Log in

View Full Version : Babylon 5 Mod


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 20 21

grumbler
March 29th, 2004, 01:28 AM
Originally posted by pathfinder:
What would keep a race limited to 400kt other than settings.txt? The settings.txt is set to 0 so I can "see" all the ships & bases but the Brakiri stops at 400kt http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">Check to see if there is an extra line between the 400kt design and the next larger one in AI_D_C. Been there, done that!

My stock AI_D_C now seems to work entirely as intended. Next is customizing the ship sizes and types.

pathfinder
March 29th, 2004, 02:43 AM
Brakiri now back on track. I had to make a new .emp file and then they worked. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

pathfinder
March 29th, 2004, 02:43 AM
Looks like me gonna make a few new Brakiri weapons as they seem to be missing.

Gawd, my eyes and hands hurt but the Brakiri have their weapons now. Install tommorow to see if they work http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 29, 2004, 02:54: Message edited by: pathfinder ]

grumbler
March 29th, 2004, 02:52 AM
Thanks, guys, I got at least part of the problem: "Num Misc Abilities" is actually the number of ADDITIONAL abilities. Thus, the AI was adding engines because it put in four per the speed and then filled the remaining spaces with engines as Misc abilities. And yes, "speed" in this case is purely the number of engines. But with the engine mounts, this is moot.

Which also solves Path's Shadow Living CPU problem as well: the AI adds a LCPU as the required bridge component and then again as the misc ability "Master Computer" (I tested it, Path, and the Shadows use only one LCPU if you delete the Misc ability "Master Computer").

However, this doesn't resolve the issue of the AI not using armor. I read long ago in one of the threads that an "Armor Spaces Per One" setting of zero causes the AI to fill in all spaces with armor after completing its other requirments. Is this not true? I have tried adding armor as a misc ability and the AI will leave empty spaces before it will install armor. This kinda makes the great armor system of the game kinda redundent.

Anyone have any ideas?

Also, IF wrote:
Yes they are. Even on max tech, you can not have technologies that require a racial trait to be researched. <font size="2" face="sans-serif, arial, verdana">That isn't true in this mod for weapons tech - Max Tech gives everyone all the racial light weapons, medium, etc, but IS true for other stuff (like the LCPUs). Not sure where the weapons discrepancy crept in, but you are right and I shouldn't have doubted it! http://forum.shrapnelgames.com/images/icons/icon10.gif

TNZ
March 29th, 2004, 08:49 AM
[ March 29, 2004, 23:04: Message edited by: TNZ ]

Suicide Junkie
March 29th, 2004, 04:13 PM
Argh! What are you guys doing to my poor defenseless techs!?!

Just do #3 and #4 directly, don't destroy all my work with 1 and 2 http://forum.shrapnelgames.com/images/icons/icon8.gif

Please don't dumb down the armor techs. The AI already knows which are best from each Category; all you have to do is tag the categories for use.

Timstone
March 29th, 2004, 04:16 PM
Originally posted by pathfinder:
Looks like me gonna make a few new Brakiri weapons as they seem to be missing.

Gawd, my eyes and hands hurt but the Brakiri have their weapons now. Install tommorow to see if they work http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Nice work heh, making weapons?
I've been working on the Ancients and now they have their weapons (not the Shadows and the Vorlons). I'll continue to work on weapons, this is a hell of a job I tend to like it. Strange huh?

Edit: I'm not going very fast but that's because of RL, so much work. And my GF is nagging my head of for a vacation in Paris. Sigh... the "delights" of a realtionship...

[ March 29, 2004, 14:17: Message edited by: Timstone ]

grumbler
March 29th, 2004, 06:35 PM
Originally posted by Suicide Junkie:
Argh! What are you guys doing to my poor defenseless techs!?!

Just do #3 and #4 directly, don't destroy all my work with 1 and 2 http://forum.shrapnelgames.com/images/icons/icon8.gif

Please don't dumb down the armor techs. The AI already knows which are best from each Category; all you have to do is tag the categories for use. <font size="2" face="sans-serif, arial, verdana">SJ, I was this close to deleting the armor mod and trying over with something simpler to apply ability tags to... but I didn't because it was just slightly more work than tagging the existing 148 components. Mind you, I think the concept of many armor components that changed only ever so slightly as tech improved was great, but its creation without tags almost made it more trouble than it was worth. I did change "midrange armor" to "medium armor" since "medium" is the term used in the mod for everything else in the Category between "heavy" and "light."

At 100 spaces per one for each type of armor, you end up with about 10% of the hull devoted to armor. Seems about right.

[ March 29, 2004, 16:36: Message edited by: grumbler ]

Timstone
March 29th, 2004, 06:39 PM
Hahaha... SJ almost collapsed under the imense pressure of a heartattack. Catastrophe avoided.

Nice work on the AI tags Grumbler.
I still haven't read your Last mail (worky, worky, worky), but fear not I'll read it before the weekend, maybe I'll continue work on the facilities this week. The work I neglected yesterday has caught up with me. http://forum.shrapnelgames.com/images/icons/icon9.gif

pathfinder
March 30th, 2004, 12:46 AM
All I can say is....some of the challenges in the Version (old one) are due to use of "boiler-plate". I am ripping out inappropriate abilities as I go. That is if they seem inappropriate to me (based on the AoG books and the few show re-runs I have seen).

I'll make a basic (weak?) gravitic based shield as both the Abbai and Brakiri had some. I'll probably just use the data from "normal" game components to make the shields up. They'll probably be the weakest ones (just re-name them and use different tech requirements).

Refresh my memory: If I make a change to components.txt, I have to make new .emp files?

[ March 29, 2004, 22:49: Message edited by: pathfinder ]

Atrocities
March 30th, 2004, 12:49 AM
Would any one dare say when this will be done?

pathfinder
March 30th, 2004, 12:57 AM
Originally posted by Atrocities:
Would any one dare say when this will be done? <font size="2" face="sans-serif, arial, verdana">Well, for the "Pathy Special": with the progress I am currently making....maybe by the end of the summer...IF I can get three more pet peeves "fixed".

And depends on what you call finished. My definition is with the current races (less nomads) and no more races (ancient or standard) then maybe by summers end. Also, no new graphics. Mainly a simple bug stomp.

Fyron
March 30th, 2004, 01:49 AM
Refresh my memory: If I make a change to components.txt, I have to make new .emp files?
<font size="2" face="sans-serif, arial, verdana">Nope, only if you make changes to RacialTraits.txt or to the characteristics settings in Settings.txt.

pathfinder
March 30th, 2004, 03:17 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Refresh my memory: If I make a change to components.txt, I have to make new .emp files?
<font size="2" face="sans-serif, arial, verdana">Nope, only if you make changes to RacialTraits.txt or to the characteristics settings in Settings.txt. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ahhh...ok, thanks. Mah poor haid hurtin' trying to figger that out... http://forum.shrapnelgames.com/images/icons/icon12.gif

grumbler
March 30th, 2004, 11:48 AM
Originally posted by Atrocities:
Would any one dare say when this will be done? <font size="2" face="sans-serif, arial, verdana">"Done" is kind of a funny word to use with a mod, isn't it? http://forum.shrapnelgames.com/images/icons/icon10.gif I would say that there is a "playable" mod right now, but with lots of bugs in terms of weapons matchups and the right races using the right weapons. The problem with posting such a "buggy" mod for people to download is that updates would be massive and it wouldn't be a lot of fun trying to make "patch" files for the mod.

If interest is high enough, I could get the simplified "crude Version" posted with a caveat emptor.

pathfinder
March 30th, 2004, 12:48 PM
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....

Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game.

pathfinder
March 31st, 2004, 12:08 AM
Originally posted by grumbler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by pathfinder:
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....<font size="2" face="sans-serif, arial, verdana">I believe that it is hard-coded.

Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game. <font size="2" face="sans-serif, arial, verdana">My solution was to make the aggressive facilities 90% as efficient at 50% the cost of regular facilities. This emans the AI won't use them, but they still have a use for a human player who wants to basically strip-mine small domed planets not worth retaining forever. Building full-sized facilities on those sites simply takes too long due to population limits.

If we change the ability tags we could make the AI use this strategy as well. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Is that 50% MORE or less costly?

pathfinder
March 31st, 2004, 12:17 AM
I know the Shadows had some sort of cloaking (dimensional shift?) but did any of the other races...particularly the Vorlons?

grumbler
March 31st, 2004, 01:57 AM
Originally posted by pathfinder:
Is that 50% MORE or less costly? <font size="2" face="sans-serif, arial, verdana">50% less costly. It makes the facilitities easy enough to build on a domed world in less than years and years, but they screw up the planet - but if it is domed and of limited utility anyway, why not do it?

Because they are not the most effective facilities, the AI won't use them unless specificaly told to do so. And I don't see any way for the AI to distinguish between domed and undomed worlds, it may not be something they can do - but is still a cool thing for the human player to do.

Note that remote mining satellites are more efficient, probably (though slower) but I am not sure we want anyone but the nomads to use remote mining. I think of Marcus's facility on Whatsitsname Somenumber to be a facility, not a satellite.

pathfinder
March 31st, 2004, 02:14 AM
Grumbler: Kewl, mostly worked in my little test. The AI only used one aggressive mining facilty http://forum.shrapnelgames.com/images/smilies/rolleyes.gif


Now, all I have left to "fix" are the Vree. Then all I'll have left is some weapon load-out tweaking.

Next project is shields....

Then starting techs tweaking...

[ March 31, 2004, 02:40: Message edited by: pathfinder ]

grumbler
March 31st, 2004, 02:28 AM
Originally posted by pathfinder:
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....<font size="2" face="sans-serif, arial, verdana">I believe that it is hard-coded.

Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game. <font size="2" face="sans-serif, arial, verdana">My solution was to make the aggressive facilities 90% as efficient at 50% the cost of regular facilities. This emans the AI won't use them, but they still have a use for a human player who wants to basically strip-mine small domed planets not worth retaining forever. Building full-sized facilities on those sites simply takes too long due to population limits.

If we change the ability tags we could make the AI use this strategy as well.

Suicide Junkie
March 31st, 2004, 05:34 AM
I have two things to say, and a minute or two to say them:

1) For AI armor, I suggest having them use 30% light armor.
They aren't bright enough to know when the others are useful, and it will cut down on the research they need to throw at armor techs.

2) What shields?
There is a point defense grid, and lots of interceptors, but shields??

The passive armor (one step up from the inert armors) uses some shield ability in order to work the crystalline ability. The primary/secondary/additional subdivisions make it so big ships can't load up on crystalline ability to become relatively invulnerable. It also gives the small ships a half-decent ability amount.
I think that these should probably be given MUCH fewer hitpoints, so that you can layer the inert armor over top of it, and it dosen't die first...

PS:
Adding some super-armor techs for the ancients to start with would be good though. Various mixes of Organic and Crystalline armor for most ancients, some with "hit first" armor, and perhaps one with -999% to-hit "armor".

pathfinder
March 31st, 2004, 10:46 AM
SJ: Shields, yes. Abbai and Brakiri both have gravitic shield generators..1 each for certain class ships. Based on the AoG "Ships of the Fleet" books.

Not 100% sure me gonna do the brain work to figure out how strong and to do all the setup for designcreation and so forth.

Ragnarok-X
March 31st, 2004, 08:19 PM
interesting, though i watched approx 80% of the bab5 series and have 2 seasons on dvd i never noticed shields reflecting/absorbing fire. I always thought firepower was sucked up by armor... ?!? Can you give the name of a episode where i can see shields b5-style ?!

Thanks

p.s. HURRY !!! Im waiting for this since the release of se4 gold, i cant hold it any longer...

Timstone
March 31st, 2004, 08:31 PM
There are some episodes with the Vorlons. They receive some fire and their shields absorb it.

Anyway. 2.0 tries to follow the B5 Wars book (2nd edition). In those books some races have fairly weak shields. The Ancients don't excell at it either. But there are shields.

pathfinder
March 31st, 2004, 10:21 PM
Originally posted by Ragnarok-X:
interesting, though i watched approx 80% of the bab5 series and have 2 seasons on dvd i never noticed shields reflecting/absorbing fire. I always thought firepower was sucked up by armor... ?!? Can you give the name of a episode where i can see shields b5-style ?!

Thanks

p.s. HURRY !!! Im waiting for this since the release of se4 gold, i cant hold it any longer... <font size="2" face="sans-serif, arial, verdana">I have only seen 1-2 episodes. As I stated below my data is based on the Agents of Gaming books "Ships of the Line". These contain data sheets used in a table top game made by AoG.

So, not sure if "canon" by TV series BUT they are listed in the major components some of the ships data sheets.

Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them.

[ March 31, 2004, 20:22: Message edited by: pathfinder ]

pathfinder
March 31st, 2004, 11:07 PM
Any ideas on how to make all the races to have initial race-specific techs? Other than totally trashing the tech file?

[ March 31, 2004, 21:08: Message edited by: pathfinder ]

Urendi Maleldil
April 1st, 2004, 10:29 PM
I think their shields act more like ECM than SE4 shields

Fyron
April 1st, 2004, 10:38 PM
Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them. <font size="2" face="sans-serif, arial, verdana">Simple, they set up a FTP account on their web server. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
April 2nd, 2004, 12:16 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them. <font size="2" face="sans-serif, arial, verdana">Simple, they set up a FTP account on their web server. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, that someone would have to say something and allow that transfer to occur.

grumbler
April 2nd, 2004, 07:30 PM
I think Path is correct that some ships in B5 (such as the Excaliber have something that works virtually identically to the SE shield system - Something like "eighty percent of the energy weapons' impact is diffused back out into space." This is NOT like Se armor, it is like SE shields - the value of the armor doesn't decrease until it is destroyed.

