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Lighthorse
November 14th, 2002, 03:24 AM
Pathfinder,

As for the issue about AI research I was only trying to assist Val and you. May I made a suggestion, try this, start a game and after a hundred turns or so go into each AI empire and review they on-going research. Note the changes you make to tweat/redirected they research. They do some screwie research, like trying to research third level of resupply as an example. Review the AI empire every ten turns there after. I find its increase the level of gaming differculty for me, thus increase one's game enjoyable.
The Vorlon http://forum.shrapnelgames.com/images/icons/icon8.gif are going OK in my present game, all ther other http://forum.shrapnelgames.com/images/icons/confused.gif could use some assistance in strenghting they research effort.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
November 14th, 2002, 04:09 AM
Lighthorse: Which race(s) is/are doing the screwy research. The EA and Centauri do not have that level re-supply until way along the research tree......

I have seen tech skipped but usually there is a space (double space instead of single space) between techs causing this and I don't see that in the EA and Centauri...

[ November 14, 2002, 13:10: Message edited by: pathfinder ]

Lighthorse
November 14th, 2002, 09:14 PM
Pathfinder,

I don't remember, when I get home tonight I will review my se4/B5 game and email you.

Lighthorse

pathfinder
November 14th, 2002, 09:47 PM
I found the Abbai had it fairly early and re-set that and also re-did the laser tech to get to advanced laser earlier. As soon as my PC gets back from getting fixed I'll look at others...

Val
November 15th, 2002, 12:07 AM
PF, want to send the new AI along http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
November 15th, 2002, 12:34 AM
Val: soon as my PC with the AI on it gets back from the shop (lurking using the wife's PC atm). Darn video card is messed up (new one at that too http://forum.shrapnelgames.com/images/icons/icon8.gif ) http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

AGoetz
November 15th, 2002, 02:15 AM
What's the chances of, once .34 is ready, a fresh complete download? I'm still unable to figure out how to get the test save game to load.

Lighthorse
November 15th, 2002, 03:25 AM
Pathfinder,

The SHag'Toth Collective was researching resupply level 2. I reset all the other races already back on turn 100 or so and can't remember who else was doing screwie research projects.
Sorry for the poor memory

Lighthorse

pathfinder
November 15th, 2002, 04:22 AM
Lighthorse: No problem. At my age memory "slippage" is the norm http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks for the input. Looks like the general/neutral/default AI (which the Shag'Toth is a copy of of) needs work.

Val
November 15th, 2002, 10:06 PM
If PF and any other people that have pending submissions for the mod can get me their stuff by the middle of next week the latest, I will post everything by next Friday.

Val
November 16th, 2002, 02:51 AM
Sure, I can post .34 as a 'full' download - though it will have to be broken into several parts as usual. Be a good way to confirm we all have the exact same things.

I'll do -
B5CoreMod - all the graphics, sans shipsets
B5ShipSets - all the shipsets
B5Mod149_34 - all the data and text files

Though I may have to break out the sound files again for upload to PBW, have to check on what I did Last time.

pathfinder
November 16th, 2002, 06:00 AM
I will IF (big if it seems) I get my PC out of the shop...

AGoetz
November 18th, 2002, 12:00 AM
re : Test Save game - finally got it to work. If you move the Neutrals to the Race directory - leave a copy in the Neutral directory.

Battle report - current game.
I've done my usual grab a group of systems (25 in this case) and then turtle against a hostile galaxy. Only the Minbari have turned up to the party so far and I'm slaughtering them - on the contested jump point I currently have 6 Cruisers (4 Particle Concentrator X, Move of 10) and they are wiping out fleets of Minbari Heavy Cruisers with Scattering Armor and Molecular Disruptors. Haven't seen any hostile fighters yet - wondering how long before the Minbari send a Carrier through - I'd expect that they have some.
In case they do actually make it through the current line, I've got another 30+ Cruisers currently orbiting a world with a Military Outpost III on it so they will be level 20 trained and I've started construction of Heavy Cruisers (similar weapon load to the Cruisers, but with a Jump Drive and couple of fighter bays - slightly less armor to fit all that in)

[ November 17, 2002, 22:11: Message edited by: AGoetz ]

Suicide Junkie
November 19th, 2002, 04:43 AM
Hey Val.
I don't have a mini for component #767.

And you've probably got a bunch more images for stuff since I Last checked.

pathfinder
November 19th, 2002, 05:17 AM
PC out of the shop but JUST got internet back. Have not spent any time on the AI as I didn't have access to the files until this evening.

*makes note...BUY A CD-BURNER!*

Finally! 1.49 of non-gold installed and B5 MOD re-loaded. All I lost were the save games...*shrug* no biggy there...

[ November 19, 2002, 07:49: Message edited by: pathfinder ]

Timstone
November 19th, 2002, 08:29 PM
Val: When does .34 come out? And could you make it a complete new Version. I mean, a download with everything, shipsets, sounds and data? It would make the mod far more accessable for the noobs. And apart from the scanner thingies, what would you need screenshots from? Any ships, aliens? I can provide it, as long as it is from the first season (hehe). I can make very good shots with the software my dad has.
Oh yeah, now i remember, the jumpgate sequence. Doh... http://forum.shrapnelgames.com/images/icons/icon10.gif

Val
November 19th, 2002, 08:46 PM
I'm trying to get .34 done before this weekend, going to hike around the Grand Canyon next week and visit Vegas, Tombstone and Pheonix. So, want to post it before I go http://forum.shrapnelgames.com/images/icons/icon7.gif This would also make sure we are all on the same page for the PBW before we start. Some of the 'neutrals' are moving to prime time.

Only issue is I am also trying to get all my work done on the current project, so time is getting tight (as is usual) - haven't even been on the site for the past 4 or so days.

I have 3 of PFs shipsets ready to go and am half done with another 3.

Here are some samples (Dilgar, Cascor & Raider) - all work is based on PFs excellent DoGA models with some minor tweaking.
Ship Samples (http://forum.shrapnelgames.com/newuploads/1037731407.zip)

SJ
I'll compact out the mini's for you on the different components http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
November 19th, 2002, 09:16 PM
I'll try and get the shagtoth and default ai done. ea and centauri are done (for now anyways http://forum.shrapnelgames.com/images/icons/icon12.gif ). Any others with a basic default AI could be done easily too.

and BTW Val, those ships sure look purty. Ya done good with what I gave ya!

[ November 19, 2002, 19:22: Message edited by: pathfinder ]

Val
November 20th, 2002, 12:35 AM
Tarnations! Them Dilgar were purty much perfic ta begin with, just angles and a few color changes.

When all is said and done, I may go back and revisit the others and give them an expanded color pallette as well http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd
November 20th, 2002, 03:25 AM
Val, glad to see you back. I had started worry something bad might have befallen you. Trip sounds like a nice change to pace.

PF, the ship samples look great. I too one day will make great looking ships.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

grumbler
November 20th, 2002, 04:06 AM
I've been following this project for a while with great interest but no time to actually play and contribute. That's now changed, as I am settled in my new house and my new job has become a bit more predictable.

I'd like to contribute, but have no graphical expertise. I do know how to mod data though.

Is there any consideration yet of the need to port this game to the Gold Version? Seems a shame to leave it pre-Gold, when Gold is the new standard.

I've done some work on the data files to make them Gold standard, as Gold is what I have installed.

Maybe I can add new features to the gold standard as they come out pre-Gold.

In any case, I have some time and a lot of interest, so let me know what you need.

pathfinder
November 20th, 2002, 07:18 AM
*grumble* AI will have to wait til Wednesday night. had to re-install windowss (FAT got bolluxed). *bleah* http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

Timstone
November 20th, 2002, 12:02 PM
Grumbler: Great! You could do the conVersion. I voluntered for it, but I don't seem to have the time So I'll justs tick to making good captures and jumpsequences. But if you could start the conVersion, that would be awsome! A lot of people are waiting for the Gold Version of this magnificent mod.

BTW: I've finallty got the first of 4 orders of the AoG books. They aren't what I expected them to be (almost no pretty pictures), but they are nice to read. Maybe even play the game a bit, yeah sure with myself as my opponent...

Nomor
November 21st, 2002, 01:19 AM
Timstone: I'm dying to know the software you're using to capture stills from the DVD. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
I've had the best results with a trial Version of "DirectDVD 4.47" but have yet to try "PowerDVD". HyperSnap-DX just wouldn't work. http://forum.shrapnelgames.com/images/icons/confused.gif

(Val/PF) Ship samples are great. http://forum.shrapnelgames.com/images/icons/icon6.gif
Val you will have mail shortly. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
November 21st, 2002, 02:54 AM
All: I have revised the EA, Centauri, Shag'Toth and Default AI_Research files. Are there any others? I'd like to get them done latest tonight so I can fix, zip and e-mail to Val for the .34 update. For any race that would probably mean 1 weapon tech for early survival. I won't have time to revise multiple weapon tech research (like the EA have).

Also I don't have time to do the ruins tech research. Had all that PC down time until tonight http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif Hopefully I'll be able to get it entered soon...and at least uploaded here....

AGoetz
November 21st, 2002, 04:23 AM
Regarding the Unique techs, some of them don't yet do anything :-

Functional
Cure for Nano-Plague (better Medi-bays)
Great Machine (defensive installation)
Stellar Balancer (change a star)
Ancient Atmospheric Adjuster (change a planet's atmosphere quicker - yet to find in a game)
Universal Colonizer (colonize any planet - yet to find in a game)

Not Functional
Ship Automation - guess something like a Master Computer component - but then how to make it immune to Telepathic attack?
Ancient Neurotech - description talks about research - a system wide research increaser?
Unique Ship Class - new class(es) of ship size, possibly with some useful properties.

If Val and the like can give me some idea of what they intend these to do, I could try to put together some additions to Facility.txt, Component.txt and VehicleSize.txt. As I don't know enough about the AI side of things, I wouldn't be touching anything else.

grumbler
November 21st, 2002, 04:41 PM
I've been experimenting with the files to figure out how to convert them to gold. Seems pretty straightforward.

Once a gold Version exists, though, it will be important to keep track of the actual changes made in the pre-gold files as we go forward, so I can just do the same to the gold files. Connverting from pre-gold to gold takes quite a bit of time per file (i.e. for every vehicle I have to change the existing bitmap line and add a new one).

I will start to convert "for real" once .34 is published, since any conVersions before .34 will be OBE in a week.

mlmbd
November 21st, 2002, 04:49 PM
grumbler, could you write a macro to help? I not a modder. But the files are text, yes?

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Timstone
November 21st, 2002, 05:18 PM
Nomor: So you're dying, heh? Hah... your fate is in my hands! Now kneel before thy master! Ehh... sorry, I didn't mean that. My darker side slipped out. Sorry, won't happen again. My apolgies.
I first used a program from my dad, but I found a similar program on the net. And yes, it's Hypersnap DX 4. I've got the complete Version and it works great. You just have to turn on the right options. Here's how you do that.
1) start Hypersnap DX
2) click "Capture"
3) go to "Enable special capture"
4) turn on the two top options ("DirectX/Direct 3D Primary Surface" and "DirectX Overlay, e.g. DVD, Video")
5) Exit Hypersnap DX
6) Start Hypersnap DX
Now you can capture nice pics form DVD's like the ones from B5.
Happy? If you need a crack or something, PM me.

P.S. oh, to make a snapshot, press "Scroll Lock", you can also press "PrintScreen", but it annoys me because every time I press it, a screen comes popping up. I HATE THAT! So I use "Scroll Lock", but it shouldn't matter. However, if you want to take a snapshot from a game, you must puch "PrintScreen".

[ November 21, 2002, 15:22: Message edited by: Timstone ]

Nomor
November 21st, 2002, 10:23 PM
Timstone: Thanks, I'll give your instructions a try and compare them to the PowerDVD which I found just as good as the DirectDVD but easier to use. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
November 22nd, 2002, 05:29 AM
Oh Vaaallllll: Ya gots mail! http://forum.shrapnelgames.com/images/icons/tongue.gif Maybe somewhat intelligent mail http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd
November 23rd, 2002, 10:32 PM
PF, forget Val is in the Grand Canyon/Las Vegas for the week?

