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March 16th, 2002, 05:44 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The Babylon-5 bits use 24 levels in both Sensors and ECM.
If the extra levels are designed to remain balanced, and add something to the strategy as well, I'm all for it.
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March 16th, 2002, 08:00 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I just uploaded some merged files. Bearclaw and Fyron please check for mistakes/omission when adding your data.
SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
http://se4kdy.cyberwars.com/files/sci-fi-cross/
[ 16 March 2002: Message edited by: Andrés Lescano ]
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March 16th, 2002, 08:40 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
I like the idea of the 3 different cloaking devices in the mod. Working on some for B5 now as well - from the stealth armor (Centauri) to the Torvalus Stealth Shading Device (total cloaking above all younger races sensors).
IF:
10 levels of resources sounds good as well, though might want to spread the current #2&3 to #3&5 and fill in the space between to have a more gradual raising.
Just posted a gamma patch on the B5Thread with Molecular Weapons, Plasma Weapons and some reworked ancient engines/reactors.
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March 16th, 2002, 09:02 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Ability 2 Type := Planet - Change Ground Defense
Ability 2 Descr := The focused energy of people learning to use the Force protects the planet from Attack. Adds 10% to Ground Defense.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Have you tested to see if this actually works? Last I heard, it didn't work as a racial trait, and I don't know if it works for a facility.
quote: Name := Spec-Ops System HQ II
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
The description is wrong here, and for the other levels of Spec-Ops.
quote: Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 300 organics per star each turn.
Ability 2 Val 1 := 300
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 300 radioactives per star each turn.
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0
Every facility from Crystalline Restructuring Plant I to Mercenary Fleet Academy VI got either one or both of these abilities added to them.
Deflector Shields VI yields both Projective Planetary Shields I and Planetary Shield Generator VI.
Also, is it really necessary to have 7 abilities listed for every single facility? That makes the file a lot larger than it needs to be.
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March 16th, 2002, 10:38 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
Components will fit in OK.
The pink facility, #191, will have to move to #241
The torps will have to start at #121, instead of #81
I think all of the beams are already in the imagemod, but start at #101
Also, a number of those beams still need to be fixed: See the test beam image (#30). The red box is the tip of the beam, and the green box is the area tiled to form a beam behind the tip.
The second & third rows of your file's new beams have many images with almost no color in the areas that SE4 actually uses.
==============
PS: I'm getting an "Internal Server Error" when trying to download the facilities zip.
I also need to confirm the credits for the new images.
[ 16 March 2002: Message edited by: Suicide Junkie ]
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March 17th, 2002, 01:28 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I’m uploading updated files right now.
Imperator Fyron,
The 7 abilities in every entry is because of the XLS I use for editing. If at least 1 facility has a 7th ability, I need to add a column for it and add the lines in to every entry.
If you look at components.txt, you’ll find that each component has the lines for 3 tech req, 6 abilities, and all weapon lines in non-weapon components.
The game doesn’t have problems with that, and the only effect will be usage of a little more HD space (BTW those repeated lines can be compressed more, and are only slightly larger when zipped). If needed I could take the time to replace those redundant lines, but it takes some time and benefits of doing that are minimal.
The repeated abilities bug seems to be related with some format error in the XLS. It is completely harmless since abilities number in all facilities is correct, and a 2nd ability in a facility that is supposed to have only 1 will be ignored.
I revised the files to clean those errors.
BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?
Thanks for pointing the error in the “Spec-Ops System HQs” I was playing with values and forgot to update the descriptions.
Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.
Suicide Junkie,
Actually that beam pic was copied from an old Version of the B5 mod and I didn’t touch or use and of them. Just ignore that file, I’ll replace it with Last imagemod.
I’ve corrected the facility and comp pictures and related data files that called those pics.
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March 17th, 2002, 01:37 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: I’ve corrected the facility and comp pictures and related data files that called those pics.
That would explain the internal error message.
I just need to confirm the credits.
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