 12:11 AM
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Private
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Join Date: Jun 2002
Location: Toronto, Ontario
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Re: Babylon 5 Mod
hey Val from what ive seen of the mod u need help with the ship sets (if not ignore this post) i may be able to help, i know some people who have alot high poly models of B5, canon and non-canon, and also other that u could use for those odd races that didnt have their ships in the show that often or at all. so if u do need help just give me the go ahead and it will be done.
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Pain is only temporary, but honor Last forever...
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September 12th, 2002, 12:33 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Quote:
Originally posted by Jamorobo:
The new Ai update of pathfinders AI seems to have a problem..
Both minbari and narn are having problems with "Antimatter Utilization" tech Saying the value is incorrect.
This is also happening with narn's "Narn advanced molecular weapons" tech also saying the value is incorrect.
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1-Drat, thought I had gotten that out. Fix is that all lines with that statement should read "AntiMatter Utilization" Notice the capital "M" DOH! I'll fix that later tonight and post the fixed file(s) in the MOD Section.
2-Grr.....same here...that line needs to be deleted entirely. See above for fix.
[ September 11, 2002, 23:35: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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September 12th, 2002, 01:26 AM
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Corporal
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Join Date: Aug 2002
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Re: Babylon 5 Mod
It'll be tonight (Australian time) before I'll get to send up my saves, they're all at home.
I'm using the 1.49.30 files to best of my knowledge.
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September 12th, 2002, 03:05 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Austrailian time, eh?
The Canuck
Consider the light as green as possible. I'd love to see some Drazi, Pak'ma'ra and Brakiri, as we have them ready to go, they are just lacking shipsets. I do have some basic framework for them (see Rambie's site for the d/l). Raiders would be another good one - though (as I said) this one may not need things like dreadnoughts.
Progress Report:
Ok, starting to re-re-work the Intel into 4 new Groups so an empire can focus on particular types of Intel and also so these types could be individually removed rather than removing all of Intel.
The areas are:
1 - Espionage : Includes all information gathering Intel and Stealing Intel
2 - Black Ops : Includes all Intel that causes another empire damage in some tangible form
3 - Counter Intelligence : All the Intel defense and Intel sabotage (best defence is a good offence)
4 - Covert Support : This one I was playing with, the biggest issue is that the Counter-Intel will still prevent these pretty much beneficial Intel projects. The idea is to have things that can be used to decrease a planet's anger (Media Propaganda) and repair damaged ships that are too far from a repair ship (Repair Team). We'll see how this works out.
Additionally, the variable Intel Ops will improve as your level in that area improves - so a Ship Bomb will do increasingly more damage as your Op teams learn new tricks and research more powerful concealable explosives.
Opinions or ideas?
Off to watch Legend of the Rangers (the other LotR) on Sci-Fi channel. Talk to y'all later!
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