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
November 23rd, 2002, 11:54 PM
Thats next week http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd
November 24th, 2002, 06:08 AM
I sit corrected. Think I miss read Vals post!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
November 24th, 2002, 07:10 AM
Or I did http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone
November 24th, 2002, 01:51 PM
I've been reading in my first AoG books about those Ipsha, but they freaking rule! Together with the Vree, the Streib they are my fav races! Does anyone has some pics from the batteglobe or any other ships from them? I might just give it a try to make a shipset for them.

pathfinder
November 24th, 2002, 01:52 PM
Timstone: Wish I did, all I have are the silouhettes from the AoG books.

pathfinder
November 24th, 2002, 04:50 PM
Some Ipsha ship pics I found Online (Timstone http://forum.shrapnelgames.com/images/icons/icon12.gif )

1038149349.ZIP (http://forum.shrapnelgames.com/newuploads/1038149349.ZIP)

Mostly of the Battle globe

Val: Don't know if by design but several Dilgar weapons seem to be missing (listed against ships in the AoG books):

*Scatter Pulsar (Llort also have and currently are in components file)

*Quad Pulsar (Llort also have and currently are in components file)

*Enery Pulsar

*Plasma Torch

1st two alrady have pics. etc would simply have to modify the Llort entries in components to reflect Dilgar; others may be too big a pain to implement (graphics have to be done for image mod)

[ November 24, 2002, 16:10: Message edited by: pathfinder ]

Timstone
November 24th, 2002, 05:41 PM
PF and Val: You were searching for nishino parts? Well if you're interested, this is the url for them:
http://zircher.iwarp.com/fots_3d/library.htm
PF: Thanks for the pics!

pathfinder
November 24th, 2002, 05:47 PM
NP Timstone.

and thank you for the link to Zircher's web site! http://forum.shrapnelgames.com/images/icons/icon10.gif I had lost the link during that recent HD format... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ November 24, 2002, 16:09: Message edited by: pathfinder ]

Nomor
November 24th, 2002, 07:54 PM
Timstone: If your going to do the Ipsha you'll need a Race Portrait; try-
http://b5ccg.mahasamatman.com/WheelofFire/Gallery/?151
http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone
November 24th, 2002, 08:29 PM
Alright Nomor! Thanks for the pic!

Nomor
November 25th, 2002, 01:24 AM
Val: You have mail; only 248KB, hope you like. http://forum.shrapnelgames.com/images/icons/icon10.gif
http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone
November 25th, 2002, 02:37 AM
Then I'll search for them myself. I hope I can find some usefull pics. Thanks anyway.

AGoetz
November 25th, 2002, 07:00 AM
Ahh, the joys of a lucky Ruin. The first Ruin planet I settled in a recent game gave me Ice/Water Colony, Fighter level I and something else (forget now). Bit of boost http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone
November 25th, 2002, 10:45 PM
Mlmbd: no I am, but I'm not as fast as PF. So be in for a delay.

pathfinder
November 26th, 2002, 12:10 AM
Timstone/mlmbd: My DOGAL3 is messed up so I can't do any shipsets atm http://forum.shrapnelgames.com/images/icons/icon12.gif . So the ball is in Timstone's hands http://forum.shrapnelgames.com/images/icons/tongue.gif

pathfinder
November 26th, 2002, 12:37 AM
Anyone know how to get DOGA to recognize the extra parts by Val, noshino, etc...????

FINALLY!!!! figgered out what went to heck 'n gone...STOOPID .ini file! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ November 25, 2002, 23:09: Message edited by: pathfinder ]

mlmbd
November 26th, 2002, 02:56 AM
PF, are you working on ships/shipset from those Ipsha ship pics?

Nomor; Thanks for the link (Even though I'm not Val or PF) http://forum.shrapnelgames.com/images/icons/icon12.gif Very usefully!!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Timstone
November 26th, 2002, 11:37 AM
PF: How long does it take you to make a full shipset? I recon it takes about one week when I do it. Pretty slow, heh?

Timstone
November 26th, 2002, 11:41 AM
Does anyone knows when the second seasons comes out on DVD? I can't wait.

pathfinder
November 26th, 2002, 01:13 PM
Timstone: Depends on the shipset. If no pattern or whatever, maybe a month or so. B5 easier in a sense as there are at least outlines and the sometimes picture. Plus I don't worry TOO much about being "canon". I get as close as I caan within my abilities, send both the DOGA savve file and the rendered images to Val. He does the finishing touches....

also before B5 MOD I had done 3-4 shipsets of my own so there was a bit of experience before doing these.

Only thing I would (which you have done) is get an idea of what you want to do, kind map out or plan what "look" you want. Not sure if you have the AoG book which has a number of .pdf with the Ipsha outlines and weapons data. If you don't I could email them to you (I have them on a CD).

[ November 26, 2002, 11:24: Message edited by: pathfinder ]

Timstone
November 26th, 2002, 03:45 PM
well I don't use DOGA, I use my own 3D program (SolidWorks). I know how to handle that program very well, so that solves the problem of not knowing how to use a new program. I can't render with it, so I'll just have to figure out a good way of giving the ships a nice color and stuff. Don't expect great things for this first try.
I have a AoG book with the outlines for a few ships, but they don't help very much. I have to watch at pictures from the serie, pic from the web and my own imagination.

grumbler
November 26th, 2002, 04:28 PM
In August, JMS said the schedule was April 2003 for season 2, November 2003 for season 3 (this from the Lurker's guide, http://www.midwinter.com/lurk/misc/dvd.html)

Timstone
November 26th, 2002, 09:39 PM
Damn, that's a hell of a wait. That sucks!

mlmbd
November 27th, 2002, 02:36 AM
Timstone, there a couple of freeware renders out there. Grab one of these:
http://www.kurtz-fernhout.com/order.htm

I don't know if it renders, this one does;

http://home.earthlink.net/~jiverson782/Siren.html

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Urendi Maleldil
November 27th, 2002, 05:55 AM
POVray is one of the best renderers out there freeware or otherwise. Since it's just an engine and there's no built-in modeller it can be difficult to get the hang of.

Timstone
November 27th, 2002, 11:15 AM
But can it also cope with the fileformat given by SolidWorks? Forgive me if it all sounds a bit rediculous,, but this is the first time I embark on such a journey. I've never been to render-country. If you know what I mean.

Fyron
November 27th, 2002, 11:36 AM
So... Tesco says he cannot get the mod to work. He asked that we play the PBW game without him.

Timstone
November 27th, 2002, 11:45 AM
Hmm... that's a pity. BTW, nice avatar. I like it.

Urendi Maleldil
November 27th, 2002, 05:17 PM
SolidWorks? I have no idea what that is. At school I use 3d studio max which uses the renderman engine. It's slower for raytraced stuff and nowhere near as high quality as POVray.

Timstone
November 27th, 2002, 05:24 PM
Haha... you don't recognise it? well that's okay. It's a 3D program to make models of machines, layouts of pipes and more of those industrial uses. It's a program for the engineers (like me). I can do almost everything with it, it just takes soem time to do it right. It does have a renderer, but I don't have it installed. So I'm searching for that right now. The renderer can render cool stuff like mirrors, wooden surfaces, all kinds of metals (like Hg) and more. You can also make your own decals, but I haven't tried that yet. First step is to make some nice models. But do you know if POVray can handle the fileformat of SW (*.sldprt and *.sldasm)?

[ November 27, 2002, 15:25: Message edited by: Timstone ]

AGoetz
November 28th, 2002, 12:29 AM
This won't stop the RCEs, but it worked on my most recent one : Make sure that in all of your *Design_Creation.txt files that the section

Name := Ship Builder
Design Type := Space Yard Ship
Vehicle Type := Ship

has a Minimum ship size of greater than 500.

Most recent RCE occured when the Shadows researched Propulsion 6 and tried to design a Cruiser sized Space Yard - it can't fit a Space Yard on a Cruiser in the B5 Mod and so it filled the space with engines and hence overflowed the engine total power variable.

pathfinder
November 28th, 2002, 12:42 AM
Thanks, I'll check that AGoetz!

Nomor
November 28th, 2002, 01:55 AM
Val: Any chance of reducing the requirement for fighter bays on Carriers so that they can have some sort of defensive weapons http://forum.shrapnelgames.com/images/icons/icon6.gif or even repair drones. At the moment it's set at 40%; 30% might be better. Also, when the AI upgrades my Carriers it turns all the Cobra Bays into Expanded Fighter Bays http://forum.shrapnelgames.com/images/icons/confused.gif , which can't launch.

There is a flaw in using the auto or Strategic combat mode and Carriers. Using the Strategic option as opposed to the Tactical mode the Carrier launches its fighters in large Groups of fighter wings e.g. 5 per wing. A shadow opponent simply swats these down 5 at a time http://forum.shrapnelgames.com/images/icons/icon9.gif , and wins, whereas if you manually launch fighter units one at a time the Shadow can only destroy them one at a time thus allowing you to swamp the Shadow http://forum.shrapnelgames.com/images/icons/icon10.gif and take him apart. I take it that all combat in the PBW will be of the Strategic kind and not Tactical?

(Is it not possible to allow repair drones on some of the larger capital ships?)


I just completed my first Stella Balancer and ended up with a Black Planet, http://forum.shrapnelgames.com/images/icons/icon9.gif however regarding the construction of these Devices, could we not make use of Carrier Hulls. We could have a Version of the Carrier Hulls that would have to contain an Ancient Device as opposed to Fighter Bays thus allowing them to be constructed at Planets and then "driven" to the target Star. You could have a technology level of say "Ancient's Device Ship Hull ConVersion" if you wanted? http://forum.shrapnelgames.com/images/icons/icon10.gif
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Just a thought. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 28, 2002, 00:00: Message edited by: Nomor ]

Dead Meat
November 28th, 2002, 02:45 AM
whereas if you manually launch fighter units one at a time the Shadow can only destroy them one at a time thus allowing you to swamp the Shadow and take him apart.<font size="2" face="Verdana, Helvetica, sans-serif">Thanks I'll keep this in mind http://forum.shrapnelgames.com/images/icons/icon12.gif

I take it that all combat in the PBW will be of the Strategic kind and not Tactical? <font size="2" face="Verdana, Helvetica, sans-serif">Correct. PBW games are just like PBE games. All combat is handled by the AI (for better or worse). What about checking the amount of units (grouped thingy, i forgot its name in the empire options) launched. Or is 5 the lowest number? (can't remember)

AGoetz
November 28th, 2002, 02:50 AM
I've never built a Stellar Balancer, so no comment.
If you want defences on your carriers, build bigger Carriers http://forum.shrapnelgames.com/images/icons/icon12.gif
Regarding the Shadows swatting your fighters, maybe if you had bigger carriers so as to launch even more 5 member fighter squadrons you could overwhelm the Shadows point defence. Also, try putting some armor on your fighters.
example (all figures are from Version 33)- a Shadow PDF Multiphased Cutter X at minimum range does 257 points of damage. Light Armor Class 6 absords 15 points/kT. If you put 18kT of light armor on a Heavy Fighter it will survive a direct hit (though with only 7kT left over, won't be good for much else). Putting 9kT on means that the first fighter in the stack is toasty - but the second will survive that first salvo and hence may get to fire it's own weapons.

Krsqk
November 28th, 2002, 04:02 AM
RE: Stellar Balancer/Black Planet

Do you mean a planet with no graphic and atmosphere/conditions of N/A? This sounds like the "null planet" problem SJ and some others have had when creating new planet sizes.

Of course, I'm assuming that a "Stellar Balancer" is a component to create a small constructed planet around a star to prevent it from exploding, and that a "Black Planet" is what I've described above. I could just be spouting useless nonsense, though. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
November 28th, 2002, 07:12 AM
Ok... I sent Tesco a zip of my B5 mod folder, so he should be good to go.

Timstone
November 28th, 2002, 11:58 AM
Does anyone knows which fileformats POVray can handle?

