|
|
|
|
|
April 16th, 2002, 03:38 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Yeah, that is part of why it took so long. Facilities are actually going to be multifunctional, rather than single purpose (other than the monoliths).
Here's what I was thinking about:
Facility What it does
Homeworld S.Port, Res Gen/Store, Intel/Res Gen
Colony Same as homeworld but at lower levels
Manufacturing Col Storage, Space Yard, Sup Generation, S.Port
Mining Colony Res Gen/Store (Min & Rad)
Agressive Min Col Same, but reduces planet value and condition
Agricultural Col Res Gen/Store (Org)
Depot Res & Cargo Storage, Sup Gen
Arceological Site Research Gen + ??
Military Outpost Training, Supply Gen, Cargo Stor, Reduced Maint
Listening Post LR Sensors, Intel Gen
Ship Yard Space Yard, Comp Repair, Cargo Store
Medical Center Plague Prevention, Pop Happy, Research Gen
Recycling Center Resource Reclaimation
As tech advanced, there would be better Versions of some of these facilities - with higher yields or extra abilities (eg: Med Center - Mod Reproduction, Mining Col - Improve % for system). There would also be a few special facilities for the races, like:
Psi Core (EA) Intel +%, Change Bad Intel Chance
Great House (Cent) Various production bonuses
Hive (Gaim) All in one, very productive, suffers on Intel/Research
Corp Cntr (Brkiri) Res bonuses
Relig Cntr (Min) Less Bad Events, Pop Happy, better Research
We could also add cities of various sizes (like in proportions).
What do y'all think?
|
April 17th, 2002, 05:50 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
I know some people were having trouble with which data/ai files to use in the mod.
Here are ALL the files for the following Folders:
/B5Mod/Modinfo.txt - Replaces file
/B5Mod/AI/ - Replaces all
/B5Mod/Data/ - Replaces all
/B5Mod/Dsgnname/ - Replaces all
/B5Mod/Empires/ - Replaces all
/B5Mod/Pictures/RaceNeutral/"Race"/ - Replaces AI for all B5 Neutral races
/B5Mod/Pictures/Races/"Race"/ - Replaces AI for all B5 races
Be sure to delete all the AI files that already exist in the /B5Mod/Pictures/Races/"Race"/ directories before installing the new ones as all the AIs are not yet complete and need to default to the generic AI.
DataAI041602.zip
|
April 17th, 2002, 09:04 PM
|
Corporal
|
|
Join Date: Mar 2002
Location: Reading, UK
Posts: 52
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Val,
Are these the mod files for the GOLDVersion of SEIV, 1.67 patched even??
If YES, would you mind mentioning how you are supposed to apply a whole mod, do you just unzip the files, replace existing ones, or use some form of mod tool off the CD???
Ta very much
Andy
/B5Mod/Modinfo.txt - Replaces file
/B5Mod/AI/ - Replaces all
/B5Mod/Data/ - Replaces all
/B5Mod/Dsgnname/ - Replaces all
/B5Mod/Empires/ - Replaces all
/B5Mod/Pictures/RaceNeutral/"Race"/ - Replaces AI for all B5 Neutral races
/B5Mod/Pictures/Races/"Race"/ - Replaces AI for all B5 races
Be sure to delete all the AI files that already exist in the /B5Mod/Pictures/Races/"Race"/ directories before installing the new ones as all the AIs are not yet complete and need to default to the generic AI.
DataAI041602.zip[/QB][/quote]
|
April 17th, 2002, 09:23 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Sorry, the AI/Data files are for 1.49 still, once we have completed the mod and it works in 1.49 we will convert it over to Gold.
To apply these files to a 'whole mod', you need to make a subfolder in your SEIV GOLD folder and call it B5Mod, then you would copy in the folders following the same structure as in the SEIV Gold base folder (AI - Data - Dsgname - Empires - Pictures - etc. folders), though you would only copy over the new stuff to those folders. The you can use ModLauncher to choose this Mod and play it.
By putting it in it's own folder and choosing that mod, what will happen is that the game will first look in that directory for the needed files, then move to the base directory for any files it doesn't find there. So, you could just put all the Races in the Pictures folder (even without AI) and have a 'mod' that would feature the B5 races but uses the generic AI for them.
|
April 17th, 2002, 11:41 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
More good news, the Spaceports site is back up - though I do need to update it!
I am thinking about posting the mod as one zip called "CoreMod-Version###" and then post zips for "ClassicDataAI-V##" and "GoldDataAI-V##". Then post any updates to the Core seperately.
What do y'all think?
B5 Mod Homepage
|
April 17th, 2002, 11:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Babylon 5 Mod
Posting the whole thing in one file would be good.
Did they ever respond to your request for a space upgrade?
|
April 18th, 2002, 12:08 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
I'm up to 35 MB, so I can post the files in the 'new' format later this week. Hopefully it will save people some headaches. Also, by making a 'core' section people who want Gold B5 can at least have the framework for their game - even if it is only using the basic AI from Gold.
|
April 18th, 2002, 12:30 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
Val: whatever works between you and spaceports. as long as an explanantion is given there or here as to how/what on d/l and placement of files(me being a simple minded person )
[ 18 April 2002: 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+,
|
April 18th, 2002, 03:10 AM
|
|
Sergeant
|
|
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
I noticed that this seems to be a pretty extensive project. I was kind of curious if someone on the inside might be able to give a synopsis of what exactly the BAB 5 is going to offer. I suppose I could read the 627 Posts to this thread but that could be pretty time consuming. Also I am curious if there may be a projected date that this may be unveiled to the public for use. I appreciate it, and am a big Bab 5 show fan.
|
April 18th, 2002, 03:21 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
Well, my participation is merely a johny-come-lately beta tester for the group. From my (sorta, somewhat) objective view, Val and the others are trying to make an SEIV mod that can be as true and "realistic" to the TV show as is feasible within the SEIV game engine.
Gonna be tough to do but it sure seems like they are going to, at least, make a VERY interesting and different mod. Unique weapons for each race (12? or more races), possibly some proportions mod type stuff, other unique race stuff/sbilities...and this is a VERY short list
Been interesting and fun testing so far! (aside from losing some of my hair trying figure out 1 challenge..hehe)
__________________
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+,
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|