Since the Excaliber is based partially on Minbari tech (and thus partly on Vorlon) it is entirely reasonable to assume that the Vorlons have something like this, only much better. And if they had it, then it was likely available to the other Ancients as well.

I would, of course, be every careful about using that "eighty percent" figure! http://forum.shrapnelgames.com/images/icons/icon6.gif

Urendi Maleldil
April 2nd, 2004, 11:00 PM
Radiated into space, that's like emissive armor.

Or leaky shields

Suicide Junkie
April 2nd, 2004, 11:26 PM
And is exactly what the conductive/refractive/etc armor is meant to model.

They could probably stand to be beefed up a little in ability amount along with a decrease in hitpoints so they Last longer.

grumbler
April 4th, 2004, 03:08 AM
Originally posted by Suicide Junkie:
And is exactly what the conductive/refractive/etc armor is meant to model.

They could probably stand to be beefed up a little in ability amount along with a decrease in hitpoints so they Last longer. <font size="2" face="sans-serif, arial, verdana">Agreed. The "reactive armors" have what are in SE terms shields. I was just responding to the post that said that firepower was always "sucked up by armor."

I am happy with the way reactive armors work, though agree that one of the tweaks will be to make sure that their abilities are in line with the weapons.

pathfinder
April 4th, 2004, 04:20 AM
Problem with those advanced armors is that the only "younger" race "allowed" them are the Minbari. So.....

Atrocities
April 4th, 2004, 04:27 AM
What is the status of this mod? Playable, yes no, under construction, yes no, ETA for completion?

pathfinder
April 4th, 2004, 05:26 AM
Originally posted by Atrocities:
What is the status of this mod? Playable, yes no, under construction, yes no, ETA for completion? <font size="2" face="sans-serif, arial, verdana">Version I am fooling around with:

Playable-yes.

Under Construction-yes. Mostly tweeking.

ETA finish: Late summer IF I can get two irritants taken care of. Longer if I try to get Nomads to work.

pathfinder
April 4th, 2004, 10:22 PM
Interesting game: "Playing" as Centauri (full AI)---Centauri tearing the Minbari a new one. Mainly uncontested planet capture. Though the Centauri ships are not slouches (up to destroyers with matter cannons and ballistic torpedoes) very few ship-to-ship battles.

[ April 04, 2004, 21:42: Message edited by: pathfinder ]

grumbler
April 5th, 2004, 03:48 AM
Originally posted by pathfinder:
Problem with those advanced armors is that the only "younger" race "allowed" them are the Minbari. So..... <font size="2" face="sans-serif, arial, verdana">Actually, they are fully attainable by all the races except the ancients, as far as I can see.

pathfinder
April 5th, 2004, 11:35 AM
Originally posted by grumbler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by pathfinder:
Problem with those advanced armors is that the only "younger" race "allowed" them are the Minbari. So..... <font size="2" face="sans-serif, arial, verdana">Actually, they are fully attainable by all the races except the ancients, as far as I can see. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, when I asked Last year, someone, SJ?, suggested that only the Minbari and Ancients got advanced armor so that is the way I made the research.txt files up. Of course, very late game the AI will research any "left-overs". *shrug*

Atrocities
April 6th, 2004, 06:25 AM
Does any one have a link to this mods web page that works?

Timstone
April 6th, 2004, 06:43 AM
I don't think this mod has a working website.
It's obscure you know, this mod is a big secret. Nobody is to hear from it. So if you talk abut it to someone outside this community you will be shot. I you survive, you'll be shot again. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder
April 6th, 2004, 11:18 AM
Originally posted by Atrocities:
Does any one have a link to this mods web page that works? <font size="2" face="sans-serif, arial, verdana">Rambie's site is the only one close to a B5 site:

http://www.xmission.com/~rstulce/B5Web.htm

For the GOLD files you have to search here.

This is the Last revisions I did:

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip (http://forum.shrapnelgames.com/newuploads/1055690978.zip)

B5 Mod Race AI:

1055720287.zip (http://forum.shrapnelgames.com/newuploads/1055720287.zip)

I have done some tweaking since but no where to upload them (MOD is about 50 MB in size).

[ April 06, 2004, 10:22: Message edited by: pathfinder ]

Ragnarok-X
April 6th, 2004, 05:50 PM
so, someone need to give pathfinder access to a ftp or something http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
April 6th, 2004, 11:22 PM
Originally posted by Ragnarok-X:
so, someone need to give pathfinder access to a ftp or something http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Yeah, I don't even have a place to put the files that have changed (patch so to speak).

Fyron
April 7th, 2004, 12:03 AM
How big is this patch? If it is a lot smaller than the full mod, such as no images people already have, I can put it on SE.net. Email it to admin spaceempires net (insert @ and .) and I will add it.

spoon
April 7th, 2004, 12:25 AM
Suicide Junkie should be able to host if for you -- see this thread for details:

http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=011425

pathfinder
April 7th, 2004, 12:43 AM
Originally posted by Imperator Fyron:
How big is this patch? If it is a lot smaller than the full mod, such as no images people already have, I can put it on SE.net. Email it to admin spaceempires net (insert @ and .) and I will add it. <font size="2" face="sans-serif, arial, verdana">Not sure. I'd have to pull the files into a folder and see. I'll check it out. Though some of the stuff IS new ship images (guess I could leave those out).

How would you recommend I organize it? separate folders for each race? and a separate one for data? or would a big "glump" do?

I'll need to re-do the neutral races' designcreation files and then I should be ready to send something.

[ April 06, 2004, 23:51: Message edited by: pathfinder ]

Fyron
April 7th, 2004, 12:55 AM
Well I meant images that are already in the current full Versions, so are not needed in a patch file...

A big glump would be easier.

[ April 06, 2004, 23:58: Message edited by: Imperator Fyron ]

pathfinder
April 7th, 2004, 01:13 AM
Originally posted by Imperator Fyron:
Well I meant images that are already in the current full Versions, so are not needed in a patch file...

A big glump would be easier. <font size="2" face="sans-serif, arial, verdana">Ok, glump is easier for me too. So far, without any updated images and no updated neutrals it is running 6.55 MB.

Fyron
April 7th, 2004, 01:21 AM
6.55 MBs from just text files? Is this compressed or not compressed? Make sure to use a non-WinZip or XP archive utility, such as WinRar (http://www.rarlabs.com), to get good compression rates (make sure to use Best). In fact, going with a format such as RAR will give even better results. You can add a mere 50 kB SFX (self-extracting) module to an archive that will allow it to be extracted without having WinRar installed. 50 kB is nothing when you can sometimes save 5 MBs in RAR format vs. ZIP format (and this is with Best compression in WinRar of each format).

pathfinder
April 7th, 2004, 01:32 AM
Uncompressed. I plan on using WinRAR to compress. and I'll try to use that self-extraction too.

http://forum.shrapnelgames.com/images/icons/shock.gif 227 MB uncompressed for full MOD http://forum.shrapnelgames.com/images/icons/shock.gif

includes full imagemod (slightly modified as it never seems to have ALL the B5 images) and all other images and files.

Gawd, nobody would want to handle THAT big a file downloading....

[ April 07, 2004, 00:45: Message edited by: pathfinder ]

Dragonswrd
April 7th, 2004, 01:53 AM
Wait someone is taking the B5 mod and updating it and putting it in one place all at once so we can download it? Without the need to search for all the updates? http://forum.shrapnelgames.com/images/icons/shock.gif It's about time. http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 7th, 2004, 02:00 AM
Originally posted by Dragonswrd:
Wait someone is taking the B5 mod and updating it and putting it in one place all at once so we can download it? Without the need to search for all the updates? http://forum.shrapnelgames.com/images/icons/shock.gif It's about time. http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Ugh, look at my Last post. 227 MB is simply huge...even when I get it compressed it will still be around 90-100 MB.

leo1434
April 7th, 2004, 02:25 AM
Hello!

If the file is too big, using WinRAR you can compress it in several volumes, the fist one is the .exe file (to execute in order to decompress and join) and then the following ones are .rar files. You only have to put all of them in the same folder (after you finished downloading) and make a double clikc on the exe file. You can chop the big Mod files in as many parts as you want!

pathfinder
April 7th, 2004, 03:07 AM
First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess.


2d attempt was 8 files/parts. 1st 7 are 7.81 MB with Last at just over 5 MB. 1st is self-extracting .exe.

IF, I'll do the same for a patch so that those who have the Gold Version of the MOD can do a "simple" update.

Biggest headache I got now is to do a readme with credits....ugh. Hope I can remember the authors of some of the shipsets.... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ April 07, 2004, 02:49: Message edited by: pathfinder ]

Timstone
April 7th, 2004, 03:14 PM
Hmm... when it's up I surely check it our. Great work Path!

Edit: I wish Grumbler and me were this far. Ah well, just a little longer...

[ April 07, 2004, 14:15: Message edited by: Timstone ]

Dragonswrd
April 7th, 2004, 03:32 PM
Personally, I don't mind the large download, I have broadband. Though that is bit large, and I know not everyone has broadband.

Ragnarok-X
April 7th, 2004, 05:46 PM
awesome, ihve been waiting for the mod since 2 years !! i dont mind a big download, though im on 56k which will take approx 1 hour for 15 mb. Then again one hour isnt that expensive and i guess i will have LOADS of fun with the mod, so it will be worth it.

Fyron
April 7th, 2004, 07:38 PM
It is not the download time that is the issue, it is the amount of bandwidth that will be required from the server hosting the mod...

geoschmo
April 7th, 2004, 07:57 PM
EDIT: Never mind

[ April 07, 2004, 19:06: Message edited by: geoschmo ]

Suicide Junkie
April 7th, 2004, 08:11 PM
If you could upload the graphics you need added to the imagemod, that would reduce the size a bunch. My copy of the B5 mod dosen't seem to have all the graphics.

ftp://imagemodserver.mine.nu/uploads

pathfinder
April 7th, 2004, 10:51 PM
Originally posted by Imperator Fyron:
It is not the download time that is the issue, it is the amount of bandwidth that will be required from the server hosting the mod... <font size="2" face="sans-serif, arial, verdana">Understood.

pathfinder
April 8th, 2004, 12:28 AM
Originally posted by Suicide Junkie:
If you could upload the graphics you need added to the imagemod, that would reduce the size a bunch. My copy of the B5 mod dosen't seem to have all the graphics.

ftp://imagemodserver.mine.nu/uploads <font size="2" face="sans-serif, arial, verdana">Not sure which ones are missing....maybe the ones for several of the weapons for the Minbari?

Fyron
April 8th, 2004, 04:16 AM
Timestone sent me this list a while ago:

Facilities:
Facil_261
Facil_262
Facil_263
Facil_265
Facil_266
Facil_281
Facil_282
Components:
Comp_649
Comp_650

pathfinder
April 8th, 2004, 04:55 AM
Originally posted by Imperator Fyron:
Timestone sent me this list a while ago:

Facilities:
Facil_261
Facil_262
Facil_263
Facil_265
Facil_266
Facil_281
Facil_282
Components:
Comp_649
Comp_650 <font size="2" face="sans-serif, arial, verdana">Ok, I'll check those and see.

Timstone
April 8th, 2004, 04:17 PM
Path: I could send the actual pics to you.

pathfinder
April 8th, 2004, 04:25 PM
Originally posted by Timstone:
Path: I could send the actual pics to you. <font size="2" face="sans-serif, arial, verdana">I probably have them. Challenge here is to make the sure the imagemod (SJ) has them all.

But if I don't, I'll post and let you know.

Timstone
April 8th, 2004, 04:28 PM
Trust me, they're not in the Last Version. I DL'ed.
That's why I send a message to Fyron.

pathfinder
April 8th, 2004, 04:38 PM
Originally posted by Timstone:
Trust me, they're not in the Last Version. I DL'ed.
That's why I send a message to Fyron. <font size="2" face="sans-serif, arial, verdana">that I don't doubt. I do have the pics but can't find where the fac_XXX pics are used. Comp_649 is the shipboard telepath and Comp_650 is the living cpu.

Timstone
April 8th, 2004, 04:41 PM
Oh, the facility pics weren't used yet. They are some buildings Val wanted to use in the future. And you can't have enough images to chose from.
And some of the component pics aren't in use either. They're just for later use.

pathfinder
April 8th, 2004, 04:49 PM
Originally posted by Timstone:
Oh, the facility pics weren't used yet. They are some buildings Val wanted to use in the future. And you can't have enough images to chose from.
And some of the component pics aren't in use either. They're just for later use. <font size="2" face="sans-serif, arial, verdana">Oh, ok.

Timstone
April 8th, 2004, 04:52 PM
shall I send them to you?

pathfinder
April 8th, 2004, 04:54 PM
Originally posted by Timstone:
shall I send them to you? <font size="2" face="sans-serif, arial, verdana">Nope, I have them. Just was wondering if they what they were being used for. If you know the numbers of any others, even un-used one, I'll compile and get them to SJ for the imagemod.


SJ: which pics are you missing? I probably have the images. I'll compile them with the ones Timstone is reporting.

[ April 08, 2004, 15:56: Message edited by: pathfinder ]

Timstone
April 8th, 2004, 04:57 PM
To my knowledge these were the only ones.

pathfinder
April 8th, 2004, 05:00 PM
Originally posted by Timstone:
To my knowledge these were the only ones. <font size="2" face="sans-serif, arial, verdana">Ok, super.