AGoetz
November 28th, 2002, 01:55 PM
After further experimentation, I think that the AIs Space Yard Ships possibly should be pumped up to 700kT in minimum size - as after the AI throws on sensors, ECM, armor, engines etc it doesn't leave enough room for a Space Yard on a Heavy Cruiser Hull.

Timstone
November 28th, 2002, 03:59 PM
PF: Thanks for the link. I've had a quick peek at it, but it isn't usefull for me. You have to make the whole model all over again. POVray only accepts files from MORray or you must rebuilt your model anew. SolidWorks works with solid forms which it manipulates in different forms. POV ray works with triangles and the like. Bottom line is, the two aren't compatible. I guess I'll have to keep waiting until I can get my hands on PhotoWorks (the renderer for SolidWorks). And that will be soon, next week I think. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
November 28th, 2002, 04:45 PM
Timstone: Ah, well such is life. Looking forward to the shipset.

pathfinder
November 29th, 2002, 02:46 AM
Timstone: the Pov-Ray web site is kinda vague but this is what i pulled offf of it:

"Usually it's saved in TGA or BMP format (it depends on the settings) with the same name as the source code (so if the source is named CHAIR.POV, the image will be named CHAIR.TGA or CHAIR.BMP or whatever). The location is either the same directory where the .pov-file is or else a common directory for images (which you can set up in the main povray.ini file)."

Here is the URL:

http://www.povray.org/

AGoetz: I wonder if there is a way to make the space yard a higher priotity than say armor, ecm and such (but lower than engines and reactors)? Wonder what other problems would be faced by doing this... UPDATE: *pathy bangs head on desk* Shadows had a bad(?) entry for the ship yard ship, the other races had it as "ship builder". DOH!

Changed all designcreation to read 690 kt (battle cruiser size). We shall see if it works http://forum.shrapnelgames.com/images/icons/icon12.gif

*scratches head* Wonder why the designcreations are different sizes (178/200kb)? something smells and it ain't just mah b.o. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 28, 2002, 13:51: Message edited by: pathfinder ]

Timstone
November 30th, 2002, 08:23 PM
Me too. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
December 1st, 2002, 04:22 AM
Val: e-mailed you a set of Dilgar AI files plus an update for the Vree AI_research file.

Timstone
December 1st, 2002, 12:30 PM
Vree?! Did you say Vree?! Good, good, I like the Vree. Hehe http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone
December 1st, 2002, 06:48 PM
Good work PF! I'm not exactly steaming ahead with the Ipsha shipset. I'm still crushing numners for the right sizes of the ships. And the only model that is nearing completion is that of the famous Battleglobe. Other than that, nothing is done yet. I told you so, I'm very slow because of the lack of inspiration. But as soon as the groundwork has been doen (figuring out the right sizes of the ships), I'll be able to move much faster.

pathfinder
December 1st, 2002, 07:10 PM
Kewl, good luck! IMHO, don't worry about being strictly "canon". As long as the ships are close and show similar design or textures.... http://forum.shrapnelgames.com/images/icons/icon12.gif

Rambie
December 1st, 2002, 10:43 PM
RE: PBW Game and v33 MOD Probs... HELP!!!

Ok, so while I've been waiting for the PBW game to start (assuming it still is) I thought I'd get in a few rounds of single player.

So, I installed ver v33 of the MOD and setup a game. The only thing you I can construct from the start is a Weapon platform!

After messing around, I completely removed SE4 and reinstalled from CD then patched it, then installed the MOD from v30 up to v33.

Still, the only thing I can build is weapon platforms.

Anyone else have this problem? Is this by design?

pathfinder
December 1st, 2002, 11:09 PM
No Rambie there seems to be a problem. Did you set a separate folder with the B5 stuff in it to inclue folders data, ai, designname, empires, pictures, sounds and the modinfo/readme?

in others words an install similar to TDM...

and which AI?

Also did you state what racial traits for the race? eg Minbari MUST have BOTH Minbari AND B5 standard as racial traits. especially the B5 standard. All general research (eg general weapons, physics, chemistry, etc) is enabled by B5 standard, B5 Ancient, B5 Nomads...etc

was the facility file in the data folder? Guess the bottom line is...did you install the "core"?

[ December 01, 2002, 22:43: Message edited by: pathfinder ]

pathfinder
December 2nd, 2002, 02:07 AM
Timstone: Yeah, I tweeked the research file for the Vree to get their anti-matter weapons sooner and to get propulsion researched faster. I may still have to get ship construction going faster too. Also have re-done the fleet pic and going to get the weapon platform mini's done.

also thinking about getting at least fusion utilization moving up faster too, to get better reactors and engines earlier for all the AI (except Vorlons & Shadows since they already have advanced engines).

[ December 01, 2002, 15:54: Message edited by: pathfinder ]

pathfinder
December 2nd, 2002, 02:09 AM
Ack...5 races updated, 10 more to go...*bangs head on desk* ahhh....ah feels bettah now http://forum.shrapnelgames.com/images/icons/icon12.gif

Rambie
December 2nd, 2002, 03:16 AM
Originally posted by pathfinder:
No Rambie there seems to be a problem.

Also did you state what racial traits for the race? eg Minbari MUST have BOTH Minbari AND B5 standard as racial traits. especially the B5 standard. All general research (eg general weapons, physics, chemistry, etc) is enabled by B5 standard, B5 Ancient, B5 Nomads...etc
<font size="2" face="Verdana, Helvetica, sans-serif">DOH!!! OK, so I'm an idiot. I forgot to select the B5 Standard racial trait, I better get this to the PBW before it's too late. http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks, Pathfinder

pathfinder
December 2nd, 2002, 03:59 AM
No problem Rambie. I know most of the boo boos since i have made most of them http://forum.shrapnelgames.com/images/icons/icon12.gif

Gah... http://forum.shrapnelgames.com/images/icons/icon9.gif ...3 AI more done with 7 more to go...I thimk http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ December 02, 2002, 02:01: Message edited by: pathfinder ]

AGoetz
December 2nd, 2002, 05:06 AM
I've got a nice fresh RCE (as long as I haven't wiped over it anyway) which I have failed to pin down the cause for. The Gaim AI gets Battleship tech and Propulsion 10 (from memory) on the same turn and then RCEs during the Minister processing. Who would be the best to send it too? Val, Pathfinder, someone else?

While on the subject of the Gaim AI, their bases have Particle Concentrators (at a reasonable level too) but their ships are coming out with Packet Torpedoes I. They don't appear to be research Balistics and is there anyway to get them to mix and match the beams and missiles?

pathfinder
December 2nd, 2002, 05:44 AM
AGoetz: only way to get them to mix/match beams & torpedoes is to make one primary, the other secondary weapon in AI_designcreation. I normally do NOT see the secondary weapons installed. As for ballistic reasearch, I'll check into how much and when I have it done in the AI_research file. May have to modify (I know I have to modify the Dilgar to get more ballistic levels).

Update: Gaim.....I had them use lasers (instead of particle) in smaller vessels. I'll check my source material and see why. Hmm...battle cruiser uses battle laser (bought from the Centauri). all others use packet torpedo OR particle concentrator (depending on variant); most used packet torpedoes.

and send the RCE save game file to Val, I wouldn't know what the heck I was looking at.

[ December 03, 2002, 02:33: Message edited by: pathfinder ]

Nomor
December 3rd, 2002, 03:54 AM
Val: you have mail. Or are you still traipsing the outback? http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
December 3rd, 2002, 05:49 AM
Since me not sure when Val will be back, me gonna post the Lastest AI that I have done for the MOD.

1038887685.ZIP (http://forum.shrapnelgames.com/newuploads/1038887685.ZIP)

[ December 03, 2002, 03:56: Message edited by: pathfinder ]

AGoetz
December 3rd, 2002, 07:49 AM
Just having a look at your latest Gaim _AI_Research file - and if I'm understanding it correctly, I have some problems with it. (Please don't take this personally - it's just that the Gaim are the side I've come to know the best)

You have Ballistics research listed only once (and only to level 7 at that), well beyond Battleship tech so for most of the game the Gaim ships will be pouring out with Packet Torpedoes I as their primary weapon. You list Gaim Mega Weapons to research - there are currently no Gaim Mega Weapons. Why are the Gaim spending all that time research Laser, Pulse, Plasma etc when they don't use those weapon families. Why are Matter Weapons researched to level 10?

The Gaim should be concentrating their offensive research into Gaim Tiny/Light/Medium/Heavy, Particle, Ballistics, Point Defence, Ship Capture and possibly Explosives. Some Matter (level 7 at most) and General Tiny covers the troops, while Matter (up to level 4) or Particle and a couple of levels in General Light/Medium/Heavy cover their early weapon requirements before they can research up to Gaim Heavy.

[ December 03, 2002, 05:49: Message edited by: AGoetz ]

Timstone
December 3rd, 2002, 10:47 AM
I'm really getting somewhere now with the design of the Battleglobe. It's almost finished. I might be able to post a pic of it today, but that's unsure, I have mountains of work to do. http://forum.shrapnelgames.com/images/icons/icon9.gif

pathfinder
December 3rd, 2002, 01:16 PM
AGoetz: *scratches head....the newest Gaim AI_research SHOULD have ballistics to level 10 and very early on. As for the other weapons *shrug* I have repeated asked this past summer if I should leave off the majority of other weapons research and met with silence so I left it in. Do note that the Gaim also used lasers (but so far as I can tell only on battlecruisers)

I re-worked all the AI except technomages this week-end and finished Last night. Mainly on getting ship/propulsion and reactor research done a bit sooner. Plus re-worked Gaim AI_designcreation and added Dilgar creation.

Timstone: Super!

[ December 03, 2002, 11:18: Message edited by: pathfinder ]

pathfinder
December 3rd, 2002, 01:22 PM
Well poo http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/confused.gif it seems that I picked the wrong files to upload....bah!

1038915353.ZIP (http://forum.shrapnelgames.com/newuploads/1038915353.ZIP)

I checked it this time and the correct files got uploaded. I just hope this set is better http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ December 03, 2002, 11:39: Message edited by: pathfinder ]

mlmbd
December 3rd, 2002, 04:24 PM
PF, the changes would seem to make the Gaim more realistic. IMHO

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Jamorobo
December 3rd, 2002, 07:57 PM
General weapons should on be used by the ai UNTIL they have their race weapons. I don't particularly want to see the centuri using particle cannons II when they've got ion torpedos researched and ready to use.

I myself as EA use particle weapons untill i get laser weapons, then i only use laser weapons untill i get Laser/pulse weapons up to the same standard.

I usually only research weapon wise:
particle,(advanced + normal) laser, pulse, balistic, point defence As these are the EA's "weapons of choice" http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
December 4th, 2002, 02:14 AM
Could ya'll (lurkers and testers) give me your general feel on the topic AGoetz brought up (I agree with him but I don't want major re-write without some concensus): Take out all but 1 "general" weapon set and only leave racial weapons in?

AGoetz
December 4th, 2002, 03:07 AM
Looks better, thanks Pathfinder.

pathfinder
December 4th, 2002, 05:38 AM
AGoetz: NP, now ifn ah could just gits rid of them typos http://forum.shrapnelgames.com/images/smilies/rolleyes.gif oh fer a spill chukker werth beans http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob
December 4th, 2002, 11:43 PM
Could ya'll (lurkers and testers) give me your general feel on the topic AGoetz brought up (I agree with him but I don't want major re-write without some concensus): Take out all but 1 "general" weapon set and only leave racial weapons in?<font size="2" face="Verdana, Helvetica, sans-serif">I'd take out the dead end racial research stuff. It'll confuse a player who doesn't go and read through the component file.

pathfinder
December 5th, 2002, 12:53 AM
I got a test game going with the "dead-wood" weapon research taken out of the ShagToth to see how they do...

Well, if nothing else I fixed 2 errors in the Drazi AI_research file and 1 in the Drazi AI_designcreation file.

[ December 05, 2002, 02:51: Message edited by: pathfinder ]

AGoetz
December 5th, 2002, 06:16 AM
Got an error in the Minbari research file - but seeing as my computer was undergoing power flucuation reboots at the time I cannot rule out file corruption

pathfinder
December 5th, 2002, 06:18 AM
AGoetz: Ok, I'll check it out. What was the error message if you recall?

