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Norlion
June 19th, 2005, 04:45 PM
What is the last version of the B5 mod that lack overt (shows up when you try to run a turn) errors? Is there a single file download for it around?

mottlee
June 19th, 2005, 05:35 PM
U.F.P. Unique Patrol Craft, Build windo shows movement of 8, when built moves 2, 6 Fission engines

Suicide Junkie
June 19th, 2005, 06:03 PM
That is because the design screen dosen't take into account penalties due to:
- lack of supply
- having zero standard move points (bonus moves don't count in this case)
- lacking a bridge/lifesupport/crew quarter ability
- and more!

Going from 8 to 2, means you are either missing lifesupport, or BOTH bridge and crew quarters ability.
From the sounds of it, those abilities need to be added to the ship hull so the requirement of zero of those components dosen't mess things up.

mottlee
June 19th, 2005, 06:33 PM
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd



(Edit)...added Crew and life support...have lots of movement any idea on when a patch for the bugs will be out???

Fyron
June 19th, 2005, 09:23 PM
Norlion said:
What is the last version of the B5 mod that lack overt (shows up when you try to run a turn) errors? Is there a single file download for it around?

As soon as Grumbler gets his files ready and sent to me, I'll give you a link. http://forum.shrapnelgames.com/images/smilies/happy.gif

Norlion
June 19th, 2005, 09:43 PM
Thanks. I notice this mod to be a SLOW game. Still I have 2 friends including myself who plan to take it PBW. We want to use the latest bug free version.

grumbler
June 20th, 2005, 05:08 PM
mottlee said:
OK, I have had to reformat my drive, Have installed mod, patch and data files (in that order) I have Depots and errors about no "Antimatter" tech any Ideas???

Yeah, there may still be a few places where Antimatter is spelled AntiMatter (capitalization DOES count). I thought I had found all of the instances, but it may be occurring in a race I have not tested.

Which race is giving you the "not found" result?

grumbler
June 20th, 2005, 05:11 PM
mottlee said:
For some reason this time I also do not have "Ship Yards"

Ship yards have been subsumed into colony hubs. Your real ship construction will be in orbital yards - the colony hubs just give you the ability to construct in space.

grumbler
June 20th, 2005, 05:14 PM
Raiders are not a working race yet. They will not have any tech and very few facilities and components, as they are not a B5 standard race.

grumbler
June 20th, 2005, 05:23 PM
mottlee said:
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd


The unique patrol ship has always worked for me exactly as designed (i.e. with built-in LS and CC), just as have the Unique Scout and the Unique Fast Courier. Do the latter two work correctly for you?

grumbler
June 20th, 2005, 05:29 PM
Norlion said:
Thanks. I notice this mod to be a SLOW game. Still I have 2 friends including myself who plan to take it PBW. We want to use the latest bug free version.

Yes, it is somewhat like the Proportions Mod in that developing your space empire takes many turns.

On the plus side, each turn does not take long because you don't have lots of decisions!

And hopefully you will find that the AI is building ships and planets just as good as yours.

I was trying this weekend to get the Vorlons to work right. For some reason, though, they refuse to arm their fighters and will not give them cockpits. They also are not getting frisky until around turn 100, which is probably about right. If I cannot get them to work in the next coupla hours, I will send the game off without the ancients activated yet.

mottlee
June 20th, 2005, 05:46 PM
grumbler said:

mottlee said:
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd


The unique patrol ship has always worked for me exactly as designed (i.e. with built-in LS and CC), just as have the Unique Scout and the Unique Fast Courier. Do the latter two work correctly for you?




So far the others only have "Repair" on the other hulls, the patrol craft when I pulled the LS and CC out had a Mvt of 2, added went to 8 http://forum.shrapnelgames.com/images/smilies/confused.gif

mottlee
June 20th, 2005, 05:47 PM
grumbler said:

mottlee said:
For some reason this time I also do not have "Ship Yards"

Ship yards have been subsumed into colony hubs. Your real ship construction will be in orbital yards - the colony hubs just give you the ability to construct in space.



OK I can live with that http://forum.shrapnelgames.com/images/smilies/smile.gif

any Idea as to the next update???

Norlion
June 20th, 2005, 07:37 PM
grumbler said:

I was trying this weekend to get the Vorlons to work right. For some reason, though, they refuse to arm their fighters and will not give them cockpits. They also are not getting frisky until around turn 100, which is probably about right. If I cannot get them to work in the next coupla hours, I will send the game off without the ancients activated yet.
------------------------------------------------------------
The Great grumbler! I am not worthy! Why to Vorlons need cockpits? They are living ships. Okay I guess if the pure light, I'm so perfectly orderly" Vorlons want a ride in their fighters. I beat their rooms are messy! Do the Fen/Shadows/Vorlons or Technomages lurk in Hyperspace at all? Also Hyperspace should eat up a lot of supply because of all the currents.

I love all the race techs and different crews. Very well thought out.

grumbler
June 20th, 2005, 11:42 PM
mottlee said:
So far the others only have "Repair" on the other hulls, the patrol craft when I pulled the LS and CC out had a Mvt of 2, added went to 8 http://forum.shrapnelgames.com/images/smilies/confused.gif

Okay, you just have an early/ bad version of the vehiclesize.dat file. I am uploading the whole thing (probably not tonight, I have to work tomorrow but then tomorrow night) and that should fix the problem.

grumbler
June 20th, 2005, 11:53 PM
Norlion said:
The Great grumbler! I am not worthy! Why to Vorlons need cockpits? They are living ships. Okay I guess if the pure light, I'm so perfectly orderly" Vorlons want a ride in their fighters. I beat their rooms are messy! Do the Fen/Shadows/Vorlons or Technomages lurk in Hyperspace at all? Also Hyperspace should eat up a lot of supply because of all the currents.

I love all the race techs and different crews. Very well thought out.

Well, "cockpit' is a game concept. you want to include it because the "leaky armors" can allow the control system of fighters to be hit that way. What it really is is a receiver for the Vorlons onboard the mother ship to direct it remotely. Something like it (but not as good) is a findable Ancients tech, "Autonomous vehicles."

The whole hyperspace thing was hashed out a long time ago. Originally, hyperspace sectors did not have stars, so you needed the get out of them before you ran out of supplies. This did not fit the series, though, so they have suns now (though you cannot se them becasue they are the same color as the background).

I tried at one point making all hyperspace sectors "black hole" sectors with a pull of one, so ships had to use power every turn to stay away from the center, but that seemed far more of a hassle than was worthwhile - it just was not fun, and the AI got confused by it (especially with movement 2 colony ships).

So now hyperspace sectors are just regular sectors but with no planets and a cool background.

Any ideas to enhance the hyperspace sectors can go into the final mod if they work.

Fyron
June 21st, 2005, 12:39 AM
Fighters don't have "leaky armors." Unit components do not take damage. Units are 100% functional until they take 100% damage, then they are destroyed. Unless Vorlon "fighters" are actually small ships, in which case this doesn't apply.

mottlee
June 21st, 2005, 03:14 PM
grumbler said:

mottlee said:
So far the others only have "Repair" on the other hulls, the patrol craft when I pulled the LS and CC out had a Mvt of 2, added went to 8 http://forum.shrapnelgames.com/images/smilies/confused.gif

Okay, you just have an early/ bad version of the vehiclesize.dat file. I am uploading the whole thing (probably not tonight, I have to work tomorrow but then tomorrow night) and that should fix the problem.



Plz post when you do so we can D/L


Thanks http://forum.shrapnelgames.com/images/smilies/biggrin.gif

grumbler
June 21st, 2005, 06:39 PM
Could not get gmail to take the attachment (I need to bone up on gmail again) http://forum.shrapnelgames.com/images/smilies/fear.gif so I am attaching it here.

Note that ONLY the following races can be played:
Abbai
Brakiri
Centauri
Dilgar
Drazi
Earth Alliance
Hyach
Lorkan
Minbari
Narn Regime
Pakmara
Shagtoth
Vree

You need to get rid of the League of Non-Aligned Worlds (they are now seen as their member races) and the Raiders, Technomages, Vorlons, and Shadows. The latter two should be added in fairly shortly. The Raiders and Technomages are more problematic and may never get added in.

The neutral races are the
Cascor
Gaim
Grome
Hurr
Llort
Lorkans
Markab, and
Yolu

I am finishing up the Ancients, and then will come out with the differentiated weapons (you will note that right now all the races have all the same weapons - I did this so as to be able to make sure there were no unexpected uberweapons). After that, I will differentiate the facilities a bit (adding a few types and making colony and homeworld hubs different for each race).

After that, I will be done except for tweaking, so anyone who wants to see more done had better plan to do it! http://forum.shrapnelgames.com/images/smilies/laugh.gif

mottlee
June 21st, 2005, 06:57 PM
Cool....Looks like I start a "New" Game! http://forum.shrapnelgames.com/images/smilies/happy.gif

Fired the puppy up, turn 1, Inaw, AI research for Ship automation and AntiMatter could not be found


not bad for the 19 others in the game http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
June 22nd, 2005, 08:54 PM
I'm going to call this version 1.9, if that is ok? What email should I list in modinfo.txt? Pathfinder has vanished, so his email isn't useful at this stage.

Also, I am working on a better "General_Readme.txt" file to include... What else needs adding to the Credits section?

http://www.spaceempires.net/files/temp/General_Readme.txt

mottlee
June 23rd, 2005, 08:56 PM
Is there suppose to be weapon mounts in thes D/L?

Fyron
June 23rd, 2005, 09:02 PM
Yes.

mottlee
June 23rd, 2005, 09:41 PM
Earth Fed I am up to Battle ship and no weapon mounts

Fyron
June 23rd, 2005, 09:54 PM
Large Ship Mount is not available. The minimum size has been set to 40000 kT. The first ship mount is available with 1000 kT ships.

mottlee
June 23rd, 2005, 10:18 PM
OK so then there are no mounts for ships till dred and above??

grumbler
June 24th, 2005, 11:38 AM
Imperator Fyron said:
I'm going to call this version 1.9, if that is ok? What email should I list in modinfo.txt? Pathfinder has vanished, so his email isn't useful at this stage.