Timstone
April 8th, 2004, 08:37 PM
Path:
I've discovered a few more. They are in the Events directory. They are the pics for the various colonies. They don't have the right names yet (no name beginning with Comp_***.bmp). I use them for 2.0. So maybe it's a good idea to ask Fyron to incorporate them into the imagemod in the components directory.

Grumbler:
I've finished work on the jump drives and jump gates. Tomorrow I'm moving on to the engines. I hope you have contacted me before I begin. Maybe you have some advise or something.

To all:
How does SE know which pic to use for what kind of colony atmosphere?
How does SE choose a hydrogen pic for a hydrogen atmosphere? I've put my pics in the same order as the pics for vanilla SE. Is this the way to go?

Fyron
April 8th, 2004, 08:43 PM
Path:
I've discovered a few more. They are in the Events directory. They are the pics for the various colonies. They don't have the right names yet (no name beginning with Comp_***.bmp). I use them for 2.0. So maybe it's a good idea to ask Fyron to incorporate them into the imagemod in the components directory.<font size="2" face="sans-serif, arial, verdana">The B5 event images are all in the Image Mod Events pack. SJ is the one in charge of the Image Mod, not me.

To all:
How does SE know which pic to use for what kind of colony atmosphere?
How does SE choose a hydrogen pic for a hydrogen atmosphere? I've put my pics in the same order as the pics for vanilla SE. Is this the way to go?<font size="2" face="sans-serif, arial, verdana">You'll have to be more specific. Do you mean event images? Components? Planets?

pathfinder
April 8th, 2004, 08:52 PM
Those images are already in the imagemod:

http://s94941683.Onlinehome.us/imagemod/


They are in the event pack.

[ April 08, 2004, 20:01: Message edited by: pathfinder ]

Timstone
April 8th, 2004, 09:32 PM
Yup, I said they were in the events directory. But because I use them as a component it might be good to incorporate them into the Image Mod. That was all.

Fyron: Sorry, I thought you were also administartor of the Image Mod.

What I mean is this:
A ship of mine with a rock hydrogen colonize component wants to colonise a planet. The colonise component shows a rock hydrogen pic. But how does SE knows to insert a hydrogen component and not an oxygen component?
Because I don't know this I've set the alternative colonize component pics (the ones in the event directory) in the exact order like the component pics from vanilla SE. Is this correct or is it unimportant in which order the pics are?

[ April 08, 2004, 20:34: Message edited by: Timstone ]

Fyron
April 8th, 2004, 09:36 PM
Components use whatever component image is called for in Components.txt. The game does not display a different component image based on atmosphere type. Stock SE4 only makes use of 3 of them, based on planet type. The pics for other atmospheres are not used, ever.

[ April 08, 2004, 20:37: Message edited by: Imperator Fyron ]

Timstone
April 8th, 2004, 09:41 PM
AHHH!!! Crap! You're right. Damn, me stupid. Must be all those numbers. I've been quite busy with The Mod today. And the jungle Val created is not a pretty sight and a place to get lost in very easily. Must have beer, must sleep...

See ya all tomorrow!

Fyron: thanks for setting this stupid error of mine straight. Thumbs up!

[ April 08, 2004, 20:42: Message edited by: Timstone ]

Lighthorse
April 9th, 2004, 12:44 AM
Hey Pathfinder,

First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess.
I would like to download the complete Babylon 5 mod too. I do not mind if it > 80 MG either. Hope to see the latest Babylon 5 mod install on SE4 PBW site too.

Great Work
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 9th, 2004, 01:20 AM
Lighthorse: Some tweaking left yet. But a patch and full Version will go up somewhere this week-end (I hope).

Lighthorse
April 9th, 2004, 06:44 AM
Super, thanks Pathfinder.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone
April 9th, 2004, 09:10 AM
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod?

Timstone
April 9th, 2004, 09:16 AM
Fyron or SJ:
Concerning those images of the various colonies in the Events directory. I really would like them into the Image Mod too (in the componets directory). When I select a colony component, I can right click on it to see the actual pic, but there's no small pic displayed. I can insert the image myslef, but it would be better if all the components and facilities I gave up earlier were inserted into the Image Mod.

pathfinder
April 9th, 2004, 10:28 AM
Originally posted by Timstone:
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod? <font size="2" face="sans-serif, arial, verdana">Mostly, At the moment they "only" build 1 aggresive miner on the homeworld but no homeworld facility, instead 2 advanced military facilities http://forum.shrapnelgames.com/images/icons/icon8.gif Mid-tech has the AI building a bunch of homeworld II facilities on the homeworld... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Ancients have to setup for full tech start correct: 1 homeworld facility, 1 shipyard, 1 ancient advanced military facility (instead of depot), 1 agricultural facility, rest are mining facilities.

Guess I could put a restriction of 1 homeworld per planet for the homeworld facility. Anyone got a clue on how I could restrict the setup? EDIT: Restrictions not allowed in facilities.txt?

[ April 09, 2004, 10:46: Message edited by: pathfinder ]

Alneyan
April 9th, 2004, 02:13 PM
The AI, in all its silliness, puts the starting facilities according to a very strict scheme. Here they are according to Fyron's modding guide:

1) The Last facility with the Spaceport ability in the file.
2) The Last facility with the Space Yard ability in the file.
3) The Last facility with the Resupply ability in the file.
4) One facility that has the highest level of the Resource Generation - Organics ability.
5) One facility that has the highest level of the Resource Generation - Radioactives ability.
6) One facility that has the highest level of the Resource Generation - Minerals ability.
7) One facility that has the highest level of the Point Generation - Research ability.
8) Repeat 6 & 7 until the planet is filled. <font size="2" face="sans-serif, arial, verdana">So, if the AI happens to be putting "bad" facilities, you will want to make a "good" facility with a slightly higher value, even one more point. The same goes true for the cultural centers, you may need to add an improvement for the high tech starts depending on the other facilities available. (At least it is how it is solved in Adamant for example) I could be wrong about the "how to solve it" though, as I didn't delve much into the facilities yet.

pathfinder
April 9th, 2004, 04:25 PM
Anyone got objections to stripping the Advanced Military Outpost of spaceyard ability? This seems to be the only way I can get homeworld "facility" during a full tech start-up for the standard or "young" races. I did get rid of the aggressive mining facility BUT still unable to get rid of 1 advanced military outpost (instead of homeworld)... http://forum.shrapnelgames.com/images/icons/icon9.gif

[ April 09, 2004, 15:40: Message edited by: pathfinder ]

Timstone
April 9th, 2004, 06:37 PM
The list that is in the guide is not entirely true. There are more things that the AI keeps an eye on that just resources.

This is the list of things that the AI looks at besides the the things in the list in the guide:

- higher resource yield
- higher research level
- higher research points

This Last thing is very important. I had a ship yards and a manufacturing colony with equal tech. And the computer kept on placing a MC instead of a SY. I discovered it all had to do with the amount of research points.
I used the SEModder from DavidG to look for the amount research points.

So first comes the top itme on the list in the guide, then comes my list. Then the AI looks at the second item on the list in the guiden and again my list follows. Then number three on the list in the guide followed by my list etc...

Hope this helps.

Edit: Shall I send you the facilities.txt I've made for 2.0? Maybe that helps.

[ April 09, 2004, 17:38: Message edited by: Timstone ]

pathfinder
April 9th, 2004, 07:33 PM
I guess then that since it costs more to research the Advanced Military Outpost, it get chosen over a homeworld II?


Hmmm.....wonder if the constructionfacility file (or whatever it is called) is involved. Some of the races have both a HW and an advanced outpost....while others (EA, Minbari) have only an advanced outpost ... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Nope, all seem to have exactly same values in constructionfacility.....my head hurts.. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/confused.gif

[ April 09, 2004, 18:53: Message edited by: pathfinder ]

Fyron
April 9th, 2004, 07:44 PM
I believe it is just position in the file that matters for abilities that have no value, not cost to research. Abilities that have a value, including space yards, are chosen by the best ability value available.

Fyron
April 9th, 2004, 08:08 PM
Timstone, whichever images you want added to the Image Mod, you will need to upload to SJ's FTP (and inform him of them), including info for the credits.txt files. He posted the link several Posts down.

Timstone
April 9th, 2004, 08:08 PM
Fyron:
Nope. I tested it through and through. The AI really looks at the building with highest researchpoints.
But how and why the AI places different buildings on the different HomeWorlds is a riddle to me. Strange to say the least.

Path:
Still need the facilities.txt from me?

Fyron (again):
Thanks for the info about the images. I'll send SJ a message.

[ April 09, 2004, 19:09: Message edited by: Timstone ]

pathfinder
April 9th, 2004, 08:11 PM
Timstone: sure...harryb1@comcast.net

Fyron
April 9th, 2004, 08:17 PM
If that is the case, then all you have to do is add a dummy tech area that is really expensive and has a lot of levels. Have everyone start with max level in it on low tech start. Then, assign this as as tech req to all facilities that you want to be HW facilities. Of course, you have to be careful not to let it cause the AI to choose to build these instead of the normal one later on on colonies..

Suicide Junkie
April 9th, 2004, 08:24 PM
ftp://imagemodserver.mine.nu/uploads
NOTE: Say OK to the permissions "error", and then drop the files into the window.

I have the following blanks:
524-528
540-543
546 & 547
549-552
570-576
594-600
618 & 619
621-624
636-638
648
693-696
717-720
755-767
778-780
790-792
801
812-816
829-838
843 & 844
847
849-862
872-875
883 & 884
886-888

pathfinder
April 9th, 2004, 08:46 PM
SJ: Most of those ARE blank: I have the following images and will make a folder of big and little pics with a credits note (Val made them I think...all I know is that I didn't): 549, 550, 594-598, 854-862.

Do I need to compress the files? Also, I have never ftp'd.... in other words when I click on that link...nuttin happens ...no giving/askin permission, nothing, just a blank page http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif

[ April 10, 2004, 10:48: Message edited by: pathfinder ]

pathfinder
April 10th, 2004, 01:53 AM
I don't know if the AI is 100% ready for prime time BUT they sure are a heck of a lot better (IMHO) than they were a few weeks ago.

I still have to do a readme and polish up the credits.

pathfinder
April 10th, 2004, 11:47 AM
This is weird (to me anyways). About 1/2 the races use a homeworld fac in full tech and the other half don't. I have as yet to see what the difference in the races is http://forum.shrapnelgames.com/images/icons/confused.gif


Well, I changed the order that "supply generation" ability is listed for the homeworld facility and that seems to have done the trick for the AI but the EA.... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif and no, not 100% sure that this was the problem either as whatever race I pick for mine, sometimes that race then doesn't have a homeworld facility... http://forum.shrapnelgames.com/images/icons/shock.gif


The Ancients only have 1 level of facilities (homeworld, military outpost, mining/agriculture facilities) and consistently have a "correct" mixture of those facilities while the "young" (B5 Standard) races *cringe*

Another fact...seems alot of the AI are "brain-dead" (no design or construction going on) unless I turn the AI on. Need new .emp files?

[ April 10, 2004, 12:38: Message edited by: pathfinder ]

Fyron
April 10th, 2004, 09:54 PM
You have to turn the AI on when adding the empires manually. It should work fine just from selecting "Controlled by AI" before starting the game. Are they set to "Use Style From Race", or the other default option?

Suicide Junkie
April 10th, 2004, 10:03 PM
Originally posted by pathfinder:
SJ: Most of those ARE blank: I have the following images and will make a folder of big and little pics with a credits note (Val made them I think...all I know is that I didn't): 549, 550, 594-598, 854-862.

Do I need to compress the files? Also, I have never ftp'd.... in other words when I click on that link...nuttin happens ...no giving/askin permission, nothing, just a blank page http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">The page is supposed to be blank, since nobody has permission to read the files there. If the page finishes loading, just drag the files over top and let go.

Zipping them with a unique name will make it easier for me to figure out what files you submitted.

pathfinder
April 10th, 2004, 10:28 PM
Originally posted by Imperator Fyron:
You have to turn the AI on when adding the empires manually. It should work fine just from selecting "Controlled by AI" before starting the game. Are they set to "Use Style From Race", or the other default option? <font size="2" face="sans-serif, arial, verdana">I usually just let the computer load them. They seem to be ok now. Beats me why the Vorlon were being "difficult" earlier.


SJ: I'll zip them and drop in a bit. Already have them in a folder, ready to go. I apologize for being a simple mind. Update: SJ--they be dropped.

[ April 10, 2004, 21:36: Message edited by: pathfinder ]

Nomor
April 11th, 2004, 03:53 AM
Dear All

Sorry to bother anyone but can you tell me how many of the B5Mod Unfinished Races are now complete?

I'm thinking of the:

Lumati
Drazi
Drakh
Dilgar

All my files are Val's non Gold up to 1.49.34 or is it .33

Are the above present in the current Gold Version?
Just want to know before I upgrade...
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ April 11, 2004, 19:09: Message edited by: Nomor ]

pathfinder
April 11th, 2004, 04:11 AM
Originally posted by Nomor:
Dear All

Sorry to bother anyone but can a you tell me how many of the B5Mod Unfinished Races are now complete?

I'm thinking of the:

Lumati
Drazi
Drakh
Dilgar

All my files are Val's non Gold up to 1.49.34 or is it .33

Are the above present in the current Gold Version?
Just want to know before I upgrade...
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Drazi and Dilgar are in the MOD (Gold) I released Last year. I am almost ready to release an update. This is a follow-on to Val's work.