AGoetz: I found it and fixed. I'll post tommorow the fixed file and the fixed Drazi files.

[ December 05, 2002, 04:27: Message edited by: pathfinder ]

pathfinder
December 5th, 2002, 09:44 PM
Anyone got an idea as to which races had advanced electronics besides the Ancients and Hyach? Minbari (these get jammers), EA, Centauri probably...Gaim? Drazi? Narn?

I'm thinking the advanced sensors and advanced ECM research...ECM/Sensor support and Advanced ECM/Sensor Techniques...

Also, since there are no race-specific infantry weapons I'll have to keep matter weapons in the research que...different levels for different races (particularly the Ancients).

Worthwhile to add Shadow/Vorlon-based tech? Vorlon-based adds an Improved Neutron Laser to the Vorlon Inventory...but also means Laser weapons mus be researched...

[ December 05, 2002, 22:53: Message edited by: pathfinder ]

pathfinder
December 6th, 2002, 04:20 AM
Oy....don't look for the next Version for a while. this is taking forever! tedious.....*zzzz......* http://forum.shrapnelgames.com/images/icons/tongue.gif

Timstone
December 6th, 2002, 12:53 PM
Have a good night of sleep, Pathfinder. You deserve it.

mlmbd
December 6th, 2002, 01:16 PM
PF, happy ZZZZ/s!

Timstone, you have mail!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
December 7th, 2002, 01:36 AM
Depending on the night I just may have a decent redux on the AI done tonight, latest tommorow. Then me taking a break and maybe actually play..er...testing some http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor
December 7th, 2002, 02:19 AM
Hmmm... I wonder if MOO III will be modable to the same degree..? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone
December 7th, 2002, 02:57 AM
Noticed, thanks!

mlmbd
December 7th, 2002, 03:20 AM
Nomor, Don't know. But that would be realy nice. Wouldn't it?

PF, taking a break! To enjoy yourself. Why, how dare you! http://forum.shrapnelgames.com/images/icons/icon10.gif

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
December 7th, 2002, 05:43 AM
Question on matter weapons: Seems better to me to leave them in along with general tiny weapons so that infantry can have weapons (no race-specific infantry weapons atm on data/components.txt).

Argh......only Pak'Ma'Ra and Raiders left to do..... http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Now to check the AI for typos and too many spaces.

[ December 07, 2002, 18:53: Message edited by: pathfinder ]

pathfinder
December 7th, 2002, 08:52 PM
Bah http://forum.shrapnelgames.com/images/icons/confused.gif

Some of the races simply have too many choices (eg EA have weapon tech in pulse, ballistics, plasma, laser, particle...all good/canon stuff)....bleah.... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ December 07, 2002, 22:08: Message edited by: pathfinder ]

AGoetz
December 7th, 2002, 10:44 PM
Pathfinder, I've been experimenting, trying to find out which designs cause those RCEs. The biggest trouble maker remains the Ship Builder - currently I've got the Min size as 690 and the Max size at 910 - less than 600 for Min and you get the no room for a Ship Yard problem, greater than 1000 and you get too many engines. Another one that has caused trouble is the 4th Troop Transport entry - the 600-900 size one. I've deleted this entry altogether and my current game is still working

pathfinder
December 7th, 2002, 11:56 PM
AGoetz: Hmmmm...okies. We need to get this to Val as he is the one who scripted the ship sizes. I'll do that little chore http://forum.shrapnelgames.com/images/icons/icon12.gif

This isn't the first time engines have caused a problem. Early in the summer there was something messed up with one of the Level 6 engines.

[ December 07, 2002, 22:07: Message edited by: pathfinder ]

Nomor
December 8th, 2002, 01:55 AM
I think there may also be a problem with the "Large Repair Tug" or 3rd level Tug. At lest as EA. Once you have conformed to all the requirements you can't get enough engines on board to move one space. http://forum.shrapnelgames.com/images/icons/confused.gif
However, I'm unsure as to whether or not the AI is designed to build Repair Tugs, so this may just be a live-human issue. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
December 8th, 2002, 02:48 AM
Nomor: The AI will design them but i have not seen the AI actually build a tug...yet...

Seems some of the lingering RCe's/inadequatcies point to the engines...hmmm...

Val, Val, where for art thou Val ??!! http://forum.shrapnelgames.com/images/icons/icon12.gif

All: How about this for a design scheme for the default/neutral AI research file: Matter (for infantry), initial weapons being particle, follow-on being laser? Cut: pulse, ballistics, plasma.

[ December 08, 2002, 00:52: Message edited by: pathfinder ]

The Canuck
December 8th, 2002, 04:10 AM
HEY HEY everyone! havent been around for awhile and was wonder if u guys could give me an update well on two things one how long till v .33 and hows the raider ship pics and tech going?

also ive been looking through the Posts for the Last while and...

Has Val disappeared into the void again?

[ December 08, 2002, 02:13: Message edited by: The Canuck ]

pathfinder
December 8th, 2002, 05:06 AM
Canuck: Last we heard of Val was before Thanksgiving (US) and that he was heading to Las vegas for R&R.

We be waitin' fer Val to get back for V .34 ...

[ December 08, 2002, 04:03: Message edited by: pathfinder ]

pathfinder
December 8th, 2002, 05:13 AM
Ok folks, as soon as I do a small test game I'll be a posting a new AI http://forum.shrapnelgames.com/images/icons/icon12.gif

ahh.....so far only one minor typo with the Brakiri (but current game doesn't have the Minbari & Vorlons...)

No obvious errors with Minbari and Vorlons http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 08, 2002, 04:29: Message edited by: pathfinder ]

pathfinder
December 8th, 2002, 06:39 AM
One more B5 AI Update (Version V34D). Totally revamped AI_research files for all the AI including Default_research.

1039322166.ZIP (http://forum.shrapnelgames.com/newuploads/1039322166.ZIP)

Fyron
December 8th, 2002, 06:46 AM
You know what would be cool for the B5 Mod? Using all those neat planets in the Image Mod. http://forum.shrapnelgames.com/images/icons/icon10.gif

AGoetz
December 8th, 2002, 08:03 AM
I'm continuing to try to find (and fix) RCE causes, here's the latest two :
Cascor AI researched Boarding Parties - RCE. I dropped the max size of an Assualt Ship down to 500 and that seemed to work.
Cascor AI research Fighter 3 - which gives Heavy and Super Carrier. One (or both) of these, combined with Propulsion 10 (Ultra-Efficient Fusion and Prototype Gravimetric are the highest engines the AI has) causes an RCE - havn't pinned it down further yet.

pathfinder
December 8th, 2002, 06:14 PM
Heavy Interceptors mounted in planet-side weapons platforms were a very nasty surprise for the ShagToth fleet in the Maroth (colonized by the Narn Regime) system earlier today. They had hoped to grab the system easily as there appeared to be no defenses.

Side note: The ShagToth intelligence minister has suddenly "retired" due to terminal health problems http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 08, 2002, 16:15: Message edited by: pathfinder ]

Timstone
December 8th, 2002, 08:34 PM
AAHHHHH!!! This rendering is giving ME health problems! http://forum.shrapnelgames.com/images/icons/icon8.gif

The making of 3D models is going great, but producing a nice image is hell. Does anyone has any bright ideas about rendering a nice Ipsha model? Especially the globe in the middle is very sucky sucky to do. Advise, please.

pathfinder
December 8th, 2002, 10:35 PM
Timstone; Wish I could help but rendering is a bit out of my league (unless it is in DOGA).

All: RCE with Gaim: Heavy Cruiser (either assult ship or shipbuilder) plus LvL 8 (advanced fusion I) engine resulted in an rce. So there is something amiss with Lvl 8 ship size & that engine (possibly similar to the LvL six fusion engine (standard?) and Light Cruiser this past summer (or so it looks to me).

mlmbd
December 8th, 2002, 10:50 PM
Timstone, I'm not familiar with your modelling software. Is it possible to save the model in another 3D format? If it is, then you could load that image into another 3D or modelling program. Texture and render with it. Our even a Paint program, might work. Just a thought.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Nomor
December 10th, 2002, 04:17 AM
"Master of Orion III is in final regression testing, and will be released very soon. Date to be announced shortly." http://forum.shrapnelgames.com/images/icons/tongue.gif

mlmbd
December 10th, 2002, 10:41 AM
Numor, I have high hopes, about that!

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Timstone
December 10th, 2002, 11:13 AM
Okay, I seems I have placed my hopes on a nice rendered model was a bit too high. I have to scale down my expectations. I'll try and keep it simple this time. btw. The texture of the ships isn't a problem, it is that damn globe in the middel that gives me nightmares.
Later on the day I'll post my thoughts on the ancients (some techs, descriptions and maybe even a roster for making new shipsets). You'll read from me soon!

Timstone
December 10th, 2002, 03:14 PM
Last night I’ve been through the AoG book “Wars of the Ancients”. That’s a great piece of book! Now I really like those ancients. They are very different and yet they’re all the same. Nice and complex, just the way I like it. Here are some thoughts about those freaks. The suggestions I give here aren’t that well worked out. I don’t know if the proposed weapons and stuff are possible or already in the Mod. The Shadows and the Vorlons aren’t here, because they’re pretty much done.

Ehh… a question. What are the options for the “Vehicle types” and “Can target” rules for weapons?

The Walkers of Sigma 957
Great dudes! I like them a lot! Scientists and wanderers.

Tiny Weapons: Chromatic Pulse Driver
Light Weapons: Sensor Charge Receiver
Medium Weapons: Energy Draining Torpedo
Heavy Weapons: Light Chromatic Pulsar
Mega Weapons: Medium Lightning Array
Ultra Weapons: Lightning Array
1st special building: Massive Databank. Increases all research within a system with 15%.
2nd special building: Walker Outpost. Allows scanning of ships within the system, can perform ALL scans at level 3.

The Kirishiac Lords
The biggest warriors in our galaxy. They kick ***!

Tiny Weapons: Antigravity Beam
Light Weapons: Medium Antigravity Beam
Medium Weapons: Phased Gravitic Torpedo
Heavy Weapons: Ultra Matter Cannon
Mega Weapons: Hypergraviton Beam
Ultra Weapons: Hypergraviton BLaster
1st special building: Lords Fortress. Trains fleets and ships each turn 3% up a maximum of 10%.
2nd special building: ??

The Torvalus Speculators
Okay, they’re great guys, but I’ve never liked that sneaking around stuff.

Tiny Weapons: Ultra Light Laser
Light Weapons: Volley Laser
Medium Weapons: Transverse Torpedo
Heavy Weapons: Medium Power Laser
Mega Weapons: Power Laser
Ultra Weapons: Heavy Power Laser
1st special building: Torvalus Listening Post. Allows scanning of ships within the system, can perform ALL scans at level 5.
2nd special building: Planetary Cloaking System. Cloaks an entire planet.

The Mindriders
Well here’s a race with cool thoughts, hehe. Don’t make them laugh, they might as well vaporise you just for the fun of it.

Tiny Weapons: Minor Thought Pulsar
Light Weapons: Trioptic Pulsar
Medium Weapons: Warp of Mind
Heavy Weapons: Ultra Pulse Cannon
Mega Weapons: Thought Wave
Ultra Weapons: Telekinetic Cutter
1st special building: Thinking Spire. The Mindriders can detect all races, even the ones they never actually met.
2nd special building: Congregation Site. Raises happiness, reproduction rates, decreases chance on deadly events in the system and cures a level 4 desease.

The Triad
Alrighty then! These are they guys I really like. However I feel that they must be divided into the three aspecs and the combined Version of their race.

The Triad Chaos
Let there be chaos! The most atractive aspect of the Triad IMO.

Tiny Weapons: Hyperplasma Matrix
Light Weapons: Plasma Driver
Medium Weapons: Singularity Torpedo
Heavy Weapons: Antimatter Slicer
Mega Weapons: Solar BLaster
Ultra Weapons: Spatial Cutter
1st special building: ??
2nd special building: ??

