.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #591  
Old April 14th, 2002, 09:48 PM

Andy Watkins Andy Watkins is offline
Corporal
 
Join Date: Mar 2002
Location: Reading, UK
Posts: 52
Thanks: 0
Thanked 0 Times in 0 Posts
Andy Watkins is on a distinguished road
Default Re: Babylon 5 Mod

Val,

Yep I have SEIV Gold and modded it up to 1.67 with the latest patch

Andy


Andy:
You have Gold, right? I will try to check all the B5 Gold AI sometime this week and repost in an 'easier to use' format. One thing MM recomends is that you create a subfolder in the SEIV folder andd put all your mod stuff in there, then use mod launcher (which is on the CD) to run the mod. This way, if you mess something up in the mod, you don't mess up your game. The way the whole B5Mod started for me was when I was trying to collect all the B5 races in one mod folder to play normal SE IV, then I got this bright ide
Reply With Quote
  #592  
Old April 14th, 2002, 10:26 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

Fyron:

Colony construction rate begins at 10%.
Add +1% for every 25M people after that

Resource production follows a sine wave up from 0% @ zero people, peaking at 225% for populations between 520M and 620M, and then falling to 100% at 1.73 Billion population.
Reply With Quote
  #593  
Old April 15th, 2002, 06:30 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

IF:

As SJ posted, he had the pop proportions thing done a while back, though I may ask PvK if he minds us stealing a page from Proportions in using the "Cultural Centers". I had had a similar idea for the B5 Mod with multifunction 'cities', 'mining colonies', 'Centauri Houses' and so forth, but hadn't thought it out to the extent PvK had (kudos to him). Once the basic stuff is done (we are almost there) we will move on to facilities and then (finally) each race will be fleshed out with extra goodies. Should make for a diverse game.

Andy:
Once I test the Gold AI I will post and let you know.
Reply With Quote
  #594  
Old April 15th, 2002, 06:35 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

Maint rates are going to have to be adjusted as well, else there is no way you could maintain the huge B5 fleets. My favorite quote was for the Gaim race (which only has a single homeworld, no colonies) saying they had a small fleet... of a couple thousand ships!
Reply With Quote
  #595  
Old April 15th, 2002, 07:05 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Babylon 5 Mod

SJ:
So, which production curve is that, the P&N one or the Proportions one? Or is it a new one?

Val:
Small fleet of 1000s of ships? Damn. What would they consider a large fleet? 100000000?

Technically, Shadow and Vorlon ships should be maintainence free. They are completely self sufficient. And besides, all of the Shadow fleet remained in hibernation for 1000 years, all without any resource production what so ever (at least by the Shadows themselves; their "allies" still did stuff during that time period, but nothing could have gotten to the ships).
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #596  
Old April 15th, 2002, 06:48 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

So, which production curve is that, the P&N one or the Proportions one? Or is it a new one?
That is the one from the B5 datafiles.
I think I'm using the same thing for P&N v2.6

quote:
Technically, Shadow and Vorlon ships should be maintainence free. They are completely self sufficient. And besides, all of the Shadow fleet remained in hibernation for 1000 years, all without any resource production what so ever (at least by the Shadows themselves; their "allies" still did stuff during that time period, but nothing could have gotten to the ships).
Sounds like mothballing to me

Something like a -98% to maintenance built into the hulls of ships, and -99% for bases?
In that case, purchasing racial maintenance bonuses can reduce your maintenance from 2% down to 0.5%

A ship would be good for 50 turns before you've paid enough maintenance to buy a new one.
Reply With Quote
  #597  
Old April 15th, 2002, 06:52 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

It's the same as the P&N one (IIRC).

I can't recall, but the Earth Force fleet was incredibly HUGE in the 'official' storyline - some ridiculous amount! So I think adjustments will have to be made to maint. Also, been trying to figure out a way to do the Ancients so they aren't really building colonies and spreading about the universe at large. Rather have them more nomadic. What's the opinion of Joe (or Jane) Public?
Reply With Quote
  #598  
Old April 15th, 2002, 08:26 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

Remember that SE4 has a limit of 10,000 ships & bases, and human players can't be expected to deal with that many ships. Scale down the numbers to manageable levels first, and then reduce the maintenance appropriately.

Giving the ancient races powerful remote extraction tech would cause them to generally drift around, holding only a few colonies for maintaining contact with aliens, and to get research points.
Reply With Quote
  #599  
Old April 15th, 2002, 08:36 PM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Re: Babylon 5 Mod

I'd like to make a recomendation. You may want to think about simplifing the engine tech. Maybe getting it back to the way SEIV origanlly had set for them. Customize around that in stead of the Quasi-Neutonian Version. I think it would make developement a little bit easier.
Reply With Quote
  #600  
Old April 15th, 2002, 08:53 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

From what I've heard, it is not the QNP itself that is causing the biggest problems. It is the many different sizes of engines (Small, medium, large, massive) The AIs always like to add the biggest engines, and that throws things out of whack, especially on the smallest shipsizes.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.