Other "minor" races: Shagtoth and Raiders (non-Nomad tho'), Pak'Ma'Ra, Brakiri, Gaim (neutral), Llort (neutral), Larkan (or is that Lorkan? neutral), Markab (neutral), Abbai.

[ April 11, 2004, 03:24: Message edited by: pathfinder ]

astruskustuvas
April 11th, 2004, 08:54 AM
can someone give me full link of curent working b5mod (se4gold) Version?

please post link in reply.

pathfinder
April 11th, 2004, 11:00 AM
Originally posted by astruskustuvas:
can someone give me full link of curent working b5mod (se4gold) Version?

please post link in reply. <font size="2" face="sans-serif, arial, verdana">For the basic files:

http://www.xmission.com/~rstulce/B5Web.htm

For the GOLD files you have to search here.

This is the Last revisions I did (June 2003):

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip (http://forum.shrapnelgames.com/newuploads/1055690978.zip)

B5 Mod Race AI:

1055720287.zip (http://forum.shrapnelgames.com/newuploads/1055720287.zip)

You are reminded that this Version is a bit buggy.

[ April 11, 2004, 10:03: Message edited by: pathfinder ]

Ragnarok-X
April 11th, 2004, 11:17 AM
Pathfinder: whats with the Vree, my favourite race ? Neutral race ? Or not even included ?

pathfinder
April 11th, 2004, 11:23 AM
Originally posted by Ragnarok-X:
Pathfinder: whats with the Vree, my favourite race ? Neutral race ? Or not even included ? <font size="2" face="sans-serif, arial, verdana">Included as major race. Did not mention them as it was late and I did not feel like mentioning ALL of them at the time. The shipset IS imcomplete and I have no plans to finish it.

[ April 11, 2004, 10:29: Message edited by: pathfinder ]

Timstone
April 11th, 2004, 11:58 AM
Hi again!

Well, I've had my little time off. So now it's back to the mod. Jippie!
I haven't heard from Grumbler for some time now. He must be on a vacation during easter or something.
Well untill then I'll just be doing weapons again.

Edit:
Path: I've send you the facilties.txt.

[ April 11, 2004, 11:09: Message edited by: Timstone ]

pathfinder
April 11th, 2004, 02:08 PM
Timstone: I have not received that e-mail.

Timstone
April 11th, 2004, 08:03 PM
Path:
Damn, I'll send it again.

Edit:
Hmm... I've cheked my send Messages, but I can't see why you haven't got the message. I've send it to this mailadres:
harryb1@comcast.net

[ April 11, 2004, 19:05: Message edited by: Timstone ]

pathfinder
April 11th, 2004, 08:06 PM
Originally posted by Timstone:
Path:
Damn, I'll send it again.

Edit:
Hmm... I've cheked my send Messages, but I can't see why you haven't got the message. I've send it to this mailadres:
harryb1@comcast.net <font size="2" face="sans-serif, arial, verdana">correct address, I just have not gotten it. Just checked (3PM eastern, US)...not here.

No biggy Timstone. Would have been nice to compare.

[ April 11, 2004, 19:09: Message edited by: pathfinder ]

Timstone
April 11th, 2004, 08:15 PM
Shall I PM you with my mail adres=? That way I can reply to a message you send. Maybe that will help?

pathfinder
April 11th, 2004, 08:21 PM
Originally posted by Timstone:
Shall I PM you with my mail adres=? That way I can reply to a message you send. Maybe that will help? <font size="2" face="sans-serif, arial, verdana">Sure..

Timstone
April 11th, 2004, 08:28 PM
Done.

pathfinder
April 11th, 2004, 08:34 PM
Originally posted by Timstone:
Done. <font size="2" face="sans-serif, arial, verdana">Got the PM and sent a e-mail to you. We shall see if I can read it. My e-mail says I have new e-mail BUT I can not see it for some weird reason.

Timstone
April 11th, 2004, 08:45 PM
Okay, I've send you the mail.
Maybe it's the included txt. Although I've never had any problems with that. Ah well, we'll see.

Goodnight gents. Till tomorrow.

[ April 11, 2004, 19:45: Message edited by: Timstone ]

pathfinder
April 11th, 2004, 08:53 PM
Originally posted by Timstone:
Okay, I've send you the mail.
Maybe it's the included txt. Although I've never had any problems with that. Ah well, we'll see.

Goodnight gents. Till tomorrow. <font size="2" face="sans-serif, arial, verdana">Must be my e-mail. I see the count go up BUT I can not read/see any new Messages.

Update: Got it Timstone! I forgot that I had enabled high security for my internet (therefore my e-mail). I guess that .txt ttachment blocked it.

[ April 11, 2004, 20:31: Message edited by: pathfinder ]

Fyron
April 11th, 2004, 10:17 PM
When sending to hotmail addresses, it is always best to compress the files. Hotmail no longer allows file attachments larger than 512 kB, unless you pay them money...

pathfinder
April 11th, 2004, 10:21 PM
Originally posted by Imperator Fyron:
When sending to hotmail addresses, it is always best to compress the files. Hotmail no longer allows file attachments larger than 512 kB, unless you pay them money... <font size="2" face="sans-serif, arial, verdana">Hotmail wasn't involved this time. I had set the security level high in my regular e-mail and I guess that blocked the .txt attachment.

Fyron
April 11th, 2004, 10:26 PM
For the future. http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 11th, 2004, 10:29 PM
Originally posted by Imperator Fyron:
For the future. http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Hehe, understood http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
April 12th, 2004, 02:57 AM
All I need to do is polish up the read-me, then cut a "patch" and compress it. Be another couple of days.

Lighthorse
April 12th, 2004, 05:31 AM
Pathfinder,

The past 1.49 Babylon 5 game on PBW has ended, due to an error/bug. I'm thinking of restarting a B5 game myself on the PBW servicer, but wanted to used Babylon 5 Gold 1.91, instead of the 1.49 Babylon 5. Were you planning to upload Babylon 5 Gold so onto the PBW, thus allowing players to play B5 Gold?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 12th, 2004, 11:09 AM
Originally posted by Lighthorse:
Pathfinder,

The past 1.49 Babylon 5 game on PBW has ended, due to an error/bug. I'm thinking of restarting a B5 game myself on the PBW servicer, but wanted to used Babylon 5 Gold 1.91, instead of the 1.49 Babylon 5. Were you planning to upload Babylon 5 Gold so onto the PBW, thus allowing players to play B5 Gold?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">If I knew how I would.

Nomor
April 13th, 2004, 12:02 AM
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
This just in... don't know if Val ever implemented it....

was to be included in the Drakh_AI_General.txt file

Name := Drakh Theocracy (militant) (Ref.: IPX Achieve)

Description :=

The Drakh are a sycophantic minion of one of the Ancients, presumably the Shadows, with possible telepathic and telekinetic abilities. Long lived cunning schemers.

Biological Description :=

(Ref.: IPX Achieve; Warning: This information is provided as is, and is subject to confirmation.)

The Drakh are a highly evolved reptilian humanoid with three major subspecies or castes and a forth-unknown minor caste?

They have a four-digit hand, three fingers and an opposable thumb. Despite their reptilian origin they are warm-blooded enjoying the same temperature ranges as humans, and give birth to live young **. (** Placental, like the Drazi?)

Epidermal scales appear on all visible surfaces but vary in density and thickness between the three castes. Sexual dimorphism was not observed but may exist, however there is a marked physical caste dimorphism.

The primary castes are Priests, Warriors, and Labourers, in hierarchic order.

The Warriors are large, athletic Versions of the priests but hid behind facemasks during our encounter so may have a facial differential.

"Drakh admit to a life span of 20,000 years reaching sexual maturity in “as little” as 75 to 80 years and consider Adulthood to be from 110 years." Delete above ..replace with following...

Drakh admit to a long life span *** reaching sexual maturity in “as little” as 75 to 80 years and consider Adulthood to be from 110 years? ( *** possible translation error?) Apart from an apparent high I.Q. they also display an ability to see into the infrared portion of the EM spectrum. Intelligence varies by caste and follows the reverse of the hierarchy with Labourers being regarded as geniuses amongst their people. Psychic abilities exist to varying degrees in all castes but would appear to be strongest in the Priesthood and may account for their current Hierarchy.

Society Description := (Ref.: IPX Achieve)

According to our hosts, who by admission are rebels and outcastes and not typical, the standard Drakh Government is a militant theocracy that reveres their “Ancient” guardians as gods.

Consequently the military and the government of the Drakh are one and the same and geared towards the advancement of their god’s agendas and the destruction of their god’s foes. Drakh culture is thus centred on their war fleets.

The few renegade Drakh possibly numbering 1% of the Drakh population, have no unified government and are very much loners in the galaxy.

Addendum: We were warned that Drakh would often feign slow reflexes to lull new contact races into a false sense of security and Warriors are trained never to exhibit their superior strength or reflexes. Our resident Telepath who had engaged in a “friendly” mental wrestling match with their spokesman did not consider this an idle boast. Caution should be the order of the day with any further dealings with other Drakh.

General History Description := (Ref.: IPX Achieve)

If we are to take the Drakh captain at his word, the Drakh are the product of Vorlon biogenetic warfare aimed at their Shadow masters.

The Vorlons apparently released bio-genetic weapons on Z’Ha’Dum specifically tailored for the Shadow physiology about 750,000 yrs. ago causing them to abandon their home. The Drakh as they came to be known were one of the few indigenous species that actually benefited from plagues and diseases meant to shatter the genetic structure of the Shadows, most other life forms died out. The pre-Drakh species mutated to true sentience and started to unravel the advanced world of the previous inhabitants. They were left to their own devices for nearly 5,000 yrs. Their powerful intellects and inquisitive nature would have eventually allowed them to become a great power if they had been left alone.

Then the Shadows began to return. At first annoyed with the new tenants on their homeworld, the Shadows soon decided that these reptilian creatures had potential as servants. Shattering the grand culture the Drakh had built, the Shadows ruthlessly crushed the Drakh. The Drakh had never gone beyond their home system and their space fleet was negligible in size. Easily overwhelmed by the returning Shadow Battlecrabs, they were effectively knocked back to the Stone Age before the Shadows set about the task of re-moulding them into useful and obedient tools.

Setting themselves up as God-Kings to the Drakh, the Shadows neglected their schemes and wars for the next ten thousand years. During this time they moulded the creatures into the perfect servant-warriors. Dispensing with the predator’s teeth and claws of the creature’s brute animal past, and enhancing their intellects still further. The Shadows created a caste system society for the Drakh that placed the Shadows themselves at the pinnacle of existence.

The Shadows instilled a simultaneous loathing and fascination for biogenetic weapons in the Drakh, which has stayed with them to this day. Whilst the Drakh despise such weapons for warping them into things they were never meant to become, they are also drawn to such things as means to strike at their enemies in a kind of twisted retribution upon the entire Universe for what was once done to them. (IPX: Reward offered for additional/conformational information on this Species)

http://forum.shrapnelgames.com/images/icons/tongue.gif What do you think?

[ April 13, 2004, 01:12: Message edited by: Nomor ]

pathfinder
April 13th, 2004, 12:36 AM
Looks good to me Nomor.

Nomor
April 13th, 2004, 01:59 AM
Val used to insert this text into the _AI_General.txt file.

So my question is does the current Drakh_AI_General.txt file have any description in it.

I don't know how far Val was when he went X- file and he may not updated some of what he passed on.

http://forum.shrapnelgames.com/images/icons/icon7.gif Ta.. PF

[ April 13, 2004, 01:18: Message edited by: Nomor ]

pathfinder
April 13th, 2004, 02:13 AM
Originally posted by Nomor:
Val used to insert this text into the _AI_General.txt file.

So my question is does the current Drakh_AI_General.txt file have any description in it.

I don't know how far Val was when he went X- file and he may not updated some of what he passed on.

http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I did not get ANY Drakh data from Val.

Nomor
April 13th, 2004, 02:24 AM
So I take it the Drakh are one of those unfinished races with no real ship-set of their own and not in either the Gold or Std. B5Mod. ?

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

pathfinder
April 13th, 2004, 02:30 AM
Originally posted by Nomor:
So I take it the Drakh are one of those unfinished races with no real ship-set of their own and not in either the Gold or Std. B5Mod. ?

http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">Exactly.

Lighthorse
April 13th, 2004, 03:06 AM
Originally posted by Pathfiner
If I knew how I would

If SE4 1.91, Babylon 5 Gold mod is ready, would you allow me to post this great mod on the PBW servicer?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 13th, 2004, 03:23 AM
Originally posted by Lighthorse:
Originally posted by Pathfiner
If I knew how I would

If SE4 1.91, Babylon 5 Gold mod is ready, would you allow me to post this great mod on the PBW servicer?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Except for a readme the MOD is ready. As for it being FULL 1.91, hmmmm. I have not been able to use the AI tags successfully. But it most certain runs using 1.91. AI are running me ragged so far after the Last tweaks.

How would I get the MOD, as I currently have it configured, to you? I can break it down to 6-7 MB bites for e-mail if need be or do you have the Gold Version from Last june. I could make a "patch" with the updated components.txt, facilities.txt and updates to the shipsets I have made. This would be a much smaller file.

pathfinder
April 13th, 2004, 03:25 AM
Originally posted by pathfinder:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Lighthorse:
Originally posted by Pathfiner
If I knew how I would

If SE4 1.91, Babylon 5 Gold mod is ready, would you allow me to post this great mod on the PBW servicer?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Except for a readme the MOD is ready. As for it being FULL 1.91 and 100% ready, hmmmm. I have not been able to use the AI tags successfully and a full tech start, while better still has a couple AI that refuse to behave; also the Mid-level tech start has a challenge with the AI placing almost all homeworld facilties (young races) on the homeworld. But it most certain runs using 1.91. AI are running me ragged so far after the Last tweaks.