The Triad Order
The wussies of the Triad IMO. None the less a bit of divine power is something to hold into account.

Tiny Weapons: Light Prism Beam
Light Weapons: Flare Generator
Medium Weapons: Solarflare
Heavy Weapons: Photonic Prism Beam
Mega Weapons: Stellar Lens
Ultra Weapons: Pure Focus
1st special building: ??
2nd special building: ??

The Triad Neutrality
Throw some mighty matter based weapons at your opponents and get rid of them quick.

Tiny Weapons: Matter Bolt
Light Weapons: Advanced Particle BLast Gun
Medium Weapons: Triad Missile Rack
Heavy Weapons: Fuser Array
Mega Weapons: Neutron Burst
Ultra Weapons: Asteroid Salvo
1st special building: ??
2nd special building: ??

The Triad Combined Aspects
The most powerfull combination of the Triad. This way they can obliterate almost everything and everyone on their path.

Tiny Weapons: Shredder Particles
Light Weapons: Antimatter Wave
Medium Weapons: Triad Torpedo Rack
Heavy Weapons: Hyperplasma Stream
Mega Weapons: Doom Bolt
Ultra Weapons: Hyperplasma Cutter
1st special building: ??
2nd special building: ??

[ December 10, 2002, 19:08: Message edited by: Timstone ]

Suicide Junkie
December 10th, 2002, 08:03 PM
Ehh… a question. What are the options for the “Vehicle types” and “Can target” rules for weapons?<font size="2" face="Verdana, Helvetica, sans-serif">I don't know offhand, but I do know that every option is listed at the top of components.txt

Timstone
December 10th, 2002, 09:06 PM
Thanks SJ!

mlmbd
December 11th, 2002, 02:33 AM
Timstone, I had another idea, about the "globe" problem. How about making a single globe and adding to you model? Might make a difference. If you could give just the globe texture along with whatever else you wanted. And a different prospective as well!

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Timstone
December 11th, 2002, 11:10 AM
Well, actually my good man, I think I've solved it in a better way. Not in the manner I wanted it, but still pretty neat.
I made the globe hollow, placed another globe inside it and used the Corroded Rust texture for the outer globe and I made the inner globe of green glass. That way I can get those nifty green stipes over the surface of the globe and it emits a very faint light. Just enough to shed a bit of light on the inside of the battleglobe.
Thanks for thinking along, I really appreciate it!

Timstone
December 11th, 2002, 11:11 AM
Oh yeah, later on the day I publish a much better variant of the ancients-in-the-making. It's almost done.

pathfinder
December 11th, 2002, 12:35 PM
Timstone: Super! Looking forward to seeing the Ipsha http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 11, 2002, 10:35: Message edited by: pathfinder ]

Timstone
December 11th, 2002, 12:55 PM
Almost done, give me half an hour. Then I'll post it here.

Timstone
December 11th, 2002, 01:34 PM
Okay, sorry for the delay, but first I'm going to eat something. Then I'll check the thing for errors and then I'll post it. Hang on, it's almost there. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
December 11th, 2002, 01:38 PM
http://forum.shrapnelgames.com/images/icons/icon10.gif , take your time..

Timstone
December 11th, 2002, 03:01 PM
Sorry, I just HAD to post #2400. I couldn't resist. My shrink tells me it is compulsary. http://forum.shrapnelgames.com/images/icons/icon10.gif

mlmbd
December 11th, 2002, 03:13 PM
Timstone, well I am glad and sad. I am sad you couldn't do it exactly like you wanted. But, I am glad you found a way to make it work!
How ingenious, using another globe! Never would have thought of that! http://forum.shrapnelgames.com/images/icons/icon10.gif

You are Welcome. Always, thinking.

TAInT King; is very interesting, indeed. Need a little time to digest it all.

Oh, Thanks for taking post #2400 away from me! http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

[ December 11, 2002, 13:19: Message edited by: mlmbd ]

Timstone
December 11th, 2002, 03:20 PM
MlmBD: No thanks, the pleasure was all mine. http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone
December 11th, 2002, 11:52 PM
What?! Still no comments? Strange. Oh well, I'll go to sleep now, maybe in the morning.

pathfinder
December 12th, 2002, 01:06 AM
Timstone: Sorry but had to take youngest to Doc as soon as i got home (wrist injured). I like your ideas for the Ancients http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor
December 12th, 2002, 02:36 AM
Timstone: Game over man.... game over... we're all gonna die... http://forum.shrapnelgames.com/images/icons/tongue.gif
How we fit these Ancients in anyway? http://forum.shrapnelgames.com/images/icons/confused.gif
Do you think Val had too much of a good time.. maybe? http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 12, 2002, 00:38: Message edited by: Nomor ]

Timstone
December 12th, 2002, 02:56 AM
Okay, here is the second draft of The-Ancients-In-The-Making (TAInT King).
I've come up with some ideas of how to make those Ancients into the mod very powerfull, but diverse races. They're not quite finished, but it's a start.
Comments are welcome.

The Walkers of Sigma 957
Great dudes! I like them a lot! Scientists and wanderers.

· Tiny Weapons: Chromatic Pulse Driver
Description: This system is a complex sensor suite to study the various subtleties in the fabric of space.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Sensor Charge Receiver
Description: This system is used to chart irregularities in the fabric of space, and is useful in any spatial or temporal plane.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Energy Draining Mine
Description: These torpedo’s drain all energy out of electrical systems.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships
Rate of Fire: 2
· Heavy Weapons: Light Chromatic Pulsar
Description: The LCP is capable of scans of much higher resolution than a CPD, but with less range.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Medium Lightning Array
Description: A communication array for the smaller ships, it can be switched into offensive mode.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Lightning Array
Description: This array is an advanced communication device, it allows for communication over vast distances.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: Massive Databank
Description: A vast database for making all discoveries available for everyone in the empire.
Effect: Increases all research within a system with 15%.
· 2nd special building: Walker Outpost
Description: A post from which every ship in a system can be followed.
Effect: Allows scanning of ships within the system, can perform ALL scans at level 3.

The Kirishiac Lords
The biggest warriors in our galaxy. They kick ***!

· Tiny Weapons: Medium Antigravity Beam
Description: This weapon puts forth a quick and powerful bLast of antigravitons that punch holes in the target.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Antigravity Beam
Description: This is the more powerful Version of the beam, it pack more punch, but it’s a bit too slow to track seekers.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Phased Gravitic Torpedo
Description: The gravitons pass through enemy shields by the help of a concentated force field, which penetrates the target’s shields.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Heavy Weapons: Ultra Matter Cannon
Description: With gravitic technology you can make the most efficient matter weapons with the densest ammunition.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Hypergraviton Beam
Description: A constant beam of hypergravitons is send to the target to shred it into tiny bits.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Hypergraviton BLaster
Description: The bLaster sends a wall of hypergravitons towards it’s target, ripping it to pieces.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: Lords Fortress
Description: Every Lord has his own fortress from which he conducts the training of his men and fleets.
Effect: Trains fleets and ships each turn 3% up a maximum of 10%.
· 2nd special building: ??
Description: ??
Effect: ??

The Torvalus Speculators
Okay, they’re great guys, but I’ve never liked that sneaking around stuff.

· Tiny Weapons: Ultra Light Laser
Description: Quite possibly the most powerful light laser ever developed.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Volley Laser
Description: A rapid-fire laser capable of shooting off a burst of shots quickly.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Transverse Torpedo
Description: This torpedo provides a near instantaneous burst of movement. The target appears to “blink” out, and appears some clicks away in a flash of light.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships
Rate of Fire: 2
· Heavy Weapons: Medium Power Laser
Description: A powerful laser with a most excellent reload time.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Power Laser
Description: A heavier Version of the MPL, it packs a hell of a punch with a good reload time.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Dimensional Laser
Description: This laser sends out a beam of energy not only through our dimension, hitting the target from several dimensions a time.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: Torvalus Listening Post
Description: A small secret base from which every molecule in a system can be tracked.
Effect: Allows scanning of ships within the system, can perform ALL scans at level 5.
· 2nd special building: Planetary Cloaking System
Description: You can’t attack what you can’t see. Play hide and seek with planets.
Effect: Cloaks an entire planet.

The Mindriders
Well here’s a race with cool thoughts, hehe. Don’t make them laugh, they might as well vaporize you just for the fun of it.

· Tiny Weapons: Minor Thought Pulsar
Description: Without a pure source of power the pulsar loses a great deal of power and range.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Trioptic Pulsar
Description: A strictly defensive weapon, which fires small pulses of mental energy towards small targets.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Warp of Mind
Description: A small warp of space send towards a target doing more damage to shields than to the actual structure of a target.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Heavy Weapons: Ultra Pulse Cannon
Description: Aggressive thoughts concentrated into bolts of energy. These are focused and send towards the target.
Vehicle Types) All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Thought Wave
Description: An explosion of mental energy. It’s actually a spatial disturbance.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Telekinetic Cutter
Description: Mental energy directed into the form of a beam. It can cut huge pieces off a ship.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: Thinking Spire
Description: Every race emits a certain energy pulse that can be traced back to it’s homeplanet. Thus they can contact every race in the galaxy.
Effect: The Mindriders can detect all races, even the ones they never actually met.
· 2nd special building: Congregation Site
Description: Every inhabitant of the planet goes here to concentrate on prosperity for the entire populace.
Effect: Raises happiness, reproduction rates, decreases chance on deadly events in the system and cures a level 4 disease.

The Triad
Alrighty then! These are they guys I really like. However I feel that they must be divided into the three aspecs and the combined Version of their race.

The Triad Chaos
Let there be chaos! The most attractive aspect of the Triad IMO.

· Tiny Weapons: Hyperplasma Matrix
Description: Combining the power of several small weapons through a matrix. The small weapons are spread throughout the craft.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Plasma Driver
Description: This weapon generates a series of bolts in quick succession.
Vehicle Types) All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Singularity Mine
Description: It creates a rift in space in which the target disappears, it reappears in a random spot a few clicks further.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 2
· Heavy Weapons: Antimatter Slicer
Description: This weapon produces a tight stream of antiprotons, tearing matter apart at the atomic level.
Vehicle Types: All
Can Target: Ships
Rate of Fire: 2
· Mega Weapons: Solar BLaster
Description: Actually a telekinetic weapon. It simply rips portions of it’s target off.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Spatial Cutter
Description: This weapon literally tears the fabric of space, forming a rift between normal space and some other dimension.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: ??
Description: ??
Effect: ??
· 2nd special building: ??
Description: ??
Effect: ??

The Triad Order
The wussies of the Triad IMO. None the less a bit of divine power is something to hold into account.

· Tiny Weapons: Light Prism Beam
Description: A laser guided through several prisms provides a colorful, but powerful bLast.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Flare Generator
Description: Filling the area around a ship with EM radiation, it then directs a flare of EM energy towards it’s victim.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Solarflare
Description: A compact package of EM energy that delivers mostly a fatal blow to the delicate propulsion systems on a craft.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships
Rate of Fire: 2
· Heavy Weapons: Photonic Prism Beam
Description: The more capable Version of the LPB. It fields larger prisms and is backed up by a more powerful laser.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Stellar Lens
Description: This lens concentrates the raw power of a star.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Pure Focus
Description: Another telekinetic attack. Every being on the craft concentrates on doing as much damage to the enemy as possible.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: ??
Description: ??
Effect: ??
· 2nd special building: ??
Description: ??
Effect: ??

The Triad Neutrality
Throw some mighty matter based weapons at your opponents and get rid of them quick.

· Tiny Weapons: Matter Bolt
Description: A form of matter weapon that literally tears away pieces of itself with every volley.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Advanced Particle BLast Gun
Description: This gun fires a small, concentrated mass at it’s target.
Vehicle Types: All
Can Target: Ships\Planets\Ftr\Sat
Rate of Fire: 1
· Medium Weapons: Triad Missile Rack
Description: Sending out destruction in the form of missiles is a very potent form of doing damage. Somewhat slow firing rate, but none the less very destructive.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Heavy Weapons: Fuser Array
Description: The array sends out a plasma based fusion beam to melt it’s target into oblivion.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Neutron Burst
Description: Sneak to say the least. This weapon disables weapon systems with frightening effectiveness.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Asteroid Salvo
Description: The ultimate matter weapon. It throws a miniature hyper dense core fragment at it’s target. When it detonates, it creates a temporarily asteroid field.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: ??
Description: ??
Effect: ??
· 2nd special building: ??
Description: ??
Effect: ??

