.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
  #731  
Old May 17th, 2002, 09:44 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Babylon 5 Mod

Quote:
Originally posted by Suicide Junkie:
Like I said before, Goldifying is pretty easy once you've got a 1.49 mod.

FWIR,
- Add the two lines to settings.txt
- Search-replace the allowed vehicle type and the weapon target types
- Replace Bitmap name:= with Primary bitmap name and secondary bitmap name.
- Replace quadranttypes.txt

And that should be pretty much all, except for tweaks to support new gold features.

Such as the Organic armor / combat repairs thing.
Thx SJ, that's just what I did, but I overlooked Quadranttypes.txt w/o having any problems (but surely I won't have the new types!).
I just didn't think it was so easy !

Now I will make some more test and post a Goldified B5 1.49.27 this evening.

Val,
I looked at the AI files and they seem pretty bare : no special designs, and no specific research for major races...
As I mostly play solo (even if I have 2 ongoing PBWs !) I'd glad to have good AIs !

As for facilities there are many descriptions lacking making it difficult to see what they do (for example Mining Colony doesn't report that it generates Minerals , and many facilities generate Planetary Shields without info..)

Modifying these files is pretty easy, how can I help - if you need help ... ?

[ May 17, 2002, 15:35: Message edited by: PDF ]
Reply With Quote
  #732  
Old May 17th, 2002, 12:30 PM
pathfinder's Avatar

pathfinder pathfinder is offline
Major General
 
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
pathfinder is on a distinguished road
Default Re: Babylon 5 Mod

Val: I checked a minute ago (maybe 50-60 turns later) and the LNAW and Vorlons are putting fighters on their carriers but the EA aren't--they still haven't designed one! Maybe something with when they build/design in an AI file? *scratches head* The AI's all have the same design file...??? So why aren't the EA designing fighters? *pathfinder staggers off muttering, "glad ah don't have ta figger that out!" *
__________________
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+,
Reply With Quote
  #733  
Old May 17th, 2002, 05:53 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Babylon 5 Mod

Me again, some questions :
- What's the rationale behind the "non euclidian" cargo, with 75 KT comps holding 400 KT cargo ?

BTW, why not having smaller comps (say 25Kt instead of 75), they would be easier to manage on small hulls...
- Now that I have a goldified B5 I can change population weight : what values do you think would fit ? A standard 5 kt/M or a proportionesque 100 ? Beware, this as a HUGE impact on colonization process.

And a suggestion :
- Why not adding DevNull/Derek's or PvK's mounts in your mod ? They are more varied and I love Spinal mounts...
Reply With Quote
  #734  
Old May 17th, 2002, 07:00 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

PDF:

Gold: Good to hear the Gold conVersion is going so easy

AI: I wanted to make the current AI solid, then it is a more simple mater to tailor it for each individual race - mostly choosing to use their racial specific weapons and tech research.

Facilities: I'll get more descriptions in. The Planetary Shield description is intentionally left out as the are not really supposed to be planetary shields. I had added them to prevent ships from easily damaging a world that is established with non-planetary weapons. All the planetary weapons will bypass shields. This means a little fleet of destroyers armed with Particle Beams won't be able to hurt the average colony.

Cargo: I made cargo in bundles of 75kt to encourage use of Cargo ships. 75 was also used because it is the smallest number of required cargo for a ship. The reason why it is 'bigger' is that with external pods, only a portion of the pod is 'in the ship'. I look at the 75kt as more of a 'Structure Point' system, so you spend 75 structure points to get X# of cargo tonnage. There are also alternate cargo components for fighters, troops, satellites and mines which have various costs and ailities. I tried to make the abilities on each 'container' more desirable for a specific task so people would choose them over choosing standard cargo pods to carry combat units.

Colonists: I was thinking of changing pop weight to something in between the two, either 25 or 50. What do the rest of you think?

Mounts: There were special mounts way back in the early Version of the mod, and it is on my list of things to update. The Spinal Mount won't make it in though - as there is are a few Spinal Weapons in their already.

Pathfinder:

Glad to see that at least some races are doing what they are supposed to! I'll work on making EA/Hyach do it this weekend.
Reply With Quote
  #735  
Old May 17th, 2002, 08:19 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

Ok - Voting time for y'all:

What do you want to see added to the Mod?

examples - "How about adding those Vorlon weapons!", "Where are the pictures for fighter engines!"
Reply With Quote
  #736  
Old May 18th, 2002, 01:03 AM

TheGunslinger TheGunslinger is offline
Private
 
Join Date: Mar 2002
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
TheGunslinger is on a distinguished road
Default Re: Babylon 5 Mod

Well there is just one thing i would like to see.
being able to play the mod with se 4 gold...thats all...all i ever wanted...
Reply With Quote
  #737  
Old May 18th, 2002, 02:39 AM
pathfinder's Avatar

pathfinder pathfinder is offline
Major General
 
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
pathfinder is on a distinguished road
Default Re: Babylon 5 Mod

Val: hehe....Vorlon weapons? How about fighter engine pics? Basehip pic for Shadows? (or maybe give me an idea for that Last one, me gots DOGA too ) bio-organic armors?

my other wishes are X-rated and involve Ivanova and Dalenn....

[ May 18, 2002, 02:11: 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+,
Reply With Quote
  #738  
Old May 18th, 2002, 03:27 AM
pathfinder's Avatar

pathfinder pathfinder is offline
Major General
 
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
pathfinder is on a distinguished road
Default Re: Babylon 5 Mod

Drat...Vorlons caused an RCE...

what occurs at toward end of turn that might cause RCE?

Update: turned off design minister, able to get past the turn that RCE occurred...turned AI back on and next turn RCE by Vorlons. They have a large fleet (20+) of escorts and corvettes that just pulled into a shipyard world...the escorts are listed as obsolete...

[ May 18, 2002, 02:55: 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+,
Reply With Quote
  #739  
Old May 18th, 2002, 02:35 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Babylon 5 Mod

Ok, a first GOLD Version of B5 Mod is here : B5Mod_Gold.zip


Unzip the file IN your B5 mod folder, it will replace only modified files.

It is a straight Gold conVersion of v 1.49.27 of the mod.
Enjoy, and don't hesitate to send me feedback !

Val,
Ok with your answer, the "external cargo" thing is a good idea
As for Pop weight I started with 20, it's still too few IMO (I'm Proportionist ) but less disruptive to game mechanics that used the standard 5. I'd go for stg like 500 but this could need special comps and designs for the AI.

Now I'll play the mod before asking for more !
Reply With Quote
  #740  
Old May 18th, 2002, 04:46 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

Gunslinger:
Seems like PDF has granted your wish Download the files PDF posted and replace the corresponding files in the 1.49 Version - then let us all know how it plays.

PDF:
Thanks for the work, let me know how it does! Also, once I get a chance I will post your modified files up as the first 'goldified' Version on the website, as long as you do not object

Pathfinder:
Working on Planetary Weapons, Ship Capture, EM Weapons (Vorlon mostly), Fighter Engine Pics (Simon sent me a cool pic that has given me an idea for this - -thanks again Simon!), Race Descriptions (Simon's working on these), a revised Shadow Shipset (only trouble is their lack of variety of ships) and a little something extra that I will mention only if it works
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 03:15 AM.


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