How would I get the MOD, as I currently have it configured, to you? I can break it down to 6-7 MB bites for e-mail if need be or do you have the Gold Version from Last june. I could make a "patch" with the updated components.txt, facilities.txt and updates to the shipsets I have made. This would be a much smaller file. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">*slams head into desk* quoted myself....DOH! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif

[ April 13, 2004, 02:27: Message edited by: pathfinder ]

pathfinder
April 13th, 2004, 03:28 AM
Originally posted by Nomor:
So I take it the Drakh are one of those unfinished races with no real ship-set of their own and not in either the Gold or Std. B5Mod. ?

http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">I guess my first update after the current Version is released would be to add the Drakh unless of course you want to make their shipset and AI http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse
April 13th, 2004, 04:12 AM
Hey Pathfinder,

Send me the full Version of Babylon 5 Gold Mod. I have DSL boardband internet connection. 80 to 100 MG only takes about 15 minutes to down load, no problem.
I'm unsure how long it will take to up load Babylon 5 on to the PBW servicer. But there only way for sure to find out.
Once uploaded it, I plan to creat a Babylon 5 campaign to replace the earlier 1.49 SE4 game.

Thanks Again and Happy Trails to you.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 13th, 2004, 04:45 AM
Lighthorse: How do I send it...e-mail? I'll have to break it into pieces but that eaily done with winrar. let me finish tweaking it and maybe this week-end send it to you?

I have broadband/cable so speed isn't a problem, just method of file transfer.

[ April 13, 2004, 03:48: Message edited by: pathfinder ]

Lighthorse
April 13th, 2004, 05:31 AM
Pathfinder use your best judgement, I trust you.

Thanks
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Kamikazi
April 13th, 2004, 06:23 AM
I'm new here, and I'm sorry for being so brash in my very first post, but, will you please save me two hundred something pages and six hours of my life worth of reading and just tell me: Is there a working B5 mod for SE4 Gold, and if so, will you please post a link to it? I would appreatciate it very much.

Fyron
April 13th, 2004, 06:47 AM
RE: Mods on PBW
If I knew how I would.
<font size="2" face="sans-serif, arial, verdana">It involves getting the mod to Geoschmo somehow (uploading it to a web server, to PBW, etc.), then having him set the mod up.

Timstone
April 13th, 2004, 07:07 AM
Originally posted by Kamikazi:
I'm new here, and I'm sorry for being so brash in my very first post, but, will you please save me two hundred something pages and six hours of my life worth of reading and just tell me: Is there a working B5 mod for SE4 Gold, and if so, will you please post a link to it? I would appreatciate it very much. <font size="2" face="sans-serif, arial, verdana">Just click a few (2 or so) pages back. There you'll find a post by Pathfinder with all the lnks you'll need to a working (okay, a little bit buggy) Version of the B5 Mod.

Timstone
April 13th, 2004, 07:38 AM
Nomor:
That was a VERY good text to read. I really enjoyed reading it. When Grumbler and I come to the point of inserting these kind of texts, could we use it?
Thumbs up for you!

Timstone
April 13th, 2004, 05:04 PM
Well, I got back a message stating that the server rejected the message because the e-mail adres doesn't excist.
I don't want to be too negative, but I think we can write off good old Val. MIA or worse KIA.

Ragnarok-X
April 13th, 2004, 05:07 PM
Originally posted by Timstone:
http://stardust.jpl.nasa.gov/overview/microchip/namesc.html

Search on that page for:
Val Cassotta

Looks like it he put his name on a probe launched to deposit a few microschips on an asteroid. I got all excited when I saw the date of arrival is somewhere in 2004. I thought Val could still be alive. Then I saw the actual launch date: 1999. Damn. http://forum.shrapnelgames.com/images/icons/icon9.gif
Ah well, I'll keep on with this little search. See ya! <font size="2" face="sans-serif, arial, verdana">I dont know but you sound like you are thinking his real life name was Val as well. I dont really remember him, but since i was lurking in the forums when he was still here (2 years ? ago) i dont think his REAL name was Val ?

Anyway, it would be really nice to hear a word.

Timstone
April 13th, 2004, 05:29 PM
I'm VERY sure his real name was/is Val Cassotta.
I got mail from him pretty regularly and even got mail (you know, a paper thingie brought to you by the mailman. http://forum.shrapnelgames.com/images/icons/icon12.gif ) from him. And his name and adress were on the envelopes evenry time. Damn shame I threw away the envelopes. Otherwise I had send a letter to him long time ago.
Too bad. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ April 13, 2004, 16:30: Message edited by: Timstone ]

Ragnarok-X
April 13th, 2004, 05:56 PM
oh, okay.

pretty stupid of you (no offense!)

Timstone
April 13th, 2004, 06:05 PM
Hehe... yup. http://forum.shrapnelgames.com/images/icons/icon6.gif
Ah well, I couldn't know.

Well, I'm off to play some "adult games"...
I hear my GF calling me, well more like demanding me... http://forum.shrapnelgames.com/images/icons/shock.gif
Bye, bye!

Timstone
April 13th, 2004, 06:24 PM
Oh dear! I made post #3900!!!
Yehaa!

*The sound of cheering people in the background.*

Thank you for this, I couldn't have done it without you people. Thank you, thank you...

*The sound of cheering people fades away.*

Kamikazi
April 13th, 2004, 07:00 PM
Originally posted by Timstone:
Just click a few (2 or so) pages back. There you'll find a post by Pathfinder with all the lnks you'll need to a working (okay, a little bit buggy) Version of the B5 Mod. <font size="2" face="sans-serif, arial, verdana">Thank you. Is there an eta on the (more-or-less) fixed Version?

Ragnarok-X
April 13th, 2004, 08:41 PM
Originally posted by Timstone:
Hehe... yup. http://forum.shrapnelgames.com/images/icons/icon6.gif
Ah well, I couldn't know.

Well, I'm off to play some "adult games"...
I hear my GF calling me, well more like demanding me... http://forum.shrapnelgames.com/images/icons/shock.gif
Bye, bye! <font size="2" face="sans-serif, arial, verdana">Uhm, it took you 19 minutes to turn of the PC, play "adult games" come back, turn on the PC, log in and POST ?

Holy, that must have been some REALLY adult games http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
April 13th, 2004, 10:52 PM
Originally posted by Kamikazi:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Timstone:
Just click a few (2 or so) pages back. There you'll find a post by Pathfinder with all the lnks you'll need to a working (okay, a little bit buggy) Version of the B5 Mod. <font size="2" face="sans-serif, arial, verdana">Thank you. Is there an eta on the (more-or-less) fixed Version? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hopefully something, patch to Imperator (for hosting) and full to Lighthorse for PBW posting/hosting.

pathfinder
April 13th, 2004, 10:55 PM
Originally posted by Ragnarok-X:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Timstone:
http://stardust.jpl.nasa.gov/overview/microchip/namesc.html

Search on that page for:
Val Cassotta

Looks like it he put his name on a probe launched to deposit a few microschips on an asteroid. I got all excited when I saw the date of arrival is somewhere in 2004. I thought Val could still be alive. Then I saw the actual launch date: 1999. Damn. http://forum.shrapnelgames.com/images/icons/icon9.gif
Ah well, I'll keep on with this little search. See ya! <font size="2" face="sans-serif, arial, verdana">I dont know but you sound like you are thinking his real life name was Val as well. I dont really remember him, but since i was lurking in the forums when he was still here (2 years ? ago) i dont think his REAL name was Val ?

Anyway, it would be really nice to hear a word. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Like Imperator said: Val is his real name. Unfortunately he disappeared permanently Feb 2003 (his Last post here). Before that he had been MIA since November 2002.

pathfinder
April 14th, 2004, 12:36 AM
IF: How, where do I drop the B5 patch? PM me maybe? I have it compressed in WinRar. It is a self-extracting WinRar file 256KB in size.

[ April 13, 2004, 23:38: Message edited by: pathfinder ]

Timstone
April 14th, 2004, 01:34 AM
A little bit OT, but okay.

I did a little search for Val and I found another e-mail adres I've never encountered before. So I wrote him a message. Who knows. I'll let you all know what I got back (if any response).
When I searched a little further I discovered this link:

http://stardust.jpl.nasa.gov/overview/microchip/namesc.html

Search on that page for:
Val Cassotta

Looks like it he put his name on a probe launched to deposit a few microschips on an asteroid. I got all excited when I saw the date of arrival is somewhere in 2004. I thought Val could still be alive. Then I saw the actual launch date: 1999. Damn. http://forum.shrapnelgames.com/images/icons/icon9.gif
Ah well, I'll keep on with this little search. See ya!

Fyron
April 14th, 2004, 03:34 AM
Email it to admin spaceempires net (insert . and @ where needed).

Timstone
April 14th, 2004, 08:30 AM
Originally posted by Ragnarok-X:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Timstone:
Hehe... yup. http://forum.shrapnelgames.com/images/icons/icon6.gif
Ah well, I couldn't know.

Well, I'm off to play some "adult games"...
I hear my GF calling me, well more like demanding me... http://forum.shrapnelgames.com/images/icons/shock.gif
Bye, bye! <font size="2" face="sans-serif, arial, verdana">Uhm, it took you 19 minutes to turn of the PC, play "adult games" come back, turn on the PC, log in and POST ?

Holy, that must have been some REALLY adult games http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Sharp, I'll give you that. No, I just had to post and do other little thingies before playing.
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
April 14th, 2004, 11:11 AM
Originally posted by Imperator Fyron:
Email it to admin spaceempires net (insert . and @ where needed). <font size="2" face="sans-serif, arial, verdana">Done.

pathfinder
April 15th, 2004, 12:50 AM
Ewwwww, just learned a Modding lesson: Changing facility file in data folder will REALLY barf up an existing game (facility-wise)... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif


Welp, Cascor now have their race/infantry portraits and minis up to par (sorta)...

[ April 15, 2004, 00:22: Message edited by: pathfinder ]

Timstone
April 15th, 2004, 05:10 PM
Originally posted by pathfinder:
Ewwwww, just learned a Modding lesson: Changing facility file in data folder will REALLY barf up an existing game (facility-wise)... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif


Welp, Cascor now have their race/infantry portraits and minis up to par (sorta)... <font size="2" face="sans-serif, arial, verdana">Wooops...

Anyone seen Grumbler? I hope he returns quickly, coz I would hate to loose him just like Val. http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron
April 15th, 2004, 09:11 PM
Originally posted by pathfinder:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Email it to admin spaceempires net (insert . and @ where needed). <font size="2" face="sans-serif, arial, verdana">Done. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I haven't recieved anything.

pathfinder
April 15th, 2004, 10:31 PM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by pathfinder:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Email it to admin spaceempires net (insert . and @ where needed). <font size="2" face="sans-serif, arial, verdana">Done. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I haven't recieved anything. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Sent one Last time, hope it gets there.

Fyron
April 15th, 2004, 10:33 PM
Are you sure you are able to send files of this size?

pathfinder
April 15th, 2004, 10:42 PM
Originally posted by Imperator Fyron:
Are you sure you are able to send files of this size? <font size="2" face="sans-serif, arial, verdana">This particular one is only 256K and my limit is 8 MB. I got no error message when it went it either time.

also sent it via hotmail (3 MB limit).


Would not send/receive because I sent an .exe (WinRar self-extracting). Auto-Reply said to re-send as a .zip http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ April 16, 2004, 01:22: Message edited by: pathfinder ]

pathfinder
April 16th, 2004, 03:38 AM
I seem to have gotten facilities under control (except EA & Shagtoth), at least the initial game start build for the homeworlds.

Seems any race I pick as human ALL start with Advanced Military Outpost instead of Homeworld Facility. In other words when any race except EA and ShagToth are AI they build Homeworld setup as I planned the AI setup, just not when I use them as human player.... http://forum.shrapnelgames.com/images/icons/confused.gif

[ April 16, 2004, 03:02: Message edited by: pathfinder ]

Lighthorse
April 16th, 2004, 05:22 AM
Hey Pathfinder

Are you still planning on sending me the Babylon 5 Gold mod 1.91 file or you going to install it on SE4 PBW servicer yourself?

Either way is OK with me, for all I want is the ability to run a Babylon 5 Gold 1.91 campaign on the PBW

Thanks Again

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone
April 16th, 2004, 09:04 AM
Path:
Hmm... strange thing with those facilities. Have you cross referenced with my Version of the facilties? Otherwise try my Version instead of your Version. Maybe that will work.

The B5 Mod 2.0 project is getting more and more spooky. I has claimed another life. Another strange disapearance. I can't find Grumbler anymore! I really hope he makes contact quite quickly. This Mod kills... http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
April 16th, 2004, 10:33 AM
Originally posted by Lighthorse:
Hey Pathfinder

Are you still planning on sending me the Babylon 5 Gold mod 1.91 file or you going to install it on SE4 PBW servicer yourself?