The Triad Combined Aspects
The most powerful combination of the Triad. This way they can obliterate almost everything and everyone on their path.

· Tiny Weapons: Shredder Particles
Description: These little buggers can create havoc among small, fast moving objects.
Vehicle Types: Ftr\Trp\Drone
Can Target: Ftr\Sat\Seekers, Planets (Separate Version for ground attacks)
Rate of Fire: 1
· Light Weapons: Antimatter Wave
Description: Almost the same to the slicer, but with a higher rate of fire.
Vehicle Types: All
Can Target: Ftr\Sat\Seekers
Rate of Fire: 1
· Medium Weapons: Triad Torpedo Rack
Description: The heavier Version of the TMR. The torpedo’s are loaded with a hyperdense, superheated plasma to do the dirty work.
Vehicle Types: Ship\Base\Sat\WeapPlat
Can Target: Ships\Planets
Rate of Fire: 3
· Heavy Weapons: Hyperplasma Stream
Description: A surge of energy in a tight continuous beam is the Last your enemy will see when confronted with this monster.
Vehicle Types: All
Can Target: Ships\Planets
Rate of Fire: 2
· Mega Weapons: Doom Bolt
Description: As the name implies, this weapon spells certain doom to it’s victims. The beings on the craft send out a particular devastating amount of aggression.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 3
· Ultra Weapons: Hyperplasma Cutter
Description: A field of hyper-intense energy that is concentrated into a single beam. This then sweeps across space to cut apart it’s targets.
Vehicle Types: Ship\Base
Can Target: Ships\Planets
Rate of Fire: 4
· 1st special building: ??
Description: ??
Effect: ??
· 2nd special building: ??
Description: ??
Effect: ??

mlmbd
December 12th, 2002, 03:05 AM
Timstone, I read through TAInT King text. I like it very much! Sorry for the delay. Got caught up with some images!

PF, is your child OK? Hope so!

Nomor, Val did say 2 weeks. Seems like a lot longer though!

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
December 12th, 2002, 03:13 AM
mlmbd: yeah, just bad sprain. she slipped/tripped at school....stuff happens http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

As for Val...yeah and if he is back, he is on a new project...long hours..

Timstone
December 12th, 2002, 11:00 AM
And what is the name of the project Val is working on? Wife?? Hehe... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

As soon as I'm done with the Ipsha shipset (it's going to take a while), I'll direct my attention to the Ancients. Or maybe a bit sooner. Yes, it's a nice job while I'm rendering. Yes, I'll do a little of both at the same time.

mlmbd
December 12th, 2002, 11:40 PM
PF, well I am glad to hear she didn't do something major! KIDS, eh?!? http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone, again with the waiting! http://forum.shrapnelgames.com/images/icons/icon10.gif I am not going to just sit here and wait for this, though! I will be very interested to see what new things are up with the Ancients!

Vals new project(s)? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder
December 13th, 2002, 12:50 AM
Tim: This mean you going to do the the other Ancient shipsets too?

[ December 12, 2002, 22:51: Message edited by: pathfinder ]

Timstone
December 13th, 2002, 12:54 AM
Yeps, it's pretty easy compared to the Ipsha. The Ancients mainly use very simple and straightforward forms for their ships. So, that will take far less time than the Ipsha. And I've got the perfect textures for those Ancients.

Well, I'm turning in for the night. Sleep well all!

[ December 12, 2002, 22:56: Message edited by: Timstone ]

pathfinder
December 13th, 2002, 01:18 AM
Kewl! Take care.

pathfinder
December 14th, 2002, 02:03 AM
*grumble* stoopid %^&*(0...bleah...grrr

got an RCE in a test game where I "downsized/reconfigured" the movement requirements for the ships in AI_designcreation. darn, I go to the race that has the RCE and try to see what it is and a different race has one; go to the autosave a turn or two before and go the other race and *bleep* if yet another race doesn't have one....

they are all at different stages of research and therefore design so I can not figure what the *bleep* is the root cause... http://forum.shrapnelgames.com/images/icons/confused.gif

Update: Abbai and ultra-efficient Fusion engine (lvl 8)(not sure what ship type/size).

oh and BTW me thinks the Abbai (true to the Dilgar Wars stuff from AoG) are going to be a beatch to assult their homeworld....their WPs use quad arrays which are BOTH PD and direct fire..... and they load the HW with them, defense sats and fighters...no infantry or armor but still...

[ December 14, 2002, 00:36: Message edited by: pathfinder ]

Nomor
December 14th, 2002, 03:24 PM
PF: Re Abbai http://forum.shrapnelgames.com/images/icons/icon9.gif , that sounds as it should be,... great. If the Abbai http://forum.shrapnelgames.com/images/icons/icon9.gif are to have any troops they should perhaps be as mercenaries http://forum.shrapnelgames.com/images/icons/icon8.gif , made up of races like the Drazi http://forum.shrapnelgames.com/images/icons/icon6.gif . I actually sent Val a bmp of such a character, but don't know if he will include it. There are a number of races in this situation, I think?

Humans http://forum.shrapnelgames.com/images/icons/shock.gif are another race that would likely turn to mercenary http://forum.shrapnelgames.com/images/icons/icon8.gif duties and it might be nice if you could use them as a form of revenue?
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif (Graemlins..aah such fun)

pathfinder
December 14th, 2002, 05:16 PM
Gah ! http://forum.shrapnelgames.com/images/icons/icon8.gif

Can't pin this down.....

only the Narn have any number of ships and they aren't causing the RCEs. Stripped most sats away (most except Narn has 190+ around HW).

Minbari just had one...gonna have to see wth they were researching http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Propulsion LvL 11, Advanced Fusion Engine IV, dreadnought. No idea why, stats seem to be same as # III... http://forum.shrapnelgames.com/images/icons/confused.gif possibly building a specialty ship (assult, mine layer/sweeper, ???) based on dreadnought with the new engine....??

All their ships looked ok at the time...

[ December 14, 2002, 15:39: Message edited by: pathfinder ]

geoschmo
December 14th, 2002, 06:48 PM
Val, Fyron, or anyone involved in the B5 project.

I have a request to setup the B5 Mod for 1.49 Version 32 on PBW. I am having a little trouble accomplishing this. I cannot find anywher that I can download the entire ver 32 in one piece. I have pieces of various Versions and updates all over the place. I have had problems with other mods in the past trying to piece them together like this from updates and frankly it just never really works out. I always end up missing a piece or something and having to do it two or three times to get it right.

What I need is one of two things.

Preferably I would like a one piece complete Version 32 mod that I can download and put on PBW. I realize this will be a large file, but you can upload files up to 30 MB to the Shrapnel upload section, it's not larger than that is it?

If this is too much trouble, or if it is larger than 30M, then I need a list here of exactly which pieces I need to extract and in which order. And I need the list with URL links so I can just click on it and download them.

Sorry to be a pain, but it's hard enough maintaining the PBW server I don't really have the time to construct the mods and work out the kinks. It';s nothing personal, I made the same demands of Pvk and others in the past for their mods. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

[ December 14, 2002, 16:49: Message edited by: geoschmo ]

Timstone
December 14th, 2002, 06:53 PM
Geo: Yeah, that's very reasonable. After I had my diner, I'll zip my B5Mod and DL it onto the Shrappie server. But first: DINER!!!

Timstone
December 14th, 2002, 08:56 PM
Geo: The file is almost 29 megs large. A bit large isn't it? Well I'll send it over anyway.
Some shipsets aren't included. You'll have to DL those somewhere else. Sorry.

geoschmo
December 14th, 2002, 09:07 PM
Timstone. Like I said if it's too large I don't need a complete download, but I would like a list in one place of everything I need and what order to load them in to get the mod on to PBW. Maybe I missed it, but I didn't see a lot in the way of documentation in the v32 download.

Geoschmo

Timstone
December 14th, 2002, 09:49 PM
haha, sorry Geo, this is the complete B5Mod .33:

B5Mod .33 (http://forum.shrapnelgames.com/newuploads/1039894656.zip)

It took some time, but I made it. Thank technology for ADSL! If you don't want to DL this, ask Nomor, Pathfinder or Fyron for a complete list of thingies to DL. They know that, I don't.

[ December 23, 2002, 20:23: Message edited by: Timstone ]

AGoetz
December 15th, 2002, 11:52 AM
Pathfinder, things I've done trying to prevent RCEs :
Make Ship Builder size 700 only (smaller and doesn't put a SY on, larger and you get engine problems).
Bring max size of Mine Layer & Satellite Layer to 500 (num engines again).
Bring max size of Kamikazi ship to 500 (when the AI gets Fusion warheads, the engine problem show up).
Eliminated the 4th Troop Transport entry.
Eliminated the Heavy and Super Carrier entries.

If someone knows better solutions to these, please let us know.

pathfinder
December 15th, 2002, 04:55 PM
Me, I am throwing in the towel. This problem is beyond my skill level to figure out much less fix.

Nomor
December 15th, 2002, 06:36 PM
Geoschmo : This is from an email to Val in October:

Just to clarify the situation: I've reinstalled SEIV and reinstalled the 4x B5Mod files.
3x from Rambies site and the B5ModShipsets30.zip from the PBW site.
B5ModCore30.zip
B5ModData30.zip
B5Mod.Update30.zip
and Lastly the B5ModUpdate149-31.zip
Look under "SEIV Shipsets" then Contributor named Valll (with three l's) for B5ShipSetsMod v1.x.30

or take this link http://seiv.pbw.cc/graphic/index.jsp . (Sorry my link dosn't take you to the download area http://forum.shrapnelgames.com/images/icons/blush.gif )

However you now need B5Mod.Update33.zip which I think is on the forum somewhere? http://forum.shrapnelgames.com/images/icons/confused.gif

I found that some of the files and folders didn't unzip as they should have http://forum.shrapnelgames.com/images/icons/icon9.gif and so I unzipped them into a test folder and then dragged or copied them into the B5Mod folder. If you need more help just post on the forum. http://forum.shrapnelgames.com/images/icons/icon10.gif
See also Pathfinder above. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 15, 2002, 17:03: Message edited by: Nomor ]

pathfinder
December 15th, 2002, 06:49 PM
33 update should be in Val's signature.

Rambie
December 15th, 2002, 07:35 PM
Originally posted by Timstone:
haha, sorry Geo, this is the complete B5Mod .34:
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Timstone, if you don't mind I can post these on the B5 MOD homepage too. I need to update the page today anyway. http://forum.shrapnelgames.com/images/icons/icon7.gif

Rambie
December 15th, 2002, 07:37 PM
Originally posted by Nomor:
I found that some of the files and folders didn't unzip as they should have and so I unzipped them into a test folder and then dragged or copied them into the B5Mod folder. <font size="2" face="Verdana, Helvetica, sans-serif">Yes, I've had this same problem. I do the same thing, and unzip each file one at a time in an empty directory and then move them manually into the MOD directory.

Timstone
December 15th, 2002, 07:38 PM
Always glad to be of service.
But I must admit I've made a very big error. I only discovered it 5 minutes ago, I said i posted Version .34, but it is in fact Version .33!!!
Sorry for this. http://forum.shrapnelgames.com/images/icons/icon9.gif

grumbler
December 15th, 2002, 07:47 PM
Does anyone have a timeline for v.34? I have been playing about with some of the files to get a handle on the Gold conVersion, but I don't want to waste a lot of time on files that I will have to redo within days or a few weeks (especially as I can't get into "mass production" until Christmas break).

If v.33 is going to be around for a while, then I will go ahead and convert it to Gold and troubleshoot from that. If .34 is just a week or two down the road, I will wait.

Comments?

