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February 7th, 2002, 11:55 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Babylon 5 Mod
I don't have abilities.txt with me right now, but the ones I can think of OtToMH:
- mineral/organic/rads resource generation (not remote, the facility kind)
- star - unstable
- warppoint turbulence
- system movement random/to center
One should be saved for adding comments to components, such as in P&N, where "star unstable" is used to write "+30% accuracy" on the WMG description.
Then, we need one for every reactor size below the max that the AI will ever use.
We also need one more for every engine size below max that the AI will use.
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February 9th, 2002, 06:59 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
CPU_Teep_Med.zip
Here are tech areas, components and pics for the Shadow Living CPUs, Shipboard Telepaths & revised Med Bays (plus Ruins Tech - Cure for Nano Plague & Advanced Med Bay). - SJ still working on adding more components, but used your most recently posted one.
Having trouble with adding Racial Tech. Wanted to add Shadow Racial Tech the Racial Traits, which works fine, but when I start the game to play (regardless if I choose it or not) the main screen (with the planets and everything) is Black! Anyone have this trouble? I wanted to make them unique #44, but even if I made them #7 it didn't seem to work.
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February 9th, 2002, 07:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
quote: Having trouble with adding Racial Tech. Wanted to add Shadow Racial Tech the Racial Traits, which works fine, but when I start the game to play (regardless if I choose it or not) the main screen (with the planets and everything) is Black! Anyone have this trouble? I wanted to make them unique #44, but even if I made them #7 it didn't seem to work.
It seems to be a quirk with SE4. Try starting a new game without quitting, and this time the map should appear properly.
I find that only happens once each time you muck with the racial traits. Dosen't happen again after that.
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February 11th, 2002, 12:40 AM
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Major
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Location: Lansdale, PA
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Re: Babylon 5 Mod
SJ:
Thanks, that did the trick! Of course, the emp files don't work once you change the Racial techs - ah well
Everyone:
Ok, added over 90 new component pics to the mod (including Vorlon, Shaodw, Matter, PDF & Planetary Weapons, Reactors & Engines, Elite Crew Components - still working on these - & Ship Boarding/Defense). Took all data files from below and compiled into the B5 mod Data folder (also in this update). There are only a handful of weapons right now, but you can cut & paste the original SE IV weapons into the file to make it more playable. Living CPUs & Shipboard Teeps working well. Reworked Engines and Reactors to make larger models more worthwhile. Added SJs newest Pop modifiers. In all it is playable, just doesn't have the all the weapons (has 9 wpns) or any armor added yet.
B5ModUpdate.zip
Also added another 10 weapons to my test group.
Getting very close to done! Who knows, we might just beat Gold
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February 11th, 2002, 03:41 PM
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Major
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Re: Babylon 5 Mod
Before anyone points this out, just realized I accidently genned out the Med Bays to X and Advanced Med Bay to 15. To make the Drahk plague work properly, delete Med Bays V-X and in the text for the Advanced Med Bay change all '15's to '5's. In effect, this makes a plague level 5 the Drahk plague and it can only be cured by finding the 'Cure for Nano-Virus' in a ruins. Another thing to mention, the plague bombs go from I-X, but only achieve Plague 4 (with varrying damage and range) and the Drahk Plague I-X goes from Plague 3 to 5, allowing them to start with a more powerful plague than anyone can easily cure right away (if they choose to use it) and lets them develop the dreaded Plague 5.
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February 11th, 2002, 05:26 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Re: Babylon 5 Mod
Looking real good! How about Narn Energy Mines? They are basically very powerful point defense weapons & light anti-ship weapons. They should have a reload rate of 2. They should also have a medium range. Damage should go from weak to strong. This is because this weapon is like a plasma energy torpedo. Higher yeild warhead at farther distance. Ex: Energy Mine I 0 10 20 30 40 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
It can be used for both fighter/drone defense and light anti-ship.
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February 11th, 2002, 05:40 PM
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Major
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Re: Babylon 5 Mod
The Energy Mines are in the main list of weapons that are still being tested, and I am also still working on the pic and torp for them I actually found a schematic (I'm beginning to feel like a geek) of an Energy Mine launcher to base the weapon on. I should have that and MANY more weapons in the next update.
What I do need now is someone to find me some sounds for each of the weapons. I know there are sites out there and have visited quite a few, I want to know if anyone has any sounds or is willing to get them from the net for the Mod?
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February 12th, 2002, 12:02 AM
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Sergeant
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Join Date: Nov 2000
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Re: Babylon 5 Mod
Cool. Glad to hear that will be implemented. This looks to be shaping up very well. I wonder how difficult it will be to convert over to SE:IV gold ed. Either way I'm pretty siked. Bring on the Shadows.
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February 12th, 2002, 05:26 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
SJ:
Would you be able to add another 2 levels to the ECM and Targeting (above Elite)? Would request you add Ancient class, to keep them one notch ahead overall (will only be researchable by Ancient Races).
Also, what do y'all think about Sensors? How should they be handled? I was thinking of combining the sensor abilities into all-in-one snesors and adding Psychic Sensors to the Shipboard Telepath and giving it to the Ancient Version of sensors. Cloaking is pretty much non-existant other than some ancients and the Centauri/Strieb (could also consider the Minbari Jamers), so there won't be much of that available. We could give all mines and sats a cloaking component to make them harder to detect. Opinions?
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February 12th, 2002, 07:46 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
Added Jump Gates to the Mod:
Update7.zip
Made a new ship type (Jump Gate) that required 99% colony modules and 50 engines to move. Then made a component that had Create Warp Point ability, 50 Standard move(engines), ability to generate/store supplies (reactor) and colony-gas (though I should probably change that to Rock). This creates a ship that can only move 1 space a turn and can only carry the Jump Gate module - with 5 tons to spare. Once the warp point is created, the component is destroyed - so the ship will no longer have supplies or engines. The Last 5 tons is reserved for a self destruct device (now only 5 tons instead of 10), so you can destroy it after it is activated.
If this is popular (ie if y'all like it) then I will add another 4 levels of the gate to increase jump range.
I know another ship could repair the component right now, so how do I set it so it can only be repaired at a planet or so the ship destructs on the use of the Warp Component?
I originally had the Gate component take up all the space except just enough to get two large engines on it (which made it move 1), and had made the supplies part of the Gate component so when the gate component was destroyed on use - no more supplies. But, the ship could still move one space per turn (as you would expect).
[ 12 February 2002: Message edited by: Val ]
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