Either way is OK with me, for all I want is the ability to run a Babylon 5 Gold 1.91 campaign on the PBW

Thanks Again

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Yeah, I just gotta figure out how. E-mail maybe a problem as winwrar makes an .exe file and my e-mail don't like that http://forum.shrapnelgames.com/images/icons/icon8.gif

pathfinder
April 16th, 2004, 10:46 AM
Originally posted by Timstone:
Path:
Hmm... strange thing with those facilities. Have you cross referenced with my Version of the facilties? Otherwise try my Version instead of your Version. Maybe that will work.

The B5 Mod 2.0 project is getting more and more spooky. I has claimed another life. Another strange disapearance. I can't find Grumbler anymore! I really hope he makes contact quite quickly. This Mod kills... http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Cross-referenced, yes. Use, no, as your research path is has many more levels of industry research and I do not want to mess with the tech file. I'd have re-do all the .emp files then.

[ April 16, 2004, 09:47: Message edited by: pathfinder ]

Timstone
April 16th, 2004, 11:23 AM
Path:
You can make an .zip file or a .rar file with WinRAR. Much more useful when you try to send it to someone.

You little problem with the facilities can only be solved by changing the researchpoints needed for a particular tech. To make sure the AI places HomeWorld Hubs on all planets, you have to make that the most expensive tech and not the Adv. Military Outpost.

Nomor
April 16th, 2004, 07:07 PM
Timstone : Re: Drakh - Yes

I did exactly the same web search for Val a while back and landed on the same site. I also found a V. Cassotta that was CEO of some computer firm but that link has been lost.

Please check your personal message box on this forum. http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone
April 16th, 2004, 07:15 PM
Thanks for the PM Nomor. I've send one back to you.

Alright, post #900!!

pathfinder
April 16th, 2004, 10:06 PM
Well, I figured out what is preventing some races from getting HW at start of full tech games. Natural Merchant race characteristic. remove that and voila, they have homeworld at start of full tech game.

pathfinder
April 16th, 2004, 10:08 PM
Originally posted by Timstone:
Path:
You can make an .zip file or a .rar file with WinRAR. Much more useful when you try to send it to someone.

<font size="2" face="sans-serif, arial, verdana">I know BUT seems e-mail systems do NOT like that self-extracting .exe and and .zips are too big (can't be broken into e-mail digestable chunks). Mod breaks into 13 6 mb chunks under .rar and of cource requires person to have winrar.

[ April 16, 2004, 21:15: Message edited by: pathfinder ]

Fyron
April 17th, 2004, 03:06 AM
Originally posted by pathfinder:
I know BUT seems e-mail systems do NOT like that self-extracting .exe and and .zips are too big (can't be broken into e-mail digestable chunks). Mod breaks into 13 6 mb chunks under .rar and of cource requires person to have winrar. <font size="2" face="sans-serif, arial, verdana">Ok. Make it a multi-part rar archive. Then, you just make the first one self-extracting. You do NOT need to make all of them self extracting, or have just one big archive to have it self-extracting. All others have .rar extension, so they are fine. The first has .exe, so just zip it up, after it is already made into a SFX Rar archive. It will be the same size, maybe a KB or two smaller as it zips the SFX module. Now, you have one .zip and a bunch of .rar to send. No email server problems at all.

[ April 17, 2004, 02:10: Message edited by: Imperator Fyron ]

pathfinder
April 17th, 2004, 03:58 AM
*Grumble* what is the url/address for PBW?

pathfinder
April 17th, 2004, 04:01 AM
Originally posted by Imperator Fyron:
[/qb]<font size="2" face="sans-serif, arial, verdana">Ok. Make it a multi-part rar archive. Then, you just make the first one self-extracting. You do NOT need to make all of them self extracting, or have just one big archive to have it self-extracting. All others have .rar extension, so they are fine. The first has .exe, so just zip it up, after it is already made into a SFX Rar archive. It will be the same size, maybe a KB or two smaller as it zips the SFX module. Now, you have one .zip and a bunch of .rar to send. No email server problems at all. [/QB][/QUOTE]
OK, I'll try that.

Atrocities
April 17th, 2004, 05:12 AM
A bit off topic but I thought I would say that the I just watched the Last episode of B5 and I have to admit that it is one of the best emotional rides of the series. It still brings a tear to my eye at the end.

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

Fyron
April 17th, 2004, 06:43 AM
Originally posted by pathfinder:
*Grumble* what is the url/address for PBW? <font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/shock.gif http://www.pbw.cc

narf poit chez BOOM
April 17th, 2004, 07:39 AM
I've been using http://seiv.pbw.cc

[ April 17, 2004, 06:40: Message edited by: narf poit chez BOOM ]

Fyron
April 17th, 2004, 08:21 AM
www is easier to type than seiv http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
April 17th, 2004, 12:33 PM
Well, neither works, so I guess PBW is down at the moment.

Interesting: In my test games, so far, guess what race seems to be the strongest......Centauri.


Also shipboard telepaths seem to be worthless to me. With a max range of 3 when the tech is maxed out the EA and Minbari ships with a shipboard telepath can't get close enough to Shadow ships to use them.

[ April 17, 2004, 12:52: Message edited by: pathfinder ]

Timstone
April 17th, 2004, 06:44 PM
Originally posted by Atrocities:
A bit off topic but I thought I would say that the I just watched the Last episode of B5 and I have to admit that it is one of the best emotional rides of the series. It still brings a tear to my eye at the end.

http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Hahaha, the great Atrocities, who's brought down enitre civs, slaughterd bilions, come up with 1001 more ways to bring entire planets to its end has tears in his eyes from watching an B5 episode... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Glad you like it. Was this an encouragement for Path to upload his latest revision?

pathfinder
April 17th, 2004, 11:32 PM
I can't seem to get AI Tags to work.

Fyron
April 17th, 2004, 11:39 PM
They work like any other valueless ability in regards to the AI files. What problems are you having specifically?

pathfinder
April 18th, 2004, 01:29 AM
Originally posted by Imperator Fyron:
They work like any other valueless ability in regards to the AI files. What problems are you having specifically? <font size="2" face="sans-serif, arial, verdana">Trying to use them as an ability so that the ancients can use their ancient reactors and others so that "younger" races can use the massive reactor(s).

The solar supply generation ability used by jumpgates causes any design using that ability to NOT be built. The younger races massive reactorsd use it and any ship that has this ability will not be built. A work around is to simply not use massive reactors....bleah.

Some of the ancient race ships with that abilty get built, others (especially smaller ones) don't.

UPDATE: Assigned an unused bogus ability and got the buggers to use Massive reactors.

[ April 18, 2004, 01:53: Message edited by: pathfinder ]

Rambie
April 18th, 2004, 03:56 AM
Originally posted by pathfinder:
Also shipboard telepaths seem to be worthless to me. With a max range of 3 when the tech is maxed out the EA and Minbari ships with a shipboard telepath can't get close enough to Shadow ships to use them. <font size="2" face="sans-serif, arial, verdana">Agree with you there. The range should start at least 10 and go up to range 16.

I also feel that the construction rate should be about 40% faster.

Rambie

pathfinder
April 18th, 2004, 04:36 AM
Originally posted by Rambie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by pathfinder:
Also shipboard telepaths seem to be worthless to me. With a max range of 3 when the tech is maxed out the EA and Minbari ships with a shipboard telepath can't get close enough to Shadow ships to use them. <font size="2" face="sans-serif, arial, verdana">Agree with you there. The range should start at least 10 and go up to range 16.

I also feel that the construction rate should be about 40% faster.

Rambie </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hehe, I'll work on that (range). I guess to make faster drop cost?

Oh, and Hiya rambie!

Lighthorse
April 18th, 2004, 08:03 AM
Pathfinder,

Orginally Posted by Rambie

I also feel that the construction rate should be about 40% faster.

I repected Rambie thoughts on all things about Babylon 5, but I disagree that the construction rate could be increase. Its perfect there way it is now. It takes more than a 100 years to build up a galaxy empire.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder
April 18th, 2004, 06:35 PM
"Things" are moving along. Except for younger races now build 2 homeworld facilities at start, all other (that I know of) build challenges with homeworld facilities are gone.

Now to figure out why the Vorlon planet killer won't use the planet cracker beam http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

1st problem was shared family with the great machine.

[ April 18, 2004, 17:49: Message edited by: pathfinder ]

Fyron
April 18th, 2004, 06:43 PM
I agree with Rambie. The rate of development in this mod is way too slow. It greatly detracts from the fun value, especially in multiplayer play. Gameplay over realism any day.

Suicide Junkie
April 18th, 2004, 07:14 PM
I thought the development was fine.
My little isolated colonies got nothing done, but for the ones that I could ship workers in to, they were all running quite nicely.

It would suck if I had had all my colonies filled up with facilites too quickly.
We don't want races spreading like viruses. There should be a relatively small number of populated colonies, and a bunch of tiny mining outPosts, not system after system of maxxed out planets.

Timstone
April 18th, 2004, 07:15 PM
And precisely how much faster do you want construction to go? Rambie mentioned 40%, any other thoughts?

I agree with SJ. And it so happens that that line of thought matches the series perfectly.

[ April 18, 2004, 18:16: Message edited by: Timstone ]

pathfinder
April 18th, 2004, 09:35 PM
I'll make the same statement I made Last year over weapons...I am NOT going to make a major re-write. Not because it may not be needed but because I am not going to put forth that kind of effort. The changes I am making now are minor, more or less cosmetic ones.

If someone feels strongly enough...have at it and make a re-write, I'll applaude your effort.

[ April 18, 2004, 20:36: Message edited by: pathfinder ]

Rambie
April 18th, 2004, 10:02 PM
Originally posted by pathfinder:
I'll make the same statement I made Last year over weapons...I am NOT going to make a major re-write. <font size="2" face="sans-serif, arial, verdana">I think I can safely say that we all appreciate the work you have, and continue, to do for the mod.

I agree that colonies need to take time to build up. However, even on planets that I maxed out with population it took an average of 20 years (20 turns) to build most facilities.

I don't mind making an effort toward a more realistic game and I don't want to see the MOD most as fast as stock SE4, However, a balance needs to be made between game play and realism. Perhaps 40% increase is too much, but 20-25% would seem a good compromise.

pathfinder
April 18th, 2004, 10:32 PM
Rambie: I was just making my position clear. No rant intended on my part. Just wanted all to know that any major re-write will have to come from someone else. I WILL continue to tweak until I have done all I can do with my pitiful skills and trust me; I am almost at the end of those.

[ April 18, 2004, 21:34: Message edited by: pathfinder ]

Fyron
April 18th, 2004, 11:01 PM
Ok. Gameplay over canon any day. Canonism and realism MUST be sacrificed for playability... the mod is way too slow as is. It doesn't have to go at the same pace as the stock game, but for MP, the really slow pace of the mod makes it very little fun to play...

Nomor
April 19th, 2004, 02:06 AM
I think....

maybe I should get the gold Version of this game...

only thing is that they want so much for the flaming postage that it goes up more that $60.00 http://forum.shrapnelgames.com/images/icons/icon8.gif

UK are just as bad at Ł35.00 plus p&p. Too much for what is just an upgrade http://forum.shrapnelgames.com/images/icons/icon9.gif

If I wait for the mod to be finished the price should have come down to the $24.00 mark..or there'll be SEIV platinum .
http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Look post 105... lookout Timstone
I thought the development was fine. Apart from terraforming.. http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 19, 2004, 01:22: Message edited by: Nomor ]

grumbler
April 19th, 2004, 02:11 AM
Okay, back from two weeks in Modem Hell. Very frustrating.

As regards the slow build up versus fast buildup, mt approach has been to use the Aggressive facilities as cheaper (half the usual cost) and 'almost as good" facilities for the small/domed planets that will never have a big enough population to build the full-sized facilities in less than geological time. Of course, strip-mining the planet means you make it uninhabitable (and eventually even worthless depending on how far down you drive the planet values) but then you just move on and abandon it!

The main issue with "slowness" is the population modifiers, but they are also the coolest feature (except the declining production values as population climbs over 620M people, but that's a seperate battle).

A second issue with "slowness" is that manufacturing colonies actually reduce the production rate (except MC III which leaves it unchanged).

I would argue that canon says that ship construction takes place mostly in orbit. Orbital shipyards should be expensive but should be more capable than planet-based ones. This actually helps playability, as this means that you don't have to wait for the planet to be populated by facilities before you construct your Amazing All-Powerful Armada - planetary development is interrupted to build the orbital shipyard, but then shipbuilding and planetary development are not in competition.

This works well in playtesting, with the exception of the fact that the AI builds all its orbital shipyards around its homeworld (which is more of a disappointment than a problem).

grumbler
April 19th, 2004, 02:16 AM
Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago? http://forum.shrapnelgames.com/images/icons/icon7.gif

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar!

pathfinder
April 19th, 2004, 02:22 AM
Originally posted by grumbler:
Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago? http://forum.shrapnelgames.com/images/icons/icon7.gif

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar! <font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/blush.gif Nope but then again I suffer from terminal CRS... http://forum.shrapnelgames.com/images/icons/shock.gif

grumbler
April 19th, 2004, 02:26 AM
I wasn't idle on the mod while my modem was out. I got mQNP to work for fighters.

While I was looking at fighters, though, I concluded that the mini-reactor concept is out of place for fighters. They should have no supply regeneration capabilities. While it is true that fighters in the series DID have reactors ("...reactor system nearing critical, enemy weapons systems locking on..." that didn't provide unlimited life support. Fighters had to be based and then launched for missions, they couldn't just "hover in space" like they do now.

Anyone know of any reason not to eliminate supply regeneration for fighters?