[ December 15, 2002, 23:09: Message edited by: grumbler ]

Rambie
December 15th, 2002, 08:19 PM
Originally posted by Timstone:
Always glad to be of service.
But I must admit I've made a very big error. I only discovered it 5 minutes ago, I said i posted Version .34, but it is in fact Version .33!!!
Sorry for this. http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="Verdana, Helvetica, sans-serif">DOH! Ok, let me know when you got .34 uploaded. I plan to host the B5Mod site on my own server and setup forums where you guys can upload the files yourself. http://forum.shrapnelgames.com/images/icons/icon7.gif

Rambie
December 15th, 2002, 10:55 PM
B5Mod Home Page updated.

I got the updates all the way to v33 now Online... yes, I know, about time.

If anyone has B5MOD or other SE4 files they'd like me to host let me know.

pathfinder
December 15th, 2002, 11:46 PM
Vaal has NOT published .34 yet. He was hoping to before Thanksgiving but did not make it..

Nomor
December 16th, 2002, 04:24 AM
Rambie: http://forum.shrapnelgames.com/images/icons/icon6.gif What's missing from your site is the B5ShipSetsMod v1.x.30 , which is currently only available from the PBW site.

According to Val he split the main mod into three core files but then http://forum.shrapnelgames.com/images/icons/confused.gif confused everyone by placing the shipsets in a different folder, leaving us to think that B5Mod.Update30.zip was one of the 3 core files when it was actually just an update. http://forum.shrapnelgames.com/images/icons/icon8.gif

You need to set this file on your website in order to have all three of the core files. IIRC. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif

Rambie
December 16th, 2002, 09:16 AM
Thanks for letting me know.

I thought the Core file contained all the necessary shipsets. At least the Core files on my site contain shipsets.

I'm downloading it now anyways and will post it.

Timstone
December 16th, 2002, 05:07 PM
Damn it! I had to go to work today. I'm at home for about one hour and then it's off to the next job. Darn, no time to make pretty models! Tomorrow is the day, then I'll contiue to make my models! I've got the 3 transports already finished and of course the famous Battleglobe and the Tetraship. What's next on the list? Hmm... I think I'll go ahead and make the Scout and Escort. Untill tomorrow!

AGoetz
December 17th, 2002, 12:13 AM
This will likely be my Last post for a while - going on holidays so if the game starts before the second week of next year, can some please look after the Gaim for me?

My list of RCE changes (seems to be working in my current game - so far)

Ship Builder fixed at size 700
Mine Layer, Satellite Layer, Kamikazi ship & Assualt Ship all have max size decreased to 500
Eliminated the 4th Troop Transport entry
Eliminated the Heavy and Super Carrier entries

Current Game : Gaim. Have Trade & Research treaties with the EA and Cascor. War with the Hurr. Did have a brief war with the Grome - they now occupy my Oxygen planets http://forum.shrapnelgames.com/images/icons/icon10.gif

The Hurr are sending Super Dreadnoughts equipped with 7 Massive Mount Heavy Plasma Mk V guns at me through a single Jump Point. Thanks to my Boarding Parties I've jumped 5 levels in Plasma, 2 in General Heavy and 5 in Ship Construction http://forum.shrapnelgames.com/images/icons/icon10.gif

The Grome are reputed to be good at ground combat - well so are my Gaim and I wanted a match up. I invaded the Grome's only sector (they were in the game as a Neutral) with an impressive force of 20 Heavy Destroyers, 18 Light Cruisers, 3 Light Carriers (each carrying 120 Light Fighters) and 3 Light Transports (each carrying 1500 Elite Light Infantry with Mk I Infantry guns). I headed straight for the Homeworld. My losses to their defences were 4 Light Cruisers and approx 1/3 of my fighters - but it was the ground combat I wanted to see. The first transport landed and I watched at the 1500 troops were slaughtered by the Grome's 2000+ Light Infantry - but they did kill over 500 of the foe. The second transport grounded and again my entire force was wiped out - but the foe was down to under 700 Infantry and 80 Militia. The final transport dropped and the battle field was finally mine - with a mere 600 Infantry left of the 4500 I came to this battle with.

Timstone
December 17th, 2002, 12:46 PM
I noticed a small flaw in the requirements of the Large Repair Tug. In the ship creation screen, it was required to have 45% of cargo containers aboard. That can't be done, because then you're well over the limit of the total tonnage of the tug. I removed it from the vehicle file.

AGoetz
December 17th, 2002, 01:29 PM
Ok, one more post - just got an RCE that I can't fix by just dropping max sizes. Hyach AI, just researched Hyach Ultra Weapons giving it the Spinal Laser - RCE. If I remove that weapon family from the design_creation file then I'm denying the AI one of it's most potent weapons.

At this point the AI has Ship Construction 12 and Propulsion 12.

Suicide Junkie
December 17th, 2002, 04:40 PM
The Grome are reputed to be good at ground combat - well so are my Gaim and I wanted a match up. I invaded the Grome's only sector (they were in the game as a Neutral) with an impressive force of 20 Heavy Destroyers, 18 Light Cruisers, 3 Light Carriers (each carrying 120 Light Fighters) and 3 Light Transports (each carrying 1500 Elite Light Infantry with Mk I Infantry guns). I headed straight for the Homeworld. My losses to their defences were 4 Light Cruisers and approx 1/3 of my fighters - but it was the ground combat I wanted to see. The first transport landed and I watched at the 1500 troops were slaughtered by the Grome's 2000+ Light Infantry - but they did kill over 500 of the foe. The second transport grounded and again my entire force was wiped out - but the foe was down to under 700 Infantry and 80 Militia. The final transport dropped and the battle field was finally mine - with a mere 600 Infantry left of the 4500 I came to this battle with.<font size="2" face="Verdana, Helvetica, sans-serif">I'm wondering about this... taking a homeworld in one combat is a little quick, don't you think?

I suggest the following settings changes:
Defending Units Per Population := 1
Population Defender Attack Strength := 1
Population Defender Hit Points := 20
Number Of Ground Combat Turns := 2

For one, this will let you drop reinforcements before the entire contents of your first transport is wiped out.
Two, it will make homeworlds take much longer to secure compared to colonies. The militia's attack strength is not significantly affected, but they have many more hitpoints, taking longer to root out.
(See Centauri occupation of Narn)

pathfinder
December 17th, 2002, 06:48 PM
SJ: I had one invasion that I never did finish (after 30+ turns) as the HW militia (Grome) was just good enough to hold off my 250 or so Elite rated Narn infantry....was several months ago...

grumbler
December 18th, 2002, 12:21 AM
Okay, I went ahead and modified v.33 to gold. It appears to work, as long as you don't add any random races (I don't have all the AIs tweaked yet for the other races - still looking at the job done on the 1.49 standard AIs).

If anyone wants to get the files to test this Gold Version, I am setting up a web site just for that.

What I really need now is a summary of the racial charactoristics of the various races (besides the obvious special charactoristics of "B5 Race" and the race-specific specials). Anyone have those to hand? Or isn't that "official" yet?

pathfinder
December 18th, 2002, 01:28 AM
On the Hyach spinal laser: Unless the AI is being weird the 3 ships I have using it are: Battleship, Dreadnought and Battle Cruiser.

Testing them now...

Interesting; Some of the AI have 2 sets/sizes of satellite layers/mine layers/kamikazes/assault ships (most do not)....wonder if having the option is good or bad...guess I'll find out...

[ December 18, 2002, 02:52: Message edited by: pathfinder ]

Lighthorse
December 18th, 2002, 07:40 AM
Pathfinder,

I take it that our B5 PBW game won't start until Val returns and post 1.34 Version sometime next year. I can wait as long as it take to get it right.
I'm keep checking the forum for any updates/news.
Sorry that I'm unable to assist in improving B5mod, unless you want to play test another race.
I'm looking forward the B5 PBW game.

Happy Holidays to all B5 mod players.
Lighthorse

Timstone
December 18th, 2002, 10:53 AM
Grumbler: What do you mean? btw, great work with starting with the conVersion!

pathfinder
December 18th, 2002, 01:08 PM
Lighthorse: Yeah, awaiting for the return of Val and Version .34. You take care and have a happy holidays.

Timstone
December 18th, 2002, 03:01 PM
Is there a program for creating weapons the easy way?
I've been strugling with it for the past two days and I'm getting tired of typing all those stupid numbers.

grumbler
December 18th, 2002, 03:56 PM
Timstone,

What I am asking about is the distribution of racial points for all the races. I am pretty sure this issue came up somewhere in the 163-odd pages of this discussion, but I cannot find it.

If the discussion hasn't been held, maybe we should hold it! http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
December 18th, 2002, 04:27 PM
Grumbler: That is one of the items to fixed by playing the PBW game. Take a look at the AI_general.txt i have made for the races and it should give at least ball park figures to start with. They DO need some tweeking...

grumbler
December 18th, 2002, 06:27 PM
Doh! http://forum.shrapnelgames.com/images/icons/blush.gif

I knew I'd seen that somewhere!

Creating empires now.

grumbler
December 19th, 2002, 12:51 AM
Just finished a quick 50-turn runthrough of the Gold mod. Evrything worked out okay, except that I apparently didn't give the technomages "B5 standard" racial charactoristics, since they didn't have any facilities at all. Worse, they started 3 systems from the Shadows. http://forum.shrapnelgames.com/images/icons/shock.gif They did NOT have a nice day!

Neither the Shadows nor the Vorlons ever built a colony ship, though both had the design. Is this deliberate? And how can I tell?

pathfinder
December 19th, 2002, 01:14 AM
Grumbler: Yeah, the Ancients (so far Shadows and Vorlons) don't colonize except by gifts or invasion.

also the Technomage techs are not complete so they can cause , uhmmmm...some "unique" situation http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 18, 2002, 23:55: Message edited by: pathfinder ]

grumbler
December 19th, 2002, 01:55 AM
PH: then I will try a 100+ turn game and see what comes up. Thanks for the clarifications.

It is exciting just to be able to play the "real thing" after so many cluges I had to do in the past.

I may want to revist the "dozens of little engines" design decision, though. In my mods of the old "Proportions" game I came to find small numbers of powerful engines seemed to work better, both in terms of designs and in terms of combat's decisiveness.

[ December 18, 2002, 23:59: Message edited by: grumbler ]

Timstone
December 19th, 2002, 03:03 PM
Johoo! Is there a program to make thise new weapons of mine in an easy less irritateable way?! I'm getting really sick of typing all thise little numbers in a text program.

grumbler
December 20th, 2002, 03:23 AM
Timstone - I don't know of any. Can you create the weapons in the HTML component editer, save them, and then paste them into the components file? If so, is that really any easier?

grumbler
December 20th, 2002, 03:26 AM
Was it intentional that only PD weapons could go on weapons platforms? That's the way the current components file seems to read.

I have made a "rough and ready" mod to the weapons file to allow missiles, matter cannons, and non-particle beams to be added, but not torpedoes or particle beams (figuring an atmosphere might make them null and void). OTOH, are weapons platforms even "canon?" Should they be done away with?

pathfinder
December 20th, 2002, 03:42 AM
Val intended for the WP to be anti-fighters only. As for "canon" there was only one true wp and that was the great machine on the planet that B5 was near. We had a bit of a debate over this awhile back and the PD-only WP was the compromise.

grumbler
December 20th, 2002, 04:00 AM
PF: Thanks, That's a decision I can live with.

The only other WP we saw was on Mars in the "Endgame" ep, and that was pretty clearly fighting only in the atmosphere.

Space-based weaponry seemed the rule, and that's all to the good!

pathfinder
December 20th, 2002, 05:39 AM
grumbler: next test ya do, take a look at space stations. with the station-keeping engine?/reactor? they move a bit, so they can get themselves into range of a target ship/fleet, unlike "normal" SEIV; plus the sats have special sat mounts of the direct fire weapons. This helps them be a bit more effective http://forum.shrapnelgames.com/images/icons/icon12.gif (added range)

Timstone
December 20th, 2002, 01:22 PM
On the SE IV Gold disk I found the component modder program. Is there a higher Version of the program (current: v1.0.14)?

pathfinder
December 20th, 2002, 01:26 PM
Timstone: DavidG has one or at least somewhere in this thread there is one:

http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=006349

Timstone
December 20th, 2002, 01:27 PM
Alrighty then! Thanks PF!

Timstone
December 20th, 2002, 08:57 PM
Hmm... I tried to program, but it takes more time to do it in that program than to do it manually. So I'll stick with the text editor. Sigh...

pathfinder
December 21st, 2002, 03:20 AM
Bleah...RCE with Narn in trial game. Level 10 engine in something http://forum.shrapnelgames.com/images/icons/confused.gif

UltraEfficient Fusion Engine 1...

[ December 21, 2002, 01:33: Message edited by: pathfinder ]

Fyron
December 21st, 2002, 05:30 AM
The PBW game has begun! Several players had no passwords, so I entered fillers, and will email them shortly.

I was supposed to switch 2 players to different slots, but I don't remeber who anymore. I couldn't find it in the Search feature. Who was I supposed to switch?

Noble713
December 21st, 2002, 05:44 AM
What strategy settings do you use to get your transports to head towards enemy planets as soon as the battle begins? I've only seen two things happen so far with the settings I've tried:

1. Drop troops primary, optimal firing secondary.
- The transports sit back and wait for the fleet to damage the planet. The combination of high shields from all the facilities and weapons platforms (even a few of them) generally leads to ridiculously heavy casualties amongst your ships before the transports head in.

2. Drop troops primary and secondary.
- The fleet sits back while the transports charge the planet. They die, of course.

I'm looking for some combination of the two above. I need the fleet to head in and distract the defeneses while the transports slip through the cracks and land the ground forces. What strategy settings should I use?

pathfinder
December 21st, 2002, 06:29 AM
IF: Interesting, I have no clue how to start/do my turn for the B5 PBW. Never played by web http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Ok, get error about mis-matched data files??

[ December 21, 2002, 05:09: Message edited by: pathfinder ]

Rambie
December 21st, 2002, 07:13 AM
Originally posted by pathfinder:
IF: Interesting, I have no clue how to start/do my turn for the B5 PBW. Never played by web http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">Easy, download the turn from the PBW site. Open the game, take your turn, then use the PBW site to upload it. If the turn file was sent to you in email, just unzip it from there... then reply to the message and attach the PLR file to supmit your turn.

It's really pretty much the same thing as a PBEM game.

Fyron
December 21st, 2002, 07:28 AM
Originally posted by pathfinder:
IF: Interesting, I have no clue how to start/do my turn for the B5 PBW. Never played by web http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Ok, get error about mis-matched data files??<font size="2" face="Verdana, Helvetica, sans-serif">That means you don't have the same data files that I do. I suggest you reinstall the B5 mod (back up the orignal install first), and then apply the 1.49.33 patch to it.

pathfinder
December 21st, 2002, 08:09 AM
Done & turn sent http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
December 21st, 2002, 08:35 AM
Originally posted by pathfinder:
Done & turn sent http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">Turn sent where? PBW shows that you have not yet uploaded a plr file. You need to upload it to the PBW site for the game, not email it to me (if that is what you did).

I found out who I needed to reassign, Jimbob and Stargrazer. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
December 21st, 2002, 03:18 PM
Nomor: Yeah, most likely B5 standard was left out. As then you could at least access the neutral/generic shipset http://forum.shrapnelgames.com/images/icons/icon12.gif

AND my guess is they also need to be pulled into the races vs the neutrals folder http://forum.shrapnelgames.com/images/icons/icon12.gif

AND AND my current AI_General.txt shows them only having a description and the advanced traits (2000 point game)

[ December 21, 2002, 13:26: Message edited by: pathfinder ]

Rambie
December 21st, 2002, 08:15 PM
Originally posted by pathfinder:
Nomor: Yeah, most likely B5 standard was left out. As then you could at least access the neutral/generic shipset http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I had the same problem, lucky for me I tried a single-player game first and discovered it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Well, we should let everyone finish their first turn to ensure we don't run into others with this problem then start a new game with fixed empires.

Fyron
December 21st, 2002, 08:57 PM
Well that just sucks. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll set it to No Auto turns, so that we can keep the PBW site at the right turn date.

Pathfinder:
Your email sent to turn@pbw.cc may not have gone through then. It is best to check the site at least once or twice a day, to make sure. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob
December 21st, 2002, 10:38 PM
Hey ya,

I uploaded my turn and found some interesting things. I think that from a nomadic perspective, things are a little imbalanced http://forum.shrapnelgames.com/images/icons/icon7.gif

i) my homeworld had the following facilities: 12 trading ports, 9 settlements, 2 homeworld strongholds and 1 nomadic ship yard.

ii) from these facilities my race starts with moderate amounts of resources, tons of storage and no research facilities to speak of.

iii) I looked in the facilities file, and found that nomads never get anything better than nomadic ship yard I. This will be a problem, as upgrading will not be possible, and the level I facility is pretty weak to start with! I didn't look yet, but I'm guessing that I will not be able to build research facilities either.

Hope this report helps with mod balance.

-Jimminy Cricket

pathfinder
December 21st, 2002, 10:41 PM
Jimbob: That is one reason (not all nomad race stuff implemented) that I got Val's ok to make ShagToth standard instead of nomadic (which is what they will be in "public" Version)

Fyron
December 21st, 2002, 10:58 PM
If the Nomads are taken from P&N, they are supposed to use base and ship -based SYs, not planetary ones. Their ship SYs are much better than normal ones. http://forum.shrapnelgames.com/images/icons/icon7.gif The no research facilities would be a bug though.

jimbob
December 21st, 2002, 11:55 PM
Ok, I'll buy that the nomads should (maybe) only have one level of planetary-based space yards, but then they should definitely have some better ship-borne/base-borne yards. I had a look through the components.txt and found only a set of generic non-planetary ship yards. Should I make a few nomadic ones up and drop 'em into the file - it would need a review by someone (Val still on holidays?) before I'd be comfortable with it though.

cheers,
jimbob

Fyron
December 22nd, 2002, 01:41 AM
Don't add them to the Version you'll be playing the PBW game then.

I am not sure about it, but I think the plan was to make the Nomads like the Nomads in P&N. I could be wrong, ofc. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
December 22nd, 2002, 02:36 AM
IF:

???

"You can submit your turn by replying to this e-mail (do NOT change
the subject!) and attaching your turn (using MIME)."

???

this was in e-mail from turn@pbw.cc

Update: Ok, did it thru a link @ pbw....

[ December 21, 2002, 12:42: Message edited by: pathfinder ]

Nomor
December 22nd, 2002, 02:52 AM
My PBW empire is neutered. I have no ship designs, no facilities, no history or descriptions. http://forum.shrapnelgames.com/images/icons/icon9.gif
This is most likely because the Abbai empire has not been assigned B5standard race, B5Abbai race etc. http://forum.shrapnelgames.com/images/icons/blush.gif
I mentioned a while back that I was unable to create an empire file for a race that was essentially a neutral race because the SEIV game did not allow this. I was sent an empire file by the Grand Designer, but it seems he overlooked the racial characteristics? All my race can do at present is reproduce at 5% per turn with a smile on their beloved faces. http://forum.shrapnelgames.com/images/icons/icon7.gif Oh... and research things they cannot use. http://forum.shrapnelgames.com/images/icons/tongue.gif I'm glad we started this now so these things can be sorted sooner. http://forum.shrapnelgames.com/images/icons/icon10.gif Where are'rt thou Val
http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

[ December 22, 2002, 02:25: Message edited by: Nomor ]

Lighthorse
December 22nd, 2002, 09:29 AM
Timstone,

Thanks for posting the .34 B5 mod update.
I needed it to update my SE4/B5 mod data file so I could game PBW.

Merry Christmas Timstone
Lighthorse

[ December 22, 2002, 07:30: Message edited by: Lighthorse ]

Fyron
December 22nd, 2002, 09:32 AM
The PBW game isn't using .34, it is using .33.

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:32 PM
Lighthorse:

Timstone
December 22nd, 2002, 12:34 PM
Lighthorse: Ehh... sorry mate, but the Version I posted was Version .33. I explained in two Posts above the initial upload. Thanks for the best wishes. Nice holidays to each and everyone of you guys and to the next Version of the B5Mod! Happy newyear!

Timstone
December 22nd, 2002, 12:35 PM
Hahahahaha... LOL!!! My keyboard got stuck... I think. 11 Posts in 1 second. That's a world speed record me thinks. Woooops...

Raging Deadstar
December 22nd, 2002, 01:49 PM
Admit it timstone, your just trying to get your rank up http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone
December 22nd, 2002, 03:29 PM
Yeps, LOL!!! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse
December 22nd, 2002, 08:22 PM
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone................

Thanks for .33

Lighthorse
December 22nd, 2002, 08:22 PM
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone
Timstone................

Thanks for .33

Lighthorse
December 22nd, 2002, 09:02 PM
B5mod PBW Players

There eight of us that got our moves done. Come on the other seven.

Lighthorse

The Canuck
December 22nd, 2002, 10:03 PM
i just d/l the game file and well... uhhhhh... i cant remember my password for my race, i thought i knew it but it didnt work. well then... ummmm HELP!!!

Fyron
December 22nd, 2002, 10:54 PM
The PBW game is going to be restarted, cause some players don't have enough racial traits, and so can't do anything. http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse
December 22nd, 2002, 11:06 PM
Imperator Fyron,

My I suggested that for the next PBW game you used the cluster, large, setting. That would increase there number of systems greatly and thus give us more room between players.

Lighthorse

Fyron
December 22nd, 2002, 11:57 PM
Cluster has nothing to do with how many systems there are. I selected Medium for the map on purpose, as there is (IMO) plenty of room already. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
December 23rd, 2002, 02:34 AM
http://forum.shrapnelgames.com/images/icons/confused.gif

Quad array is listed as point defense and has wp has one of the things it can be a component in but the Abbai aren't allowed (not showing in design area) to use it...????

http://forum.shrapnelgames.com/images/icons/confused.gif

Seems the component.txt in November 5 (.32 or .33) got changed to not allowing them on wp (notation left off of stuff it allowed on).

[ December 23, 2002, 01:25: Message edited by: pathfinder ]

pathfinder
December 23rd, 2002, 03:59 AM
*grumble*

now not only an RCE but an access violation...

warp point battle (Abbai v Vorlons) caused the access violation...not that many units involved though

RCE caused by Shadows dreadnought + Ultraefficient fusion engine #1

Shadows also getting multiple living cpu's (only 1 is needed---just like a master computer)...

[ December 23, 2002, 02:10: Message edited by: pathfinder ]

Timstone
December 23rd, 2002, 05:04 PM
Say, did anyone read my post about the Large Repair Tug?! I gueass not. Well, here it is again: We can't build LRT's because of the demand of 45% cargo containers. This can't be done because of lack of space. So the best tug we can build is the Medium Repair Tug.

$&$%&%#$#&)(*&( Damn! I don't want to restart! I got a system that was SOOOO nice! Woe to the one who forgets his password again!!

Noble713
December 23rd, 2002, 05:59 PM
Um, *ahem* Does no one have any suggestions on how to configure the Strategic combat strategies so invading planets in this MOD doesn't result in ridiculously heavy casualties?

The Canuck
December 23rd, 2002, 08:28 PM
So when you guys restart the game, how will i know my password? will you guys change it then send it to me or should i reload my empire file?

and sorry timstone... please dont hurt me... NO NO NOT A SPOON!!!! (deadly silence)

The Canuck
December 23rd, 2002, 08:42 PM
nevermind about that password stuff, finally checked my email, but now i have a new problem my files dont match up with the games. i used the fullinstall that timstone posted for v.33, and i dont know which files i need or dont need cause there has been so many updates and pathes and what not that its kinda confusing, so if you can tell me what to d/l and in which order i should install them, that would be great... (still hiding from the wrath of timstone though... i dont think val can fix that problem)

[ December 23, 2002, 18:52: Message edited by: The Canuck ]

Fyron
December 23rd, 2002, 08:59 PM
What I did was to get the original .30 Version, and then get the update to .33 file.