Also, I am working on a better "General_Readme.txt" file to include... What else needs adding to the Credits section?

http://www.spaceempires.net/files/temp/General_Readme.txt

b5grumbler@gmail.com will do as my email address. I am glad you are looking at the General_Readme.txt. I will see if I can come up with some descriptive text.

grumbler
June 24th, 2005, 11:50 AM
Imperator Fyron said:
Yes.

Yes, but only for the larger ship sizes (1000 kt and above), bases, and satellites. The idea is that smaller ships use smaller, shorter-ranged-but-faster-firing weapons, while the larger ships get more range and damage but less ROF. This is for the computer designs, of course. Human players can trade off the weapons normally, but weapons are larger than they used to be.

The design intent is that a typical "balanced" ship will have about 50% of the hull dedicated to engines and control, about 20% to armor, and about 30% to weapons.

In most cases, this will result in computer designs with two primary weapons. Ships cruiser and larger will also have one or two secondary weapons (which are the same weapons as the primary weapons on the smaller ships). Heavy destroyers and above will also have point-defense weapons.

I considered continuing the weapons size distinctions to "super-heavy" and "massive" for dreadnoughts and base ships, but found that other than range and damage (both adequately handled by mounts) there was not a lot of meaningful distinction to be made.

Satellite and base mounts are pretty much unchanged from the 1.49 version, giving both a considerable, and intended, advantage over ships.

mottlee
June 25th, 2005, 10:12 PM
Running mod, Drazi, building troop transport on escort
They have NO WEAPONS!! http://forum.shrapnelgames.com/images/smilies/shock.gif
All Improved weapons = none


Edit: Hyach, Antimatter X weapons 0 damage
building only Troop transport and colony ships
systems w/o resorce sharing

grumbler
June 26th, 2005, 08:57 PM
mottlee said:
Running mod, Drazi, building troop transport on escort
They have NO WEAPONS!! http://forum.shrapnelgames.com/images/smilies/shock.gif
All Improved weapons = none


Edit: Hyach, Antimatter X weapons 0 damage
building only Troop transport and colony ships
systems w/o resorce sharing



No one has improved weapons (yet) - I was trying to make sure what we had was balanced (especially versus armor) before commiting myself to doing all the extra work of differentiating weapons by race. I am doing that now.

No drazi weapons = http://forum.shrapnelgames.com/images/smilies/redface.gif I dunno how or where that happened, but will fix it.

They should not be building troop transports on escorts, since the minimum hull size for TTs is 300kt (e.g. small transport). Can you confirm there is no AI_Designcreation in the drazi folder under races? There should be none - everyone should be using Default_Ai_Designcreation.txt in the AI folder.

High-level Antimatter weapons got buggered somehow in the cut-n-paste. On the list to be fixed.

"building only Troop transport and colony ships
systems w/o resorce sharing" is unclear - could you specify?

Thanks for the catches. The mod needs just this kind of checking.

mottlee
June 26th, 2005, 09:54 PM
OK, I thought it was good to go, OK still a work in progress http://forum.shrapnelgames.com/images/smilies/laugh.gif

mottlee
June 30th, 2005, 05:56 PM
Status check!!!!????

grumbler
July 1st, 2005, 02:44 PM
I have found the bugs in the Shagtoth (now ShagToth) as well (another capitalization inconsistency) and have made the new improved and advanced weapons. I hope to have another version of components.txt and techarea.txt out this weekend, and then will start the final cut at facilities.

Anyone feel like finalizing the AI_general (the verbage is there, but not the numbers in many case) and then doing the .emp files?

My thinking at this point is that the diference between the 2k, 3k, and 5k races should all be in special traits. In other words, the 2K race should have the racial access (worth a different amount for different races), plus +/- for traits, and maybe one special trait. The 3k version of the race should just add a special trait, and the 5k version add one major new special trait or two minor ones.

We might want to re-allocate some points for special traits (like reduce Lucky to 500 points and increase Advanced Storage Techniques to maybe 1500 or 2000) - anyone seen a good write-up on such a modification?

Fyron
July 2nd, 2005, 03:47 PM
This was created after much forum discussion:

http://www.latibulum.com/pvk/pvkbalance/

I tend to agree with most of the reasoning.

grumbler
July 3rd, 2005, 09:23 AM
IF, thanks, i remembered this kind of thing being discussed, but didn't know the name of the result. The PvK mod is just what I was looking for.

I think I have somehow buggered up the AI_Contruction_Vehicles and AI_Contruction_Units files, because neutral races are not building nearly enough warships. I remember that there was a set of AI files that was considered a very good model, but don't know enough to search effectively for the specifics. Can you recall offhand which set of AI files that was?

Also, the neutrals to are late-game and still "unconnected" are doing random research. Do you know if I need to repeat the entire AI_Research string for the other AI traits as "unconnected" or is it better to just add "unconnected" to the other AI traits for all the other research tech levels? Either way it is a lot of work, but easier now than when I have done all the racial files.

Fyron
July 9th, 2005, 01:07 AM
What's your status Grumbler?

mk776
July 9th, 2005, 01:13 AM
Hey,

I'm new to SEIV Gold, but not to the B5 universe. I recently installed the 1.8 version of this mod plus the progressive patches released by grumbler on this thread over a clean install of v1.91 SEIV Gold. I removed all of the non-working races (ie Vorlons, Shadows, League, etc.) No matter what race I tried, I had no access to ships or facilities of any kind -- neither for construction nor design. The only thing I could design and build was a weapons platform. Technologies listed no benefits or improved "ship types", and from what I could tell, I should have at least had access to the basic facilities and colony ship designs. I don't believe this is working as intended.

I placed the mod under the suggested directory of "B5 Mod" in their proper branches under the root directory of the SEIV Gold install. I am using the latest version of the Mod Loader from Matryx.

Any suggestions?

Thanks all.

Fyron
July 9th, 2005, 01:29 AM
Already answered over on SpaceEmpires.net (http://www.spaceempires.net/home/modules.php?name=Forums&file=viewtopic&t=767).


Fyron said:
In the B5 mod, you must select 2 racial traits. For a normal race, you select "B5 Standard Race" and the triat matching the race you wish to play. Most items require such traits.

mk776
July 9th, 2005, 01:36 AM
Found it right after I posted here. Thanks again.

grumbler
July 9th, 2005, 02:27 AM
Imperator Fyron said:
What's your status Grumbler?

I have finished all the weapons templates for basic, full, improved and advanced (except advanced molecular weapons - I need to rethink what advantages they should have) and started to sort the races by what types of weapons they get. Right now the plan is to have every race get one weapon they can build to Advanced status, plus one that goes up to Improved (which is less than advanced), one they can build all the way through level X basic but not improved or advanced, three they can build through level VII basic, but no improved or advanced or PD or MS, and three they cannot research at all.

It does not have to fall out exactly that way, though - this is just my current thinking. I am posting the race/weapon grid here, and welcome comments (but mostly will not be able to answer the "why did you..." questions).

Maybe some races should get more weapon types and cost more points to choose?

narf poit chez BOOM
July 9th, 2005, 03:40 AM
mk776 said:
Found it right after I posted here. Thanks again.


Hi, welcome to the forums. For galactic conquest, push the shiney red button...Shiiinneey...

mk776
July 12th, 2005, 01:18 PM
Thank you for the welcome. I've pushed the shiny red button several times. Guess I'll have to wait for the delivery of my new Illudium Q-36 explosive space modulator in order to conquer the universe...

Timstone
July 12th, 2005, 01:31 PM
Next time Gadget, next time!

grumbler
July 16th, 2005, 01:13 PM
Any comments on the race/weapons matrix? Changes are easy at this point, but become virtually impossible once the race weapons are assigned to components, techarea, and AI_Research files.

Timstone
July 17th, 2005, 12:16 PM
Wow, sorry for not replying to you about the weapons Grumbler.
I'm busy setting up a watercooled system at the moment.
I'll take a look at the file and post my comments here. I'll restrict myself to what you've displayed in the file. You'll hear/read from me!
BTW:
Thanks for putting some effort in The Mod again! Greately appreciated. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif

Timstone
July 25th, 2005, 01:23 PM
Grumbler,

I finally found the time to go over your suggestions for the weapons. I have a few things to say about it.

1) I threw out ballistics. They're just missiles and a missile can have different warheads (AntiMatter, Plasma, Matter, etc)
2) You forgot Gravitic weapons

Currently I'm doing some work on the Weapons Sheet in my sig, so expect an update pretty quickly.
And thanks for firing my enthusiasm again.
We'll talk via e-mail, alright?
If you've lost my e-mail adres, just click on my name.

grumbler
July 28th, 2005, 09:54 AM
Tim,

Gravitic weapons didn't really exist in the mod as it was and I couldn't think of anything unique for them to do, so I dropped them (yeah, they could push or pull, but that seemed a fairly feeble capability).

I will think about the missile warhead idea. If we go that way, the cost for warhead development will probably need to rise. As is, increasing missile tech gets marginally better warhead size, missile speed, range, and eventually reload time. Those all seem like worthwhile improvements. Note that ROF starts at 3, not 2, since the fire-every-turn advanced seekers proved unbeatable in the mod as it was.

Timstone
July 28th, 2005, 11:44 AM
Yeah, the missiles were pretty superior so far. Maybe throwing in some decent anti-missile weapons early in the game. Look at Deathwalkers D2-Gold mod. Some very usefull anti-missile weapons have been used in it.
About the gravitic weapons. My thought (maybe far too uncreative and simple) was to implement every weapons class (AM, EM, Gravitic, Ionic, Laser, Matter, Molecular, Particle and plasma) and just make them like ordinary weapons and just some of them will have special abilities. Like the mass driver, it can destroy a moon (when of sufficient level). Basically the weapons are just the same but with another name. But I created the weapon creation sheet with minor differences between the weapon classes. This gives a tiny bit of difference between the races and weapons.
I'll mail you an similar scheme like you've made of the distribution of the weapons. I can't say when I can mail it, but I'll do my best to do it before the end of this week. With a little bit of luck I have a very special friend comming over... http://forum.shrapnelgames.com/images/smilies/wink.gif

Timstone
July 28th, 2005, 03:03 PM
Grumbler:
I've send you the mail I promised.
Feel free to flame me... http://forum.shrapnelgames.com/images/smilies/biggrin.gif

The races mentioned in your file here (a few posts down) lists some races. I like the choice, but let's erase the Ancients. They are work for later.
And how about the whole business about the Hyperspace Jumppoints? I can remember they were good for something, but please explain to me again what they supposed to do.
And I also remember something about a special Hyperspace grid. What's with that? How does it work and what does it do? I know it's there becasue the graphics are available in The Mod directory.