Nomor
April 19th, 2004, 02:48 AM
Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..?

You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack.

This totally ignores how long you can fly in space without dying from radiation poisoning as they are not really shielded. Was there not a fatigue element to the game. Too long without supply or R&R meant quality dropped or mutiny. This could be set high for fighters..

This could do your head in. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ April 19, 2004, 01:59: Message edited by: Nomor ]

Timstone
April 19th, 2004, 11:12 AM
Nomor:
PM!
And don't worry I'll continue to post untill I'm dead. I just have to make sure I stay ahead with my Posts. http://forum.shrapnelgames.com/images/icons/icon6.gif

Grumbler:
Good to have you back. I received you're e-mail and returned the favor.

Path:
You've really done very good work, please contuinue to make tweaks and improvements. And plesae don't lower your capabilities. You're the only one who tried (and succeeded) improving the Last Version of the B5 Mod. Be proud on it and take pleasure in the fact that people still standing in line to play this mod. Praise to you.

grumbler
April 19th, 2004, 04:46 PM
Originally posted by Nomor:
Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..? <font size="2" face="sans-serif, arial, verdana">That is what I have in mind.

You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack. <font size="2" face="sans-serif, arial, verdana">Actually, the limits on oxygen supply are featured in several episodes in season 5 (where Lennier is trying to find out how the Centauri are attcking the LoNAW). He didn't enter a trance to keep from peeing! http://forum.shrapnelgames.com/images/icons/icon10.gif

Nomor
April 19th, 2004, 08:07 PM
There was an episode where a Starfury was damaged by the Streib and Sheridan was kidnapped. The pilot had to choose between his life support and speed. Since he had already received a lethal dose of radiation from the damage to his ship he chose speed. http://forum.shrapnelgames.com/images/icons/icon9.gif

(where Lennier is trying to find out how the Centauri are attacking the LoNAW) In this episode Lennier's problems arose from having to shut all his systems down to avoid being detected. Had he been able to keep his power plant running at full he may not have been in such a pickle regarding his oxygen reserve. http://forum.shrapnelgames.com/images/icons/confused.gif

However I take your point that even a life support can only recycle so much. That being said I wouldn't want to go anywhere without at least a weeks supply of food, air and water, just in case I got lost or hit an iceberg. http://forum.shrapnelgames.com/images/icons/icon6.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif
Timstone: PM http://forum.shrapnelgames.com/images/icons/icon7.gif

unrelated link to terraforming http://www.Users.globalnet.co.uk/~mfogg/

[ April 19, 2004, 19:33: Message edited by: Nomor ]

grumbler
April 20th, 2004, 08:31 AM
Nomor, I hear whatcher sayin', but I think the show makes it clear that oxygen regeneration wasn't in fighters:
1. Lannier and the other ranger trainee launched "with just an hour's supply of oxygen."
2. Montoya noting to Delenn that Lennier's oxygen would now be depleted even if he went into suspension to extend it.
3. Knight One noting to Sinclair that when he went off the screens in the Battle of the Line he had only 16 hours of oxygen left.

"Life Support" probably included CO2 scrubbers and fans, plus heating, water, etc. In fact, this is pretty much what the Space Shuttle has right now.

Atrocities
April 20th, 2004, 09:27 AM
The Last episode of B5 was one of the sadest hours of TV I have ever seen. http://forum.shrapnelgames.com/images/icons/icon9.gif

Timstone
April 20th, 2004, 11:26 AM
AT:
I feel for you... http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor
April 21st, 2004, 01:22 AM
What was the longest Space Shuttle Mission?
Columbia STS-80
Launched: November 19, 1996
Duration: 17 days, 15 hours, 53 minutes, 18 seconds.

Now that's the kind of life support I'd want before I stepped into a Starfury.

After the Earth Minbari War, with all the Earth Force support ships getting chopped up there's no way I'd settle for a space faring fighter that only had a days worth of air. Hell, I'd only be happy with a week minimum.

It just goes to show how much plot driven crap ended up on B5. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Starfurys went on patrol using jump-gates looking for Raiders. If you got lost or damaged how long would it take for a rescue to find you. http://forum.shrapnelgames.com/images/icons/shock.gif

JMS didn't say what kind of suicide pill Earth Force pilots took with them either, but I image it must have been pretty good. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone
April 21st, 2004, 09:06 AM
Suicide pills, well cyanide does the trick. I know some examples from the past.

jimbob
April 21st, 2004, 07:40 PM
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).

3. The build times for buildings is about 40% too slow.
4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.

Anyways, those are my thoughts. Good luck on the next Version, I’d love to beta again!

Alneyan
April 21st, 2004, 07:50 PM
Originally posted by jimbob:
I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)
<font size="2" face="sans-serif, arial, verdana">Actually, adding boarding abilities to the Crew Quarters would hurt the Pirates, since *all* components with boarding abilities are used during a boarding attempt, so the Crew Quarters would be destroyed as well. (Leaving the ship with a speed halved, until it has at least one Crew Quarter fully functional)

I wish the modders handling this project well to balance every option, or to make every one enjoyable and peculiar. There seems to be quite a lot of options available, so all I can say is a mere "good luck to you". http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 21, 2004, 18:50: Message edited by: Alneyan ]

Ragnarok-X
April 21st, 2004, 08:15 PM
well i would GLADLY alter the component files, set up tech trees and balance the races and stuff, but since it looks like pathfinder, Timstonen and grumbler want to mod alone, there is no way for me. I guess i will alter the mod once it is released for my personal use, i cant stand unbalance...

Timstone
April 21st, 2004, 09:14 PM
Hahaha... want to mod alone. http://forum.shrapnelgames.com/images/icons/icon10.gif
Hey, this great mod isn't just the mod of Grumbler, Pathfinder and myself. Nobody owns this mod.

Grumbler and I are busy making Version 2.0 of The Mod. Pathfinder is refining/tweaking the 1.X Version of The Mod.
Because Grumbler has so many great ideas, he and I started working together. More help is always nice and wanted. But sofar I've been a little egoistic and wanted to complete MY vision. I must confess that's not the way to go.

I'll let you guys in on a tiny secret. Don't tell anyone.
But when Grumbler disapeared (he later told me because of modem problems) I really couldn't do a thing. I don't have the ideas, I'm just a workerbea. But I happened to be the workerbea who started work on 2.0. That's all. So if someone who contributes a great deal to The Mod (like Grumbler) quits or gets lost or something, I get lost and don't know what to do.

If someone wants to contribute to The Mod, please do. But I give Grumbler the ultimate word in the decisions wether to implement it or not. Afterall, he's the one with the great ideas.
I hope Grumbler agrees.

Edit:
I wish I hadn't a GF, that way The Mod would already be finished... ehhh... no, bad wish. Very bad wish.
What?!! No, get away from me with that knife, you might hurt me! Aaaarrrgggg....

[ April 21, 2004, 20:16: Message edited by: Timstone ]

Fyron
April 21st, 2004, 09:58 PM
I’d also suggest that they could have boarding party capacity for all their living quarters <font size="2" face="sans-serif, arial, verdana">I suggest only security station abilities for CQ. When a ship Boards another, ALL boarding party components are destroyed, regardless of how many were actually needed... this would leave their ships completely stranded after boarding... http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
April 21st, 2004, 10:05 PM
Originally posted by jimbob:
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).

3. The build times for buildings is about 40% too slow.
4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.

Anyways, those are my thoughts. Good luck on the next Version, I’d love to beta again! <font size="2" face="sans-serif, arial, verdana">#1: Look to the MOD by Timstone , grumbler, et al as they are simplifying the weapon tree. I do not have the ability nor the time to do so.

#2: Ancients.: I am only tweaking the original Version a bit and am almost through with that. I am NOT going to do a major re-write as I am simply not willing to spend the time nor do I have the programming insight to do so.

I have never seen the Ancients use troops (not saying they don't, just that I have not seen it in almost 2 years of testing), only the younger races . The Ancients do not have colonization. As for cutting their resource production, with only a home world's resource?! The Vorlons also had to grow their ships (or Last least partly) and I have not seen big fleets by either. Quite frankly they don't need to with their weapons totally outclassing the younger races.

Nomor
April 22nd, 2004, 12:18 AM
I would suggest that for troops for at least one of the Ancients namely the Shadows , one could use the Drakh as a basic type with a shadow type as an elite troop. They were sycophantic minions.

Game play wise I like the idea of mixing it with the main Bad guy.

Vorlons appear to me more behind the scene types not wanting to get their hands dirty. So no ground force.

How to represent this in the Mod though is beyond me, and may not be possible for the single player computer controlled AI.
http://forum.shrapnelgames.com/images/icons/confused.gif
One thing that bothered me was if the Drakh were such powerful telepaths, why did the Shadows not use them to "man" their Battle Crabs? What made Human telepaths better candidates? Perhaps the Shadows did not want to lose control of one of their most powerful weapons in light of an underground resistance, however small?

http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ April 23, 2004, 18:23: Message edited by: Nomor ]

grumbler
April 23rd, 2004, 01:49 AM
Originally posted by jimbob:
Suggestions from SEIV B5 beta test:

Oh, I liked this mod a great deal. However, here are some of my suggestions to make the game better. Sorry this is so long, but it's got most of my ideas/input/observations.<font size="2" face="sans-serif, arial, verdana">This is exactly the kind of input needed. Thanks for taking the time. Keep making suggestions.

1.The number of weapons and the research grid are too complex. I know that the creators of the mod likely thought that this was great, but from a practical stand point, especially considering that the tech tree has not been drawn out, it simply ends up costing the player a lot of time of scrolling through the tech files. Not exciting or fun. Those who do not wish to do this will lose of course, and so it brings an entirely new aspect to the game – scrolling through data files – which isn’t the point of the game at all!
Also, many of the weapons higher up the research scale are actually worse! Combat Lasers is a fine example (vs lasers).<font size="2" face="sans-serif, arial, verdana">This is THE critical component of any mod, and unfortunately a hard one to deal with. I was so pround when I figured out a way to make non-useful techs "invisible" to a race, but aghast when i found that it made them unavailable to every race. It is hard to make tech work corectly.

2.The races are not balanced, especially when it comes to the ancients. It is important that the Ancients start out more advanced than the other races, but they are WAY to advanced (IMHO) and there is simply no way for the lesser races to affect them. I have several suggestions to make the minor races more important (some in non-military ways!):
2.a. Significantly reduce the capacity of the Ancients to produce minerals, radioactives and organics. Can you see a Vorlon out picking weeds? Maybe working the mines? Of course not! That’s what the plebes … erm, lesser races are for. My first recommendation for the mod is that resource production be seriously reduced for the Ancients. This will do three things:
2.a.i. Though the Ancients are very strong, they will have to act politically to build up alliances. Now the lesser races will finally be important (besides selling their poplulations and colony ships to the Ancients, which pretty well sums up my involvement with them in the Last game.)
2.a.ii. The minor races will need to make public alliances, that is, they will also need to take sides in the wars. Of course some players may chose to just give gifts of resources also, and so fly under the radar…
2.a.iii. I know that some people will say “oh, but wouldn’t the Ancients use automated (robotic) mining operations?” To which I reply, did we see or hear of any in the series? Me, I’m thinking that both Ancient races were more than happy to let organics do the dirty work – who wants to be Lord over machines after all! As a concession, I’d suggest that the Ancients would be able to research full automation, but that this would be less efficient than just making some friends.

2.b. Significantly increase the ship costs of the Ancients. True, this will bring the build times up for them, but we’re not talking about building crappy little tugs like what the Minbari have (heeheehee). We’re talking great ships of the Ancients! The Shadow of course have to grow parts of their ships, and that can’t be quick. It will also bring up the maintenance costs, which will indebt the Ancients even more to the minor races.

2.c. Do not only disallow the construction of Colony ships by the Ancients, but also don’t give them any ground troops! This way they can’t land and take over other people’s planets either. We’d need to find a way to make the Ancient partisans stronger though. This way the Ancients can defend quite well, but will not be able to take over any planets unless they buy troops from lesser races, or work in concert with their allies (and that’s a bit more of what we want to see, right?).<font size="2" face="sans-serif, arial, verdana">I think the short-term solution is to remove the ancients entirely, and the mid-term solution to make the Ancients unplyable as "human" races. Ultimately the balance will be struck, but only through lots of playteseting.

3. The build times for buildings is about 40% too slow.<font size="2" face="sans-serif, arial, verdana">easily fixable.

4. I played the pirates, and they really really really sucked. They could use some sort of advantages. I suggest that they should not be able to colonize either, but that their construction rate shouldn’t be as low as it was. Perhaps a lowered maintenance cost for their ships (see recyclers in P&N mods). I’d also suggest that they could have boarding party capacity for all their living quarters … after all, everybody on board a pirate ships is a pirate! And perhaps a couple of unique weapons that would stun/scramble the defending marines of ships they are going to take over (could just have some advancements that give a component with a better boarding skill and call it “shock grenade” etc.)<font size="2" face="sans-serif, arial, verdana">I am not convinced that "pirates" are viable in the SE4 world. maybe we can make them work, but they are a long way behind making the actual races work.

5. Finally, the “uber weapon” in this mod was the satellite. They always had better range than ship weapons that could take them out, and so satellites would always win. This needs some sort of balancing too.<font size="2" face="sans-serif, arial, verdana">Yep. satellites should be the primary defensive system, but not be unbeatable. Playtesting is required. I think sats are more game-destabilizing as warp point defenses than as planetary defenses. maybe part of the solution is to eliminate the "satellite layer" capability.

