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  #4441  
Old January 10th, 2005, 02:41 PM
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Default Re: Babylon 5 Mod

Quote:
Timstone said:
I agree, but on the other hand. In the vastness of space there is litte resistance, so litte kinetic energy is lost to friction. So only weapons based on the transfer of heat (plasma) are at a disadvantage. Maybe weapons based on gamma radiation (ion, particle, molecular) are a bit weaker too because of the background radiation. But essentially weapondamage won't deteriorate at all. But because I like making forumlae and useless equations, I invented damagedeterioration for the B5 Mod. Taadaa!
I like to see it is an abstraction representing the difficulty of hitting a critical part of the ship at long ranges. Think of it as less critical damage being done, not really less damage overall.
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  #4442  
Old January 10th, 2005, 03:21 PM
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Default Re: Babylon 5 Mod

Fyron:
Good thinking. I agree.
Too bad we can't properly simulate spreaded damage (damage that spreads out over multiple components).
Ah well, better gameplay makes up for a litte bit less realism.
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  #4443  
Old January 10th, 2005, 05:09 PM
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Default Re: Babylon 5 Mod

Timstone: Dank je Wel
Rag-X: Currently I have limited time irl to devote myself to such a project. On top of this I only very recently started playing SE4 and maybe played 100 turns in the stock game in total *ever*.
I feel I should first get the hang of the stock game and a feeling of the technologies before modding actual game mechanics, or talking along about them. The current changes I made are mostly visual and provide us with enough joy/entertainment for a while.

If you need help badly in something tho I will do what I can providing I have enough time for it
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  #4444  
Old January 10th, 2005, 11:46 PM
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Default Re: Babylon 5 Mod

To anybody who knows:
I so far managed to change about any graphics I wasn't sattisfied about (from the stock game) but I just ran into a problem. I don't ask for help quickly as I prefer pratting about until i stumble upon a solution (best way to learn) but in this case I am puzzled.

I have been trying (very hard) to find out how to change the warp point graphic in the system overview to a B5 Jumpgate. I got the grapics etc this isn't much of a problem but I can't find out how to do it.
In the B5 Mod from http://www.xmission.com/~rstulce/B5Web.htm they managed to
they DID in fact managed to do it.

Could anybody please tell me how this is accomplished / where the file is located that I need to edit? Thank you very much!
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  #4445  
Old January 11th, 2005, 01:18 AM

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Default Re: Babylon 5 Mod

Find the data file SectType and change all the warp points to picture number 580. You will need to have the image mod installed. [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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  #4446  
Old January 11th, 2005, 02:50 AM
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Default Re: Babylon 5 Mod

All non-system stellar objects are classified as "planets" for graphics purposes. This includes stars, asteroids, warp points, storms, etc.
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  #4447  
Old January 11th, 2005, 04:56 AM
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Default Re: Babylon 5 Mod

RagsX:
Okay, tonight I haven't got anything planned. I'll get to work on the general weapons. I'll send them to you when I'm done. Maybe I'll send them to you from my job, but they will come your way before the end of the week.
Other races will come later, but when I don't know yet. I'll send you info on how I plan to do it later this day. I have some ideas on how to do it, but I want your approval too.
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  #4448  
Old January 11th, 2005, 10:38 AM
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Default Re: Babylon 5 Mod

Quote:
TNZ said:
Find the data file SectType and change all the warp points to picture number 580. You will need to have the image mod installed. [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Thank you the filename is all I needed to know. I have no idea how I missed that, most likely overlooked it because filenames are done by number.
I will simply extract the warppoint from the image mod, put it in my folder and point the files to it.


Now a follow up question. Besides a little description in the sector under the warppoint graphic + different picture on the system map, what do the different types of warppoints do exactly? If there is a actual difference I might want to make different Versions of the B5 Jumpgates.
And even if it does nothing else then provide variety I might still do that, just for eye candy. (got some ideas, like "natural jumpgate" "constructed jumpgate" "jumpgate with ancient battledamage" etc. (Will be more descriptive of course)
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  #4449  
Old January 11th, 2005, 11:12 AM
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Default Re: Babylon 5 Mod

In stock SE IV there aren't different warppoints, but you can give them different abilities. Look at the Star Trek mod for inspiration. I don't know the right file where you can put that, I must check when I get home. But I think you'll have an answer by then from someone else.

And on a sidenote.
Almost every jumpgate was constructed by the Vorlons. They gave them to the younger races to stimulate their growth. ater on when the Centauri, Minbari and Humans went into space they constructed their own. There aren't any natural jumpgates, also when a jumpgate receives damage the chances are pretty darn high the thing won't work or just explodes. So battledamage is very unlikely.
There wereo only very few jumpgates destroyed during wars, because every race realizes the jumpgates are of great importance for the growth of their race and the commerce with the rest of the galaxy. I can recall only one incident of a jumpgate being destroyed as an act of war. I think it was during the second Narn-Centauri war (yes, the war during the B5 show), I believe the Narns destroyed one gate to stop the Centauri from advancing too fast towards them.
Also the jumpgate in the Dilgar system was destroyed, but that was due to the sun going supernova. It signaled the end of the Dilgar Invasion.
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  #4450  
Old January 11th, 2005, 11:34 AM
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Default Re: Babylon 5 Mod

Timstone: Actually if I recall correctly, the First Ones even before the Vorlons and the Shadows build some jumpgates to stimulate THEIR growth. Those where not required later on as both races learned to open jumpgates "on the fly". However this is so long ago that none of these can be found. (interesting including them very very rarely tho)
Anyways to the point: there are actually malfunctioning/damaged jumpgates tho i can't recall an example out of my bare head.
As for destroying of Jumpgates, if I recall correctly the first time Sheridan takes the Whitestar out they run into a Shadow Vessel which they can't handle and they blow up a Jumpgate by opening a jumppoint inside a jumpgate
I am bad with rembering names/episodes so I could be wrong here but I believe it's episode "Matters of Honor." Season Three, Episode 1.
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