Damn, I sound like a noob. I've been out too long. Shame on me. Long live Grumbler for pulling out of my slumber. http://forum.shrapnelgames.com/images/smilies/cool.gif

Suicide Junkie
July 28th, 2005, 04:12 PM
My FTL map (see sig) has a nice hyperspace setup. Jump to/from any system, with travel time directly proportional to distance. You can even spend two move points to jump from one side of a system to the other.

grumbler
July 30th, 2005, 06:53 PM
I have not played with the Hyperspace map in a long time - I had almost forgotten it.

Next game, I will use it. I like how it makes "borders" less significant and forces players to keep forces even in the heart of their empires, much as they are alsways talking of in the series.

JohnFutch
August 1st, 2005, 12:19 AM
Ok, so I'm new here. Love the game. I have SEv4Gold. I've patched it with the latest patch. Found the B5 Mod and thought PRAISE JESUS AND BLESS THE INVENTORS! But then I installed the darn thing and its not working right. Can't research any ships... can't build any... when I try to go to the next turn it brings up lists of errors for each race it runs through....

What did I do wrong? Is there a new mod that fixes all that? Or... do I have to learn how to mod an fix it myself lol. PLEASE TELL ME THIS IS NOT SO!!!!

Thanks.

JohnFutch
August 1st, 2005, 12:20 AM
PS... I am jdfimage on AIM if ya wanna holla back lol, and Nathanmay710@hotmail.com on MSN Messenger. Thanks.

Fyron
August 1st, 2005, 12:45 AM
What did you download, exactly?

Dragonswrd
August 1st, 2005, 03:02 AM
I am wondering where or what website I can get the most up to date version of the B5 mod? I have rambies version 1.8, but is there a higher version? I am sorry if this was asked before, but with over 300 pages to search through I thought I would ask again. Thx

Fyron
August 1st, 2005, 11:45 AM
There is the now dated copy of the updates Grumbler has been working on:

Babylon 5 Mod 2.0 (http://www.spaceempires.net/home/downloads-details-437-Babylon_5_Mod_v2.html)

Grumbler, when will a stabilized version be ready for sending? It doesn't need to have every single thing finalized, just something to replace all of these disparate copies floating around...

Timstone
August 1st, 2005, 12:02 PM
As always Fyron has the answers to the most urgent questions. Thanks for helping out the newcommers Fyron!

I didn't mean the actual hyperspace map (sorry for my poor choice of words), but the hyperspace image in the B5 Mod. What purpose does it serve?

JohnFutch
August 1st, 2005, 03:01 PM
Fyron,

I downloaded the version found here... http://www.xmission.com/%7Erstulce/B5Web.htm its the 1.8 I believe.

Fyron
August 1st, 2005, 03:10 PM
Try patching it with the file I linked to a few posts ago.

JohnFutch
August 1st, 2005, 03:36 PM
I downloaded the v2 you linked to above and it's still not working. Here's the order of installs I've done. From CD, downloaded the Gold Patch, then the 1.8 B5 Mod, and now the v2 B5 Mod. Anything wrong with that order?

When I install the patch, I should be just copying and pasting the contents of each filefolder in the download into the filefolders of the HD directory right? Or should I be copying over the file folders altogether?

Fyron
August 1st, 2005, 03:52 PM
What are the errors you are getting specifically?

JohnFutch
August 1st, 2005, 04:01 PM
When the game loads up and click on 'New Game' a short list comes up detailing "Quadrant Type Data File Errors." There are four errors listed there. A "Type 16 Name" "Type 16 Chance" "Type 17 Chance" and "Type 17 Name."

The same list comes up when I try to generate a Quadrant Map.

Once I create the game and get into it, I am without structures on my homeplanet. When I try to build some, there aren't any listed in the que.

The same goes for researching Bases and Ships or building them. There aren't any intial ship hulls "Escort, Colony, Small Transport" with which to design from. And when I try to research the ship tech, nothing happens.

If I try to go to the next turn a list of errors comes up for every other race it seems. Some of them have to deal with Tech Values and others have to deal with Default Strategies.

JohnFutch
August 1st, 2005, 04:03 PM
Oh and when I research something, it takes one turn to research everything. lol.

Fyron
August 1st, 2005, 04:07 PM
You have to select racial traits appropriate to your race, one of B5 Standard Race or B5 Ancient race, and one specific to each race (Human, Minbari, etc.).

Could you be more specific in the quadrant errors? It should be listing which quadrants have problems.

JohnFutch
August 1st, 2005, 04:49 PM
The errors for the Quadrant Type Data Files are as follows:

"Could not find field 'Type 16 Name' in record 'B5 Standard'"
"Could not find field 'Type 16 Chance' in record 'B5 Standard'"
"Could not find field 'Type 17 Name' in record 'B5 Standard'"
"Could not find field 'Type 17 Chance' in record 'B5 Standard'"

JohnFutch
August 1st, 2005, 05:00 PM
I did what you said and selected the appropriate racial trait an it indeed give me research and build options, but the Engines for the ships are 500k when a Scout can only hole 100k. Whats up with that lol?

Captain Kwok
August 1st, 2005, 05:04 PM
JohnFutch said:
I did what you said and selected the appropriate racial trait an it indeed give me research and build options, but the Engines for the ships are 500k when a Scout can only hole 100k. Whats up with that lol?

You need to use mounts to reduce the engine size to fit on the ship.

JohnFutch
August 1st, 2005, 05:10 PM
I selected the appropriate Racial Trait and it did give me ship design options and researchable items, but when I tried to design a ship, the engines are 500k and a Scout can only hole 100k. For that matter the Colony Ship can only hold 300k. lol. Whats going on with that?

JohnFutch
August 1st, 2005, 05:11 PM
Mounts... where would I find those? Sorry to be so inept guys. Like I said, Im new.

Ed Kolis
August 1st, 2005, 05:18 PM
The "Weap Mount" button onthe ship design screen - it's a bit misleading since you can use it for things other than weapons, as modders quickly discovered http://forum.shrapnelgames.com/images/smilies/wink.gif

Wolfman77
August 1st, 2005, 05:18 PM
Top right corner of the ship design window.

JohnFutch
August 1st, 2005, 06:03 PM
Ahhhh yes a very confusing feature... Thanks guys.

Fyron
August 1st, 2005, 08:37 PM
Ed Kolis said:
The "Weap Mount" button onthe ship design screen - it's a bit misleading since you can use it for things other than weapons, as modders quickly discovered http://forum.shrapnelgames.com/images/smilies/wink.gif

Or rather, as modders incessently requested until Aaron relented and patched in such capabilities. http://forum.shrapnelgames.com/images/smilies/wink.gif

To fix the quadrant problem:

Open B5 MOD\Data\QuadrantTypes.txt

Replace this line (46):

Number of System Types := 17

with this:

Number of System Types := 15

cshank2
August 1st, 2005, 11:33 PM
Does this mod still have the annoying weapons without any descriptions or anything?

(I'm slowly getting dragged into the B5 universe...)

JohnFutch
August 2nd, 2005, 10:42 AM
Thanks for the Quandrant fix Fyron. Another couple of questions for you. Why does one engine that says it produces four movement points only move you through one secotr of space each turn?

What should I do about all the Tach Value errors and Default Strategy Errors made by the computer every time I make a turn?

And, as I asked above lol ha ha, what is up with all the different colony classes? Its a pretty long, confusing list.

Suicide Junkie
August 2nd, 2005, 11:56 AM
A large ship may require 4 or more movement points to get one speed.

You may also be suffering from movement penalties due to lack of Bridge/lifesupport/crew quarters, or lack of supply (power reactors).

JohnFutch
August 3rd, 2005, 06:54 PM
Kool okay, think its all working out now. The errors I keep getting have to do with 'Drones.' Should i just go in and delete those lines?

And does anyone know what you do when you find a derelict ship in the game?

Fyron
August 3rd, 2005, 07:23 PM
I think that the derilect ships are just planets to be colonized.

What sort of drone errors? Are they in AI files or in one of the data files (components, techarea, vehiclesize)? If they are AI files, use the following instructions to patch whichever AI race is giving you trouble to Gold compatibility:

http://www.spaceempires.net/home/ftopict-302.html

Eventually, I hope to get a compiled, working version set up somewhere, so we can avoid all of this trouble...

cshank2
August 3rd, 2005, 07:23 PM
Drone errors are usually to do with AIs, make SURE you're using the Gold edition of the mod if you have SE4 Gold.

Dragonswrd
August 3rd, 2005, 07:53 PM
I downloaded the v2 that was posted and I am having the same problems with errors and not having any facilities to build. I will keep an eye out for fixes. Thanks for the post on where to find the newest updates.

pathfinder
August 4th, 2005, 12:21 AM
Drones...be sure the following lines are the last ones in the AI_SETTINGS.TXT file for EVERY race:

Percentage of total drones to keep as planetary cargo := 40
Number Of Anti-Ship Drones Per Target := 3
Number Of Anti-Planet Drones Per Target := 3
Maximum Anti-Ship Drone Target System Distance := 5
Maximum Anti-Planet Drone Target System Distance := 5

The numbers can vary BUT you MUST have those lines or else you get errors.

Fyron
August 4th, 2005, 02:24 AM
Dragonswrd said:
...not having any facilities to build....

That is not a mod error. You must select either B5 Standard Race or B5 Ancient Race and the trait that matches your race (Narn, Drazi, etc.).

grumbler
August 5th, 2005, 10:51 PM
Sorry, folks, I have been at conferences for most of the last month. I must admit that I do not understand some of JohnFutch's errors, but am REALLY glad someone is starting this from scratch, as I don't have a good handle on "configuration control" and he, alas, will find all the stuff that I will not have encountered by virtue of the gradual changes!