The One
April 23rd, 2004, 09:05 PM
where might one find the latest Version of the B-5 mod? Thanks

pathfinder
April 23rd, 2004, 09:10 PM
Originally posted by The One:
where might one find the latest Version of the B-5 mod? Thanks <font size="2" face="sans-serif, arial, verdana">For the basic files:

http://www.xmission.com/~rstulce/B5Web.htm

For the GOLD files you have to search here.

This is the Last revisions I did (June 2003):

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip (http://forum.shrapnelgames.com/newuploads/1055690978.zip)

B5 Mod Race AI:

1055720287.zip (http://forum.shrapnelgames.com/newuploads/1055720287.zip)

You are reminded that this Version is a bit buggy.


I hope to be releasing an updated Version shortly. How soon that is depends on "real-life".

[ April 23, 2004, 20:11: Message edited by: pathfinder ]

Timstone
April 24th, 2004, 07:06 PM
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.

Phoenix-D
April 24th, 2004, 07:12 PM
Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work. <font size="2" face="sans-serif, arial, verdana">You're dutch? http://forum.shrapnelgames.com/images/icons/icon12.gif

(there, not any more..)

Timstone
April 24th, 2004, 07:31 PM
Originally posted by Phoenix-D:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work. <font size="2" face="sans-serif, arial, verdana">You're dutch? http://forum.shrapnelgames.com/images/icons/icon12.gif

(there, not any more..) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Haha... you little rascal you. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit: Damn, forgot to say I'm Dutch. "I'm Dutch!"

[ April 24, 2004, 18:32: Message edited by: Timstone ]

grumbler
April 24th, 2004, 08:13 PM
Ragnarok-X,

If you want to muck about in the Components file, how about coming up with an answer to the following question: what is the longest-ranged weapon each major race has for each target type?

This will help balance out the satellite versus ship combat.

I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.

I tried making the sats "merchant-like" with the 50% offense minus and 50% easier to hit, but that made less difference than I had supposed, so I think this needs a more systematic look, and such data would help us a lot.

Timstone
April 24th, 2004, 08:20 PM
About the sat problems. Val wanted to make planet assault a very, very costly business. It was intended.

Grumbler:
Anything for me to do? Please mail me if you do.

Ragnarok-X
April 24th, 2004, 09:44 PM
Uhm Grumbler, my post was not directed at you, and i i didnt meant to offend anyone !

Anyway, i think you cant find out how the weapon with the longest range for each race is called. Instead, why not make damage by satellites dimishing with each square ? IE. 50% of the range the weapon has 100% damage, and each square after the 50% the damage is reduced by 20% or whatever. That would in fact half the damage at full range. In addition, long range weapons will have hit problems at maximum range, since each square reduced to hit by 10%.

You can try to alter the satellite itself, for example you could try to increase the hull cost, so players could pump out less sats in the same time, but each satellite would still be very strong. Different mounts are another idea, maybe give different sat mounts, some give long range but less to hit, other have zero range modifier but a good to hit modifier.
You could add new weapons for each race which can only target satelittes. This would make those weapons the counter to sats, while not being TOO powerful, they would be stronger against sats than "normal" weapons. Maybe a slight increase in range and to hit.
that are just few of my ideas.

TNZ
April 25th, 2004, 06:43 AM
I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
April 25th, 2004, 11:22 AM
Originally posted by TNZ:
I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Weapon platforms, IMHO, do not need to be nerfed anymore. The only weapons they can have at the moment are point defense.

Also, as mentioned before, satellites ARE supposed to be all powerful. I respectfully suggest to those who wish to nerf them to take a hard look at strategies and weapons they load when doing planetary assault. The AI, when battling me, has more than held its own in doing so.

TNZ
April 25th, 2004, 12:54 PM
Could I suggest that the Babylon 5 Mod Version 2.0 be moved to its own discussion thread so that ideas can be posted and discussed in a more constructive way. http://forum.shrapnelgames.com/images/icons/icon7.gif

grumbler
April 25th, 2004, 02:31 PM
Originally posted by Ragnarok-X:
Uhm Grumbler, my post was not directed at you, and i i didnt meant to offend anyone !<font size="2" face="sans-serif, arial, verdana">If I sounded offended, I assure you that it was unintentional. We can use all the help we can get.

Anyway, i think you cant find out how the weapon with the longest range for each race is called. <font size="2" face="sans-serif, arial, verdana">It would require going through the components file and listing all the weapons thta have the following target types:
Satellite,
Ship\Base\Sat,
Ship\Base\Sat\WeapPlat\Drone,
All

Instead, why not make damage by satellites dimishing with each square ? IE. 50% of the range the weapon has 100% damage, and each square after the 50% the damage is reduced by 20% or whatever. That would in fact half the damage at full range. In addition, long range weapons will have hit problems at maximum range, since each square reduced to hit by 10%.<font size="2" face="sans-serif, arial, verdana">I am not SURE that there is a problem overall. I just want to see if there is a problem with specific races. As far as I can tell in a quick look, for instance, the Minbari have no weapons that can touch a satellite more than 5 spaces away, which means a fair number of turns taking damage without being able to respond... but we need to know.

As you can see from this thread, there is no consensus on whether or not atellites are too powerful per se, and my tendency is to make the fewest changes possible to all the thought and work that has gone into the mod so far.

The simplest thing to do is just balance the weapons, rather than change the settings or the AI or the nature of satellites.

grumbler
April 25th, 2004, 02:36 PM
Tim,

Big email on components. Time to start battling this dragon! http://forum.shrapnelgames.com/images/icons/icon10.gif

It took me a little longer than I had expected to make the fighter supply issue work out, but once I realized that the solution was to make their weapons use no supplies, it all fell in to place.

jimbob
April 26th, 2004, 03:45 AM
Everyone: With regards to the satelite issue:

from the play test it seemed to me to be a problem. The paucity of weapons that could hit satelites (for the minor races) was a real head-ache for me. Actually, it seemed beyond reasonable but perhaps I was more sensitive to the problem at the time http://forum.shrapnelgames.com/images/icons/icon10.gif

That said, the satelites always had more range than my "satelite targeting" weapons did, and at the highest tech levels had much much more range than I did (I think they had 5 or 6 more range than I did, which meant I lost half my fleet before I even got my first volley in). As Grumbler calculated:
I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.<font size="2" face="sans-serif, arial, verdana">My humble opinion is that, from the beta test, the satelites are too powerful. That plus the fact that they are not limited to planets (see uses at warp points for example) means that the key argument is not completely accurate. Perhaps introducing a powerful weapon platform and calling it a "lower orbit satelite defense system" is the answer. This would allow for a better planetary defense, without exporting the uber-powerful satelites to places like warp points. However, that would be a lot of work.... I'd be satisfied with more long range weapons that can touch satelites.

Really loving the mod guys, keep up the work!


Alneyan: good point regarding the crippling effect of making the CQuarters boarding parties!

-Jim

[ April 26, 2004, 02:45: Message edited by: jimbob ]

jimbob
April 26th, 2004, 03:47 AM
Grumbler: you said something along the lines of "I was so pround when I figured out a way to make non-useful techs "invisible" to a race, but aghast when i found that it made them unavailable to every race. It is hard to make tech work corectly."

What exactly did you mean by "invisible?" I think I have some ideas on this problem.

cheers
Jim

Atrocities
April 26th, 2004, 12:48 PM
I need two things. I need someone to make the AI for the Alliance including the general file, and I need Race Portrait images for the set.

Any one wishing to take this on please email me at atrocities@astmod.com

The ship set is complete.

Timstone
April 26th, 2004, 04:42 PM
Grumbler:
I've received your e-mail. I'll read it tomorrow at work (naughty isn't it?). Thanks!

AT:
Great set, thanks for letting the B5 Mod using it. I'm no good with AI files. Never messed around with them.

Suicide Junkie
April 26th, 2004, 10:15 PM
Regarding satellites:

Long range is nessesary, since the sats themselves can't move.

Instead, reduce the damage/kt/turn of sat weapons.
Perhaps by that 3x factor you mentioned.

Nomor
April 26th, 2004, 10:58 PM
http://forum.shrapnelgames.com/images/icons/confused.gif
Game play question: If I remember correctly if a planet rebelled against it's original homeworld you got a generic bmp of what looked like an angry group of Mohawk Simpson's. Is it possible to have race specific pictures for rebelled planets.

For humans we could use President Clark or Bester etc
For Minbari we could use the general Shakiri who tried to replace Delenn
For the Centauri we could use one of Vir Cotto or Lord Refa ...

There are bmp pictures for most of the main races that could be used to represent rebelled/independent races, without resorting to the SEIV standard.

Can it be done? Do we want to?
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Atrocities
April 27th, 2004, 01:01 AM
Oops, The Alliance (http://www.astmod.com/nasy/alliance/Alliance.htm)

Not yet ready for download. This race can be used for B5 mod exclusively, but it is also my Atrocitonian race. (Name Pending until I come up with something better.)

[ April 26, 2004, 12:05: Message edited by: Atrocities ]

pathfinder
April 27th, 2004, 01:43 AM
Originally posted by Nomor:
http://forum.shrapnelgames.com/images/icons/confused.gif
Game play question: If I remember correctly if a planet rebelled against it's original homeworld you got a generic bmp of what looked like an angry group of Mohawk Simpson's. Is it possible to have race specific pictures for rebelled planets.

For humans we could use President Clark or Bester etc
For Minbari we could use the general Shakiri who tried to replace Delenn
For the Centauri we could use one of Vir Cotto or Lord Refa ...

There are bmp pictures for most of the main races that could be used to represent rebelled/independent races, without resorting to the SEIV standard.

Can it be done? Do we want to?
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif <font size="2" face="sans-serif, arial, verdana">The rebelling race uses the race pic(s) of the one they rebelled against. Example: A race that rebelled against the EA uses the EA race pic (Sheridan).

Atrocities
April 27th, 2004, 04:15 AM
So no one is up to making the Ai or is it no one cares to use the set for the mod? Don't worry if it won't work for B5 thats ok. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
April 27th, 2004, 04:27 AM
Originally posted by Atrocities:
So no one is up to making the Ai or is it no one cares to use the set for the mod? Don't worry if it won't work for B5 thats ok. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Actually it will work. I'll add it to the Version I am working on.

grumbler
April 27th, 2004, 02:27 PM
Atrocities, that image set looks kinda "Ikarran" to me. That's an interesting race I think should eventually be included (especially if we are looking at doing more than just the B5 main timeline).

Timstone
April 27th, 2004, 04:03 PM
Ikarran? Never hear dof them. I'll do a little search in my books.

Grumbler:
I'll begin work on the stuff you gave tonight. When I begin there are bound to be questions. So sit tight and wait for the flood of e-mails. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
April 27th, 2004, 06:00 PM
Originally posted by grumbler:
Atrocities, that image set looks kinda "Ikarran" to me. That's an interesting race I think should eventually be included (especially if we are looking at doing more than just the B5 main timeline). <font size="2" face="sans-serif, arial, verdana">Who in the hell are the Ikarran? http://forum.shrapnelgames.com/images/icons/confused.gif

Nomor
April 27th, 2004, 11:28 PM
Who in the hell are the Ikarran? http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">See: http://besterplace.green-sector.de/orvat.htm


The sentient race of Ikarra 7 was in its prime evolved enough to master organic technology. After being repeatedly attacked by other races the Ikarrans created twelve warmachines to protect them. These machines were programmed to obey only pure Ikarrans and to destroy everyone else. Unfortunately there was no such thing as a pure Ikarran and the machines turned against their creators. In the end the whole Ikarran race was destroyed. <font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon6.gif ...... http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities :
The Alliance is a very nicely crafted ship set, IMHO. However it suffers from the same problem as the LNAW for writing Description:/ Biological Description:/ Society & General History Description. Assuming you refer to the Delenn Sheridan Alliance? http://forum.shrapnelgames.com/images/icons/icon9.gif

PF: The rebelling race uses the race pic(s) of the one they rebelled against. Example: A race that rebelled against the EA uses the EA race pic (Sheridan). <font size="2" face="sans-serif, arial, verdana">Yes... I remember ... the Mohawk picture was used to warn you that they were rebelling. But can SEIV be programed to use a different picture. If the EA rebelled we don't really want to see lots of Sheridans, do we?
http://forum.shrapnelgames.com/images/icons/confused.gif

[ April 27, 2004, 23:12: Message edited by: Nomor ]

Fyron
April 28th, 2004, 06:40 AM
Yes... I remember ... the Mohawk picture was used to warn you that they were rebelling. But can SEIV be programed to use a different picture. If the EA rebelled we don't really want to see lots of Sheridans, do we? <font size="2" face="sans-serif, arial, verdana">No. That picture can certainly be replaced by a new one, but only one can be used in a particular mod.

Timstone
April 29th, 2004, 09:57 AM
Grumbler:
I'm back in business agian! Stupid virus stuff. http://forum.shrapnelgames.com/images/icons/icon8.gif
Ah well, I lost nothing everything is recovered. http://forum.shrapnelgames.com/images/icons/icon7.gif

Though it will be until the end of this week before I can begin with The Mod again. Work, work, work...

grumbler
April 29th, 2004, 02:30 PM
The Ikarrans (along with the Markab and a few others) were allies of the Vorlons and Minbari in the Shadow War of the 1200s AD. As noted, they were masters of organic technology but the weapons they created to fight the Shadows and Shadow minions ended up killing the Ikarrans as well. They were the race that left behind the technology featured in "Infection."