You have to select "B5 standard race" as your race. None of the others work right now. The plan is to have the B5 Ancients work as a non-player race at some point, but B5 Nomads probably will never work, for reasons of me not understanding how to make them work! http://forum.shrapnelgames.com/images/smilies/happy.gif

The AI should all be modded up to speed, unless you are trying to use Technomages, Raiders, Shadows, Vorlons, or League of Non-Aligned Worlds. The later is now in the game as seperate races, and the first three are not activated and any AI they have is bad juju.

I hope this weekend to get out a "more final" version of the mod with the weapons racialized (though not yet the facilities). Timstone has some ideas on how to make the weapons more in line with the B5Wars books, but since i don't have the books I am not sure where we are going with that.

Please keep trying. It is very valuable to hear of your problems, and your pain will yield a better mod.

Keep chacking back for updates. I am trying to bag this before the end of August.

Fyron
August 6th, 2005, 12:58 AM
We don't want you to rush through completion. Just need a stabilized version to host in place of all of the different files out there now...

Atrocities
August 6th, 2005, 01:02 AM
At this point in the games life span, I would call this a dead dog mod. Just tag and bag it.

The B5 mod, DOA.

Fyron
August 6th, 2005, 02:40 AM
Or not... *hands AT a mellowing brewski* http://forum.shrapnelgames.com/images/smilies/beerglass.gif

Atrocities
August 6th, 2005, 08:52 AM
Game over man, game f'ing over man!

Timstone
August 6th, 2005, 02:49 PM
*Ignores AT completely*

Fyron:
Thanks for the support man! Thumbs up for you! http://forum.shrapnelgames.com/images/icons/icon14.gif

Grumbler:
I'll make some of the weapons I've send you (I mean the ideas for the plans).
Please send me a mail (if you have the time of course) to tell me what you don't understand or just see differently.
I'll send the weapons ASAP.

grumbler
August 8th, 2005, 10:49 PM
Okay, after a few false starts i am in production mode on the weapons for each race. Maybe 25% done. I have also gone and "commented out" the race types, races, and technologies that are not applicable to human players in the race selection portion, so that hopefully will get rid of some of the confusion.

Anyone want to volunteer to do the .emp files and associated AI_general files?

Fyron
August 8th, 2005, 11:06 PM
.emp files are easy to generate automatically after you get the AI_General.txt files done.

Suicide Junkie
August 8th, 2005, 11:14 PM
.EMP files are very overrated.

Randomly selected, unknown opponents are much better.

Timstone
August 9th, 2005, 11:35 AM
Grumbler:
Okay, you're busy on the weapons, could you drop me an e-mail about that? Because, as you know,m I would like to help, but I don't want us to do the same weapon twice.

grumbler
August 10th, 2005, 07:56 PM
Timstone,

Sorry, I keep meaning to send the email but get sucked off into just doing the production.

My plan is this: I will finish the "complete version" with a sorta-kinda plan for Improved and Advanced weapons that works. You, and whoever else wants to, can then come in and change the specific generic weapons that exist into something more racially-specific. That is the real advantage of setting up a system with each race having its own weapons and weapons tech - it is easy, then, to customize weapons for race without worrying about the effects of any change on other races.

The drag is creating all the specific race files (and more specifically with going back and including new changes in what is already done) to begin with, but I am 90% done with that.

This weekend, I hope to finish it all off, and have the component.txt, AI_Research.txt (s), and techarea,txt from hell all done and posted.

Then will be the time for all the cool revisions basd on the B5wars manuals. At that time, also, we can change the point costs for selecting specific races.

Atrocities
August 10th, 2005, 08:07 PM
Good luck then, Hope you can pull it off. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone
August 11th, 2005, 12:24 PM
Great stuff Grumbler! Thanks for the explanation.
I'll begin with making the weapons. Maybe they can be included into this version just before your deadline. I hope I can make it.
I'll certainly try a bit harder now. Great going! As always, two thumbs up for you. http://forum.shrapnelgames.com/images/smilies/cool.gif

AT:
Wow, thanks for the enthusiasm... http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities
August 11th, 2005, 07:18 PM
Sorry man, its just that its been nearly four years since the mod was started and well....... still waiting. It would just be nice to see it finally released so ya, Good luck.

Timstone
August 12th, 2005, 01:08 PM
I understand.
This Mod is one of the biggest projects undertaken (I think, don't be rough on me if it isn't) and it called for a great many changes to the stock game. And because so many people helped creating it, eveyrbody wanted a piece of himself implemented into The Mod. Nowbody ever did have the time (or will and stamina) to complete this huge project in one go. It had to be broken up into several pieces and that took a long time. If Grumbler needs help, I'm ready to do my part. Currently I'm busy making weapons for some races. I'll send him the weapons and see if he can (wants to) implement them or not. Just sit tight and wait for dear Grumbler to complete this magnificent task. All hail the B5 Mod!!
So AT, sorry for the rough texts earlier.

Suicide Junkie
August 12th, 2005, 01:30 PM
Carrier Battles mod is pretty close to the spirit of B5, if not the canon elements.
Rip out the shields, edit the descriptions, rename the weapons, throw in some low-pop penalties and you should get a nice B5-lite mod.

Feel free to use elements of it

grumbler
August 12th, 2005, 11:07 PM
Atrocities said:
Sorry man, its just that its been nearly four years since the mod was started and well....... still waiting. It would just be nice to see it finally released so ya, Good luck.


Ironically, it is the four-year anniversery I am trying to beat. I really hope Val will swing by on the fourth anniversary (if not sooner) and say "cool."

grumbler
August 12th, 2005, 11:13 PM
Suicide Junkie said:
Carrier Battles mod is pretty close to the spirit of B5, if not the canon elements.
Rip out the shields, edit the descriptions, rename the weapons, throw in some low-pop penalties and you should get a nice B5-lite mod.

Feel free to use elements of it


http://forum.shrapnelgames.com/images/smilies/rant.gif Too late. You are correct, but I have taken the mod this far and just want to complete it as is.

Lots of room for tweaking once the damned thing works.

And it does work. The current test game has the "human" player in eighth place after 200 turns in spite of optimising for planets.

Atrocities
August 13th, 2005, 12:32 AM
NP, Hell I deserved it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone
August 13th, 2005, 02:49 PM
AT:
Haha... thanks man! Appreciated.

Grumbler:
That's the spirit!

*Doing worshippy towards Grumbler*

Have you clocked how many hours you've spend on this most holy of Mods for SE IV Gold? Hehe... http://forum.shrapnelgames.com/images/smilies/cool.gif

grumbler
August 14th, 2005, 09:49 PM
Update: All the weapons are created and assigned, and the components.txt loads! http://forum.shrapnelgames.com/images/smilies/happy.gif

I had to retreat a bit on the AI_research, as I found a better way to organize the relevant research paths, so these are just starting production in the "final" form (they work now, but are not optimized).

Another few days, yet, and it will be finished.

Timstone
August 15th, 2005, 11:53 AM
grumbler said:
Update: All the weapons are created and assigned, and the components.txt loads! http://forum.shrapnelgames.com/images/smilies/happy.gif



All hail Grumbler!!

Fyron
August 15th, 2005, 12:38 PM
Hail!

Ed Kolis
August 15th, 2005, 06:29 PM
Fyron, I noticed that post lacks your sig line... are you attempting to not run afoul of German law? http://forum.shrapnelgames.com/images/smilies/wink.gif

Timstone
August 16th, 2005, 11:49 AM
Imperator Fyron said:
Hail!



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

grumbler
September 4th, 2005, 11:02 AM
Okay, it is done (as far as I am concerned, barring fixes). AI am attaching the zip with the "Beta 2" files for the 1.9 version of the Mod. All the weapons have been racialized so that there are no more "general" weapons (though the stats for, say, the Antiproton Cannon II are the same for all races who have antimatter weapons). Anyone who wants to "specialize" the weapons of any race can now do so without having to replace everything.

Not every race has every weapon, as I noted above. The race-driven weapons family shows the way races specialize in specific weapons (these weapons all have weapons families from xx001 to xx005 in order of most preferable to least preferable, with the xx being driven by hull size, not race). The AI has been re-written to accomodate these changes. Note that [race]_AI_DesignCreation, [race]_AI_Construction_Facilities, and [race]_AI_Construction_Vehicles are the same for all races. [race]_AI_Research is very specialized for each race.

I have tested this mod for 200 turns, and have not found any problems, but that does not mean that there are none! http://forum.shrapnelgames.com/images/smilies/happy.gif

Anybody who playtests this and finds something can let me know right here.

Note that, as per usual, there are no graphics in this package. It assumes that you have the downloaded images from the previous version of the mod, plus the latest Image Packs.

Tim, I left Gravimetric Weapons in as a tech for each race so you could play around with it. There are no gravimetric weapons currently in the game, and no race currently researches it.

grumbler
September 4th, 2005, 11:07 AM
Oh, and I cannot speak to the "optimal" nature of the [race]_AI_General files - all I did was to make the changes neded to make them work. I don't think they account for racial points very thoroughly.

grumbler
September 5th, 2005, 10:40 AM
Already found a mistake - somehow I deleted the component "military ship" and that makes the AI_DC not work properly.

The components.txt that fixes this is attached.

Timstone
September 6th, 2005, 11:42 AM
Great work Grumbler!
As soon as I find time (a scarce comodity these days http://forum.shrapnelgames.com/images/smilies/frown.gif ). I'll start working on the specialization of the weapons. And again I say you've done a great job, top notch! http://forum.shrapnelgames.com/images/icons/icon14.gif

Zaamon
September 6th, 2005, 12:46 PM
There is one thing I hate on weapons. They are Big. You can put only one or two per ship.

El_Phil
September 6th, 2005, 03:08 PM
That did seem to be the B5 way. A couple of big main guns and more secondary batteries. Or that's the way the battles seemed to play out in the episdoes. http://forum.shrapnelgames.com/images/smilies/wink.gif

grumbler
September 13th, 2005, 09:15 PM
Yes, the weapons are designed for 2 primaries per ship, plus secondaries on larger ships and PD mounts on all ships designated "heavy" (Heavy Destroyer, etc). You can think of each as being a weapons system that has several facings (since ship facing has no meaning in the game). I given laser mount in this mod, for instance, just represents a laser that can fire on the target given the firing ship's facing, as well as the one or two or three others that cannot come to bear.

grumbler
September 17th, 2005, 08:54 AM
Oh, and if anyone is actually playing this mod, they will note that I redid the satellites rather significantly, reducing them to about a fifth of their former size (so they are like other units, not the size of small ships) and making their mounts reduce damage approximately by 1/4, then making sats easier to hit. I was trying to get that "hordes of satellites" feel we saw in the show.

I am not sure that this does not make them a bit too weak given the leaky armor system. If anyone IS playing, I would appreciate feedback.

Zaamon
September 17th, 2005, 10:25 AM
Ok. Weapons have couple mainguns and some secondaries. But I want realistic. Like Olympus Corvet
weapon: 4 Pulse Cannons
2 Twin Particle Beams
2 Long Range Rail-Guns
4 Missile Racks - 20 per.
defense: 1.8 meter armored hull - 4 Mk. I Defense Grid Energy Projectors

If iI remeber right It is 200kt.

Or let say Nova Destroyer
22 Twin Plasma Cannons
6 Particle Beam Guns
Fusion missiles [2 launchers]
defense: 8 to 10 meter armored hull - 22 Mk. II Defense Grid Energy Projectors

If could get even half of that armament.

I took those ships cause they are quite small. And almost every ship have hangars.

Fyron
September 17th, 2005, 04:46 PM
Personally, I do not see the benefit to being able to add 30 or 50 guns to a ship design. That's just a hell of a lot of clicks during design and really slow combat replays (and tactical combat) to deal with for very little gain. Now, 1 weapon per ship is probably not good either. Stock has it at a decent amount, ranging from 3 to 7 weapons on most hull sizes.

Zaamon
September 17th, 2005, 05:31 PM
I dinŽt mean tha t30 or 50 gons. I mean more than 1 or 2.

grumbler
September 19th, 2005, 10:30 PM
Zaamon said:
Ok. Weapons have couple mainguns and some secondaries. But I want realistic. (snip)

I pointed out some time ago that my mod was not based on B5wars, which I don't have, but rather on the TV show, modified to fit the game's format.

Feel free to change around weapons to your heart's content. The best way to do so is probably by making new weapons mounts just like the engine mounts, based on hull size, and fractioning the weapons as they exist. Then you can easily adjust based on experience without having to do a lot of cutting and pasting in the massive components file.

My goal was a playable mod, not a perfect or "final" one. I am, in fact, having to tweak the AIs a bit (partially to make them build more BSYs and partially to plug some holes I left in AI_Research). The components I will pretty much leave to others to refine.

grumbler
September 30th, 2005, 07:52 PM
Just curious; is anyone actually playing this mod except me?

El_Phil
October 1st, 2005, 06:54 AM
I'm giving it a go, playing EA and cursing the Minbari for their bigger better guns. Great fun it must be said.

Just to check a couple of things though
1. The ancients are supposed to be broken.
2. Weapon Platforms can only mount PD weapons.

Ragnarok-X
October 1st, 2005, 11:12 AM
I would like to see a pbw game http://forum.shrapnelgames.com/images/smilies/happy.gif

grumbler
October 2nd, 2005, 12:48 PM
a. The Ancients are not player-races (they have no research to do) and are just there as a an AI-controlled threat. In one of the versions I failed to include a bridge for the Vorlons http://forum.shrapnelgames.com/images/smilies/fear.gif and so they are a tad.... slow. I have fixed this in the next iteration, as well as tweaking the AI_research and AI_construction files to make the AI a little better.

b. WPs have only PD weapons in order to make satellites the primary planetary-defense weapons. This conforms with the show and also eliminates complications regarding the types of weapons that could fire out through an atmosphere.

Fyron
October 2nd, 2005, 02:11 PM
Why does the Maps folder have several superfluous subfolders?

pathfinder
October 2nd, 2005, 08:56 PM
Grumbler: So far so good, Running as EA and no major problems.

1 minor quibble: The Shadows gave me an error message about not finding advanced race trait 4 Natural Merchants. Only saw it at very start of game.

Wolfman77
October 3rd, 2005, 10:54 AM
I'll try it out tonight. Somehow I missed the post with the downloads. http://forum.shrapnelgames.com/images/smilies/frown.gif

Fyron
October 3rd, 2005, 12:24 PM
I no longer have a copy of the port of B5 mod to gold (1.8) that used to be hosted on Rambie's site. Could someone with a lot of bandwidth email it to me at nolan dot kelly at gmail dot com?

grumbler
October 3rd, 2005, 03:57 PM
My guess is that i left in some saved maps. Delete them.

grumbler
October 3rd, 2005, 03:58 PM
pathfinder said:
1 minor quibble: The Shadows gave me an error message about not finding advanced race trait 4 Natural Merchants. Only saw it at very start of game.


Yep, forgot to change that trait when I re-activated the Ancients. You can change it to "Lucky" for the nonce.

grumbler
October 3rd, 2005, 04:03 PM
Imperator Fyron said:
I no longer have a copy of the port of B5 mod to gold (1.8) that used to be hosted on Rambie's site. Could someone with a lot of bandwidth email it to me at nolan dot kelly at gmail dot com?

I found it still available at http://www.xmission.com/~rstulce/B5Web.htm
but will send it to you via gmail as well.

pathfinder
October 3rd, 2005, 09:02 PM
Grumbler: Just a couple of comments, probably flavored by the way I play and design things.

The AI seems to stuff troops into satellite layers which would be ok for planetside invasion but not exactly what one would want for boarding parties. Also the AI still has carriers running around empty (I never could figure out how to "fix" that).

In general the AI ship designs seem to pretty decent (Narn & Centauri...oh my!).

Suicide Junkie
October 3rd, 2005, 09:04 PM
I have a "B5 v1.8" sitting on imagemodserver in the se4 mods section.

May 12th 2004, is the reported modification date...
Is that about right, or does it need updating?

Fyron
October 3rd, 2005, 09:24 PM
grumbler said:
I found it still available at http://www.xmission.com/~rstulce/B5Web.htm
but will send it to you via gmail as well.

I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.

grumbler
October 3rd, 2005, 10:57 PM
pathfinder said:
Grumbler: Just a couple of comments, probably flavored by the way I play and design things.

The AI seems to stuff troops into satellite layers which would be ok for planetside invasion but not exactly what one would want for boarding parties.

Yeah, I seem to have made the AI build WAY too many sat layers. Oops.


Also the AI still has carriers running around empty (I never could figure out how to "fix" that).

I am tempted to eliminate carriers from the AI completely, and just have them haul around fighters in their capital ships. I dunno how to solve this either.


In general the AI ship designs seem to pretty decent (Narn & Centauri...oh my!).

Yeah, i am pretty happy with the ship designing, other than a lack of self-destruct devices. Other than renumbering the weapons, though, I think the ship design stuff is mostly your work, so you should get the kudos for the ship designs.

grumbler
October 3rd, 2005, 11:03 PM
Imperator Fyron said:
I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.

I think I majorly spammed your gmail box, then! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Fyron
October 4th, 2005, 02:00 AM
Hmm.... 4 hours, and still no email. Guess it got lost along the way. Oh well, I already downloaded it from SJ's server. http://forum.shrapnelgames.com/images/smilies/wink.gif

Are there any special precautions I need to take care with when building the latest version of the mod from all these pieces of scrap metal?

Wolfman77
October 4th, 2005, 10:24 AM
I got a couple error messages, one when starting: The Lorkan racial traits are giving error messages at the begining of the game. Probably just a name typo, but I'm not sure.

Infantry must not have a backup image listed for people using shipsets without that image. I got an error and couldn't build Infantry.

Excelent work.

Suicide Junkie
October 4th, 2005, 01:23 PM
Imperator Fyron said:

grumbler said:
I found it still available at http://www.xmission.com/~rstulce/B5Web.htm
but will send it to you via gmail as well.

I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.

The link on the news page is broken.

If you go to the files section on that site, you can download it.

grumbler
October 4th, 2005, 01:43 PM
Imperator Fyron said:
Hmm.... 4 hours, and still no email. Guess it got lost along the way. Oh well, I already downloaded it from SJ's server. http://forum.shrapnelgames.com/images/smilies/wink.gif

Gmail choked on it - it was still sending after six hours! http://forum.shrapnelgames.com/images/smilies/shock.gif I killed it, as you have the game.




Are there any special precautions I need to take care with when building the latest version of the mod from all these pieces of scrap metal?

Should not be, if the latest EA aqnd Narn files are in there (I think rambie's site might have had them seperate). There are a few startup files that may retain the "Natural Merchant" tech which is not used any more. I am tweaking the AI_Research and AI_construction files a bit to get the AI to play a little better at the beginning and produce BSYs and hope to have that done by week's end.

pathfinder
October 8th, 2005, 01:23 PM
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped.... http://forum.shrapnelgames.com/images/smilies/shock.gif

userx
October 8th, 2005, 04:37 PM
Where can I downlaod the lasted version of this mod?

Suicide Junkie
October 8th, 2005, 10:56 PM
There is a copy on imagemodserver:
http://imagemodserver.mine.nu/other/MM/SE4/Mods/B5mod/

grumbler
October 9th, 2005, 03:17 PM
pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped.... http://forum.shrapnelgames.com/images/smilies/shock.gif



http://forum.shrapnelgames.com/images/smilies/shock.gif Added back in with today's version, though the AI is not yet programmed to use them.

grumbler
October 9th, 2005, 03:36 PM
Here is the "beta 2" mod of the mod, mostly Ai upgrades (which will not affect games in progress) and some slightly tweaked data files, which you should use next time you start a game (it includes the Lorkan race data, which was still listed as "Lumati" in the RacialTraits.txt file).

You should find the AI a better opponent now (they build more sensibly, I hope). The Centauri AI files have been further "specialized" so that the Centauri now build slower but more heavily protected ships, plus they have offensive disadvantages and defensive advantages in the AI_General file, just to make them "more different." The rest of the AI remains largely generic except for the speech files modded earlier by Pathfinder.

Anyone looking to mod a race's general stats will probably want to use Centauri_AI_General as a template, as it lists all of the modifiable racial traits.

I will need to add a planetary bombardment ship to each race, as I left them out.

pathfinder
October 9th, 2005, 04:16 PM
grumbler said:

pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped.... http://forum.shrapnelgames.com/images/smilies/shock.gif



http://forum.shrapnelgames.com/images/smilies/shock.gif Added back in with today's version, though the AI is not yet programmed to use them.




No biggie, as I figured out a way to teach those scummy Vree a lesson or three! http://forum.shrapnelgames.com/images/smilies/wink.gif

One thing I noted...the Vree sure use a lot of defense ships instead of satellites...(battleships and battlecruisers, oh my! http://forum.shrapnelgames.com/images/smilies/Sick.gif http://forum.shrapnelgames.com/images/smilies/Injured.gif)

grumbler
October 9th, 2005, 09:07 PM
Yeah, the unit balance among the AI players is still not optimal. I bumped it up a bit with this round, but they still build gobs o'ships.

I don't think the AI_Construction_Unit.txt works as I thought it did, and I (or you?) may have to put some more units into the AI_C_V.txt. Modding Ai is the weakest part of my toolbox,and there are no sharp tools in there to begin with.

grumbler
November 4th, 2005, 04:09 PM
Is the thread dead?

narf poit chez BOOM
November 4th, 2005, 04:50 PM
I think a lot of SE players are on hiatus until SEV.

Wolfman77
November 4th, 2005, 04:59 PM
I played the mod some, but I don't have very many shipsets for it. I only put the pics in for about 1/3 of them. The vorlons seemed overpowering to me. I might have just had bad luck though. Didn't run into any major bugs, but I didn't get very far. Is there a plan for getting everything together, or parts still being worked on?

Ragnarok-X
November 4th, 2005, 06:04 PM
Im looking forward to making a B5 mod for SEV, wether it be a new product or more of a conversion of the existing mod, so i guess narf is right. SEV all the way. Does anyone know when it will be released anyway ?

Ragnarok-X
November 4th, 2005, 06:05 PM
Oh yeah, and im STILL waiting for a PBW game using this mod. I posted a similar post several weeks ago btw.

Fyron
November 4th, 2005, 07:32 PM
I was waiting for the go ahead to slap together a single (image mod less) download file of the latest version.

grumbler
November 7th, 2005, 04:28 PM
If you are waiting for a go-ahead from me, by all means go ahead! http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
November 7th, 2005, 07:14 PM
Can you point me to the latest working data and AI files then? http://forum.shrapnelgames.com/images/smilies/happy.gif

grumbler
November 11th, 2005, 08:09 AM
How about I just repost them? http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
December 9th, 2005, 08:46 PM
Sorry about not getting to this sooner. School has become rather hectic. Have you made any progress since a month ago?

Raapys
December 13th, 2005, 03:28 PM
I've got sort of an issue playing the mod in single-player. The Ai seems pretty inactive, most notably a while into the game. Even races I'm at war with never really send any fleets to destroy me. I've got 5 ships in a Narn system, I'm Centauri, and we're at war. They've got 54 real combat ships, destroyers, etc., hovering over a planet nearby. But they never use the ships.
That seems to be the rule in all the games I've played with the mod. The Ai just let me do my thing, and I don't even notice we're at war, really.

I can basically research to the end of the research tree without building a single combat ship, then build a high-tech fleet to wipe everyone out, because the other races never interfer anyway, even if we're at war.

I always play in big galaxies, with many Ai players.

narf poit chez BOOM
December 14th, 2005, 03:29 AM
The TDM mod (Found on pbw - seiv.pbw.cc) is an AI mod that has much better AI.

Raapys
December 14th, 2005, 09:50 AM
Yah, I've tried the TDM mod, but is there some way to use it with the B5 mod? Perhaps replace all the B5 Ai files except the Ai research & design files?

grumbler
December 14th, 2005, 06:30 PM
I thought the AI files were straight out of the TDM modpack with the exception of research, speech, design, Planet Types and general. I will have to verify that, but the AI is definately too passive. I am not sure that it is based on the AI files, though.

Somebody might want to just try out the AI_anger files by copying the Default_AI_anger.txt to the AI folder and then pulling out the race AI_anger files into the pictures/races folder (so they all use the default AI_anger) and see if that makes a difference? You should not have to start a new game, just see if it changes the behavior in your existing game and let us know.

If there is anyone who actually knows much about the AI system, they might be able to advise us as well.

Raapys
December 14th, 2005, 07:04 PM
I looked through some of the AI files, and I'd have to agree that there doesn't seem to be any way to make the AI more active, that I can see. I'm not sure to what extent the 'Anger' factor matters though. If a very angry AI actually makes more attacks/fleet movements than a not so angry AI, if they both are already at war.

I did find two settings that I'm not sure I really understand:
Percentage of Allied Planets to consider as Attack Locations for Anger := 20
Percentage of Enemy Planets to consider as Attack Locations for Anger := 10

It's in the AI_Settings file.

Other than that, at the top of the files it says:
B5 NarnRegime based on Mephistos Narn Regime Version 2.50 (TDM)

I presume the TDM means that the AI files are mostly from the TDM modpack, in which case the AI should be optimal, assuming the design files and such are well done.

grumbler
December 14th, 2005, 07:10 PM
I recall some discussion of the fact that Proportions-type mods all had Ai aggressiveness issues. Anyone else recall discussions on that topic?

Raapys
December 14th, 2005, 07:32 PM
One theory I have is that the Supply system in the B5 Mod might create unforeseen problems. I mean, if the core AI engine makes decisions based on ship supplies, and how the supply system works unmodded(meaning ships not continually getting resupplied by a reactor), that could pose a problem.

A possible solution, for testing purposes, and seeing if this is the actual reason, could be to decrease the supplies needed for engines & weapons to close to nothing, and observe if the AI would fly around & attack more.

Fyron
December 14th, 2005, 08:16 PM
Imperator Fyron said:
Sorry about not getting to this sooner. School has become rather hectic. Have you made any progress since a month ago?

grumbler
December 15th, 2005, 08:07 PM
Raapys said:
A possible solution, for testing purposes, and seeing if this is the actual reason, could be to decrease the supplies needed for engines & weapons to close to nothing, and observe if the AI would fly around & attack more.

A great idea, and easily done given the engine mount system. Ya wanna give it a whirl, or wait until I can get to it in a week or so?

grumbler
December 15th, 2005, 08:11 PM
Imperator Fyron said:
Sorry about not getting to this sooner. School has become rather hectic. Have you made any progress since a month ago?

No one was requesting changes, so I didn't make any pending some feedback. In the last coupla days some suggestions were made, but it is going to take some time to chanse them down, and if i were you I would just go ahead and create the mod download as any changes hereafter will likely be AI tweaks.

Raapys
December 15th, 2005, 10:27 PM
Okay, I decreased supplies needed for all the engines in the mod from 1000 to 5, then started up the same game with Centauri. Pressed 'next turn', and behold, 30 of the 50 ships were already on the move. Gonna play this game a little more to see how it affects the game, then try a new one.

There's an error in the Centauri_AI_DesignCreation file:
"um Misc Abilities" instead of "Num Misc Abilities", on both the Gas & Ice colony ship designs.

Also, although you probably know this, the Shadow tech tree is not working at all.

grumbler
December 21st, 2005, 07:24 PM
Great work, Raapys. Keep us posted.

This would also explain why, in my test game, the Vorlons were aggressive as hell - they had plenty o'supplies. Should be an easy fix if your testing proves that supplies are the issue.

And yes, the Shadows and Vorlons do nor research. They are not player races, and have what they have from the start. late game you can take them on, early on you buy them off.

Raapys
December 21st, 2005, 11:18 PM
Playing with Minbari this time, and everything is actually working great. Plenty of races in the game, all the main ones + some neutral, and ships are flying everywhere, patrolling, AI's dropping satelites at warp points, etc.
Just now the Narn's have over 10 different fleets with everything from 5 to 15 ships in them, and they're currently at war with the Earth Alliance, who's crusing around with 40~odd ships in their fleet.

Unfortunately, the AI got a little super-active with the warp point manipulation, so the Earth Alliance is completely cut off from everyone else atm.

I've not actually been attacked yet, though, but that's because everyone actually desired peace with me. Kinda minbarish, I guess.

What I meant with the Shadow tech tree, however, was that I get a message when starting a game with them in it, about something wrong with the reasearch file. Now, I'm pretty sure this has to do with me partly using the prior verison too, where the shadows could research, but I'm unsure how to fix it, since I've never really modded before, beyond changing the engine supply usage. Tried re-copying the newest data files over again, but that didn't actually change anything. Should I just clear out the entire Shadow ai research file thingy?

grumbler
December 23rd, 2005, 01:46 AM
Raapys,

Great stuff, and I will be so happy if the problem turns out to be this simple. I am modifying engine mounds (easier than modding the engines themselves) to accomodate.

Are you saying the AI is closing warp points? I have never seen the AI to any stellar mods and thought it was accepted that the AI never would. That is super if I am wrong.

The different fleet sizes seem an unexpected side twist, but actually a welcome one. I was thinking about playing around with the fleet size and number variables to differentiate between races, but don't think I actualy did anything in this version. Maybe I don't need to.

Well done. Keep us posted. This is the kind of feedback I have been seeking. I will look into the Shadow tech tree/research issue.

grumbler
December 24th, 2005, 12:29 AM
Raapys, delete the AI_research.txt for the Shadows. there is not one in the current mod, so they just do generic research (which for them will be nothing at all that they can use). I have modded the HH to delete research and made the Ancients Research center unavailable.

I have played around a bit with the lowered supply consumption for engines and find that the AI is much more active. This may be the fix that was needed, so if people can playtest to make sure, that would be great.

Fyron
January 2nd, 2006, 07:04 PM
Working on the new mod file upload.

In Facilities.txt, there were 5 instances of ability descriptions consisting of "1". I have removed these.

In RacialTraits.txt, I added 3 section headers with help info on selecting traits in the same manner as Adamant and AIC. Hopefully you don't mind. Note that any existing empire files will be invalidated by this, but I think it is worth it...

House Ship component for Centauri is useless. It is only 35% maint. redux unlike 40% for Corporate Ship, and it comes with an increased combat penalty, 35% instead of 30%.

Due to being in the same family, I can stack Civilian and Corporate Ship to get 100% maintenance reduction... If you put them in the same family and move Corporate after Military, the exploit will vanish and both should appear with "hide obsolete" enabled. If the House Ship is made to be better than Corporate, it will hide the Corporate one. Worker Caste could be moved after Civilian, and Religious can be left appearing after House. They should all be in the same family to prevent exploits. Warrior Caste should as well, but we need another dummy comp to go between it and religious so that it shows up... I'll try fixing this and include it in the mod.

EDIT:
Ok, I put all of them in the same family, which prevents multiples from being used. Unfortunately, this causes them to be upgraded to Military Ship when you hit "upgrade." I think this is a tolerable tradeoff to prevent cheating for 0 maintenance ships...

mottlee
January 18th, 2006, 10:37 PM
1-18-06 Is there an up-dated mod??



(Edit) I have 1.8

Suicide Junkie
January 19th, 2006, 03:01 PM
Hey, feel free to include:
http://imagemodserver.mine.nu/other/MM/SE4/Maps/SJsFTLmap.MAP
in future releases.

Fyron
January 19th, 2006, 03:26 PM
I think the mod makes changes to map data files, thus breaking compatibility...

So I am going to go ahead with the ship hull type schema, since noone has objected...

Timstone
January 20th, 2006, 08:21 AM
Hi all,

After a long period of adsence I'm back!
The reason I was out of the picture for so long is quite... well... hard.
I was hit by a truck. It wasn't a pretty sight. Anyway, I won't go into detail here. Suffice to say I was more in pieces than whole... http://forum.shrapnelgames.com/images/smilies/Sick.gif

Now I'm back and I still see the B5 Mod Thread still on top of the heap I'm quite happy.
Good work everyone!
Anything from Val yet?
And what about moving to a Strategy First forum? I got a small message which said something like that.
Can someone fill me in please?

Fyron
January 20th, 2006, 02:26 PM
SE4 has been republished by Strategy First, and it was supposed to have gone to retail back in September... So far it is only available as a download. Hopefully they can get SE5 published in retail on time.

Shrapnel has announced that this forum will be sticking around, so there is no reason to move to S1st forums, which are a hassle to use anyways.

Timstone
January 21st, 2006, 06:16 AM
Hey Fyron!
Thanks for the info. http://forum.shrapnelgames.com/images/smilies/cool.gif

grumbler
January 21st, 2006, 09:46 PM
Imperator Fyron said:
I think the mod makes changes to map data files, thus breaking compatibility...

So I am going to go ahead with the ship hull type schema, since noone has objected...



The mod uses the old map files, so I think new ones might break.

The hull schema you have produced is good. i have never figured out the "right" one, and what you have is better than what I had.

Timstone
January 22nd, 2006, 08:26 AM
Hey Grumbler!
Everything alright?
Good to see you're still active.

Suicide Junkie
January 22nd, 2006, 01:32 PM
Would anybody like to try a PBW game of B5 themed CarrierBattles to help refresh your creative juices?

B5 or B5-like shipsets would be mandatory, and some RP would be encouraged.

Timstone
January 24th, 2006, 12:46 PM
Damn SJ, that really sounds very nice. Unfortunately I absolutely don't have the time for that. http://forum.shrapnelgames.com/images/smilies/frown.gif
Thanks for the offer though. Maybe a few others of this thread? Come on people, this is a good offer. http://forum.shrapnelgames.com/images/smilies/cool.gif

grumbler
January 25th, 2006, 12:45 PM
SJ, sounds great but I really don't have time.

Black_Knyght
February 1st, 2006, 04:24 AM
Not to be a complainer, but I just recently downloaded the B5 Mod from http://www.geocities.com/b5mod/B5ModHome.html and gave it a shot, and I have to say it "ain't ever gonna be high on my list", to quote an old D.I. of mine. It seemed clunky and disorganized, and even the basic operation sounds were ... annoying.

The only good parts were the efforts put into the various minor races' ship sets, and the weapon sounds.

Sorry, JMO....

Timstone
February 1st, 2006, 01:14 PM
Understandable, but this is a very, very, very large and involving mod. Unless you're familiar with B5 most of the things won't make very much sense.

And to be a bit annoying myself, if you do not want to complain, why have you posted that message? http://forum.shrapnelgames.com/images/smilies/wink.gif

Black_Knyght
February 2nd, 2006, 04:38 AM
Well, I was hopin' that you'd see the reason beyond the complaint.

Guess not.

I am, and have been, a huge B5 fan. I am very familiar with the universe Michael Straczynski created. I've read and heard so much about this Mod, and am personally very interested in seeing a workable version come to fruition. I went so far as to try it myself, completely through, before expressing any thoughts or opinions. And once done, I decided to offer my words here with the intent of putting fresh words from an unrecognized name to what appears to be a bogged down subject with the hopes of adding a bit of motivation or clarity. And while there was more I'd considered saying, I hadn't planned to make this an attack, but merely an observation.

Raapys
February 2nd, 2006, 05:06 PM
Well, I'm a huge B5 fan, and playing the latest version of this mod(1.91 or something) I find it very entertaining. Granted, I had problems that I mentioned a few posts up, but I managed to fix those, so the AI is now just as active as in the stock game.

One thing I did find confusing at first was the way the weapon researching system worked, but since I figured that out I don't have many complains about the mod at all. The complains I do have are more bound to the limits of the stock game then the mod itself, and more of a lack of things than anything else.

Although I haven't tried the version you're referring to(1.42 was it?) so I can't speak on behalf of that. I downloaded the full 1.8 package and then updated with the 1.9 Beta2 files found in this thread a few posts back.

Black_Knyght
February 3rd, 2006, 06:32 AM
I haven't seen or heard of the versions you've mentioned. Could they be something different, or maybe I found an older, clunkier version ?

Where did you find the version and update you've mentioned ?

Raapys
February 3rd, 2006, 10:00 AM
http://imagemodserver.mine.nu/other/MM/SE4/Mods/B5mod/
This is for the 1.8 big version, then http://www.shrapnelcommunity.com/threads/download.php?Number=392169
for the latest data/AI files.

Two things you should do, until a patch arrive, is to delete the Shadow_AI_Reasearch.txt for the Shadow race(SE4\b5mod\pictures\races\shadows), since they don't do any research, and change the supply usage for all the engines in the game to something low, like 5. You can find that in the components.txt file(SE4\b5mod\data), and just do a search for fission engine, then the rest of the engines will be just below it.

The number you're supposed to change is: "Supply Amount Used := X" to "Supply Amount Used := 5" on all engines.

Not really necessary if you don't wanna go through the work, but if you don't the AI will be very passive and barely move its ships at all.

Timstone
February 3rd, 2006, 12:13 PM
Black Knyght:
In no way was my answer an attack. Just like your observation.
It's just such a complicated mod and it's been in production for soooo long it's hard to explain the gaps in The Mod. Also you have to get into the feel of The Mod.
I hope you will give it another chance, because the folks who have made this wonderful piece of SE IV programming really deserve it. And if the people don't deserve it, the mod itself sure as hell deserves it. So put on your happy hat and start enjoying. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Happy hunting with this mod.
Maybe when SE V comes along, we'll start building another B5 Mod.

Black_Knyght
February 5th, 2006, 12:51 AM
To Raapys :Thanx for the info. I've downloaded it and I'll give it another shot sometime this weekend. I'll give you my honest assessment after I've played it a bit. http://forum.shrapnelgames.com/images/smilies/cool.gif


To Timstone http://forum.shrapnelgames.com/images/smilies/laugh.gifidn't think you were attacking me, just figured maybe I'd bent you're nose outta shape a bit. Just wanted to be up front and honest 'bout my thoughts on the Mod. Input, both positive AND negative, is usually a good tool. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

grumbler
February 6th, 2006, 12:56 AM
I am attaching a zip with the CompEnhancement.txt file that fixes the supply usage issue (that was easier than changing the components). Let me know if you still see any sluggish AI behavior (I haven't yet).

This should not adversely effect saved games.

Timstone
March 30th, 2006, 07:39 AM
Hi all,

Are we still alive in here?
It's been a long time since I've checked in. Good to know my profile still exsists. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
I hope I'll have the time again to start visiting this wonderful forum every day. Just like in ye olde days.

Daynarr
March 30th, 2006, 09:12 AM
Alive and Kickin'. http://forum.shrapnelgames.com/images/smilies/happy.gif
Forum still rocks too. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone
March 30th, 2006, 10:33 AM
Alrighty then!

Fyron
March 30th, 2006, 03:01 PM
At long last, I have uploaded the complete Gold/Deluxe B5 Mod!

B5 Mod 1.94 (http://www.spaceempires.net/home/downloads-details-542-Babylon_5_Mod_v1.94.html#dldetails)

I added a cheesy Startmenu.bmp for 1.95 compatibility. would be nice if someone with actual skills made a nicer one. http://forum.shrapnelgames.com/images/smilies/happy.gif

I went ahead with merging all the ship classes into one family and using separators idea I posted a while back. Hopefully it works out ok!

narf poit chez BOOM
March 30th, 2006, 07:52 PM
wb, Timstone.

Timstone
March 31st, 2006, 07:33 AM
narf poit chez BOOM said:
wb, Timstone.



I guess this mean Welcome Back?
If it does, thanks Narf! http://forum.shrapnelgames.com/images/smilies/cool.gif


Fyron:
Oh yeah, you made a nice complete pack. Great work!

Atrocities
March 31st, 2006, 07:38 AM
Welcome back http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone
March 31st, 2006, 07:40 AM
Atrocities said:
Welcome back http://forum.shrapnelgames.com/images/smilies/happy.gif



OK, thanks AT! http://forum.shrapnelgames.com/images/smilies/cool.gif

narf poit chez BOOM
March 31st, 2006, 08:10 PM
Yep, welcome back.

Fyron
April 11th, 2006, 01:38 AM
Did anyone ever download the latest complete pack? Did it work? Did it explode?

pathfinder
April 11th, 2006, 07:54 PM
Imperator Fyron said:
Did anyone ever download the latest complete pack? Did it work? Did it explode?




I did and ran into problems with the Vorlon designcreation.txt file.It has number of techs that apparently have been deleted (general medium weapons, general tiny weapons, matter weapons, electromagnetic weapons, vorlon tiny weapons, vorlon light weapons, vorlon medium weapons, antimatter utilization to name a few). RCE after trying to load those 2-3 times in-game (in other words I kept on playing but after 2-3 turns with that error message repeating I got an RCE).

Wenin
April 11th, 2006, 09:42 PM
The Centauri have some formatting problems with the Colony Gas and Ice designs. The N in Num of Abilities is missing.

Fyron
April 12th, 2006, 01:43 AM
Now that I think about it... I recall something about Vorlons and Shadows not being ready yet. Just delete their shipset folders.

Atrocities
April 12th, 2006, 11:41 AM
Or COMPLETE them and use them. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Wenin
April 12th, 2006, 11:47 AM
Or beg Fyron to complete his team's creation and enjoy it in all its glory! =) hehehe

pathfinder
April 12th, 2006, 07:18 PM
Imperator Fyron said:
Now that I think about it... I recall something about Vorlons and Shadows not being ready yet. Just delete their shipset folders.



Yeah, leftovers from the MOD I worked on is what the Vorlon file looked like.

Wenin
April 13th, 2006, 04:22 PM
Has the work on this projected halted?

Wenin
April 13th, 2006, 11:59 PM
To the developers, do you recall what tool you used to create your components file?

I'm using your mod to test my data checker app. I've found that you often have 0 abilities for a component but there will be a set of Abilities listed with zero values. I'm also seeing that you have Weapon Speed data listed for weapons that don't use seekers.

I'd like to know so I can decide on what to do for my Data Checker.

Fyron
April 14th, 2006, 12:37 AM
The original data files were generated from an excel spreadsheet by Val oh so many years ago. Not sure what Pathfinder, Grumbler and Timstone do though.

The seeker speed thing isn't an error to SE4, so much as redundant. Perhaps report it as a warning?

The ability 0s and tech req area 0s are apparently safely ignored by SE4. Perhaps report them as warnings as well?

Fyron
April 14th, 2006, 12:55 AM
Oh wow... trimming off those pointless ability and tech req lines reduced the file size by 0.9 MB!

Wenin
April 14th, 2006, 09:04 AM
.9 MB is right =)

It's about 40,000 lines removed from the file. That's just to many "warnings". I'd rather just promote the removal of such data to speed up downloads and faster SE4 load times.

Since the file was essentially created from hand, then I won't worry about it.

Fyron
April 14th, 2006, 11:23 AM
Just keep in mind that Num Abilities being less than the number of (valid entries for) abilities present is not always an error (same with tech reqs). That part should be treated as a warning, since it is commonly used by modders to "remove" such entries without actually removing them. Of course, having parameters to treat them as errors to be fixed, as warnings, or to just ignore them would be handy. But this is probably a discussion for another thread.

grumbler
April 14th, 2006, 04:48 PM
The components.txt file was created essentially by hand and then copy/pasted as needed, followed by the search and destroy to make components specialized where needed.

In general, I left in 3 tech and 3 capabilities per component even when one or two were used because it is a lot easier to tajke them out at the end than to add them in when you need them and they are not there. Efficiency was not a high priority for the beta version.

Insofar as I know, no one is developing this mod any more. We are awaiting SE5. The Vorlon problem is solved by deleting their AI_research.txt file in the folder labelled Vorlons. They should not do any research - they are First Ones and no longer bother with such issues. http://forum.shrapnelgames.com/images/smilies/happy.gif By using the default AI_research.txt they will essentially discover nothing. Remember that they are not considered a human-playable race (and would be overwhelmingly powerful if so played).

Wenin
April 14th, 2006, 04:55 PM
The data checker helped me locate more than 46,000 lines of either needless data or improperly formatted data. Removing this data shrunk the file from 10.4 MB to 9.28. =)

In the future I'll likely add the option to ignore those issues, so that the data checker is more useful during a Mod's creation.

Wenin
April 14th, 2006, 04:57 PM
Thanks for the fix on the Vorlons.

Fyron
April 14th, 2006, 05:48 PM
That will not really fix the Vorlons though. They will then try to use the Vorlon research file from the stock Vorlons folder if you have the race installed there. You need an empty research file (empty of entries, not so much file headers/footers) in the B5 Mod's Vorlons folder instead.

Wenin
April 14th, 2006, 06:29 PM
I'm not following you Fyron. He said delete the Vorlon Research file. That will make them use the default one, which will apparently give them no new advancements.

Fyron
April 15th, 2006, 03:25 AM
Missing AI files will be imported from the SE4\Pictures\Races\Racename folder before the Modname\AI folder will come into consideration. Modname\AI is only used if the stock Racename folder is also missing the AI files (or it doesn't exist in the first place).

If you do not have a Vorlon or Shadows set installed in your stock folder, and never, ever plan to, then deleting their AI Research files from the B5 Mod folders will work. But if you have these shipsets installed, you will create a new set of problems created by stock AI Research files being used in the B5 Mod.

Thus, for a complete solution you want to have a Vorlon_AI_Research.txt file in the B5 Mod folder that has nothing between the BEGIN and END blocks. This is the only surefire way to make sure they won't research anything non-existent.

Wenin
April 15th, 2006, 03:39 AM
Cool, I follow you now.

Raapys
May 25th, 2006, 07:57 PM
A bug: The Engine Mount for ships of size 4999-5011 has incorrectly Cost, Tonnage, Tonnage Structure and Supple Percent set to a very low value. Should probably be 44 or 48 or some such. As a consequence, the biggest ships of 5k tonnage can actually move ridiculously fast.

One thing I've observed, though, is that there's really little difference between the respective ship sizes. They're approximately as fast, they can take approx. as much, they take approx. as long to build, etc. This seems to me to make it a little pointless, since there's not much reason not to just build the biggest one, rendering the previous sizes researched useless.

So what if that was changed? Bigger speed/movement gap, bigger tonnage gap, bigger material and maint. cost and *far* bigger building time differences between the different ship sizes. What I hope this would achive is to put some more thought into what sizes to build, make them distinctly different, not just have a ship that is slightly bigger than the previous one I just researched.

Just as an example, a Scout currently has 100 tonnage, an Escort 150, a Corvette 200, a Frigate 300, Destroyer 400 and a H.Destroyer 450. On a homeworld planet they all take about 1 or 2 turns to build. This largly render just about all of those sizes except the last, and perhaps the first, redundant.

I'm not proposing any immediate changes, I'm just looking to see if others have an opinion about it. It's just that I find myself always building the biggest ships, unless I'm making a pure scout ship, and it sort of feels like the rest are going to waste.

grumbler
May 31st, 2006, 08:28 PM
The ships all move at about the same speeds because this is frictionless space, and speed is limited only by the relationship between mass anbd power (yeah, that _should_ be acceleration, not speed, but we have the model that we have).

Smaller ships are harder to hit, so building smaller ships makes some sense. Larger ships get mounts that disproportionately increase the power of their weapons, so bulding them makes sense as well. Intermediate-sized ships get a balance of the two approaches, so building them can ALSO make sense.

Large ships have much more total armor, but it is leaky armor and thus you could find yourself losing your reactor and going dead in space - large ships are a gamble.

I always build a mix, as playing game with all big ships and all small ships taught me that those approaches had definite limits. Try it yourself.

It is true that many hull types become redundant (why build a destroyer when a heavy destroyer has the same total weight in required components and therefor a smaller percentage taken by required components?) but that is true of the original design as well, and I think it works out well.

If we were to do this from scratch I think I would allow small, medium and large ships from the start and just make them better as technology improved, rather than just larger. Maybe with SE5 that's what we will do.

Timstone
June 2nd, 2006, 11:12 AM
Hey Grumbler,

Everything alright?
Just for the record, I'm still busy building a new version of the weapons creation sheet I've posted in my sig. This one should be waaaaay easier to use. Fortunately I have colleagues who can help me with it. It's going slow (my colleague doesnŽt have that much time), but weŽll get there. I hope it can be used for SE V too. Would make the production of a SE V version of The Mod a lot easier and faster. I hope we can keep in touch with eachother. Maybe even Val will honour us with a visit. Would be nice if he helped again (and everybody else from the "old" core of course).
This of course doesn't automatically mean there will come a SE V version of The Mod. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Fyron
June 2nd, 2006, 11:16 AM
SEV version will potentially be a lot easier to make and maintain, due to having a single entry per component family. No more 10 MB component files!

Raapys
June 2nd, 2006, 04:31 PM
I'd really love a quick release of a B5 mod for SEV when it's released. Any idea how much work a port would take? Or will it all have to be rebuild from scratch?

What you mentioned, grumbler, is something along the lines I was thinking. Have like 5-6 different ship-size research areas available from the start, which when researched gives ships with widely different abilities, combat speed, price, maintenance and such, then let the next research levels improve those ships in all sorts of ways, while also maintaining the differences.

Ed Kolis
June 2nd, 2006, 05:38 PM
Imperator Fyron said:
SEV version will potentially be a lot easier to make and maintain, due to having a single entry per component family. No more 10 MB component files!



/me plugs the Templatizer http://forum.shrapnelgames.com/images/smilies/wink.gif
http://wiki.spaceempires.net/index.php/Templatizer

Captain Kwok
June 2nd, 2006, 09:11 PM
Too bad SE:V will make your templatizer program obsolete. http://forum.shrapnelgames.com/images/smilies/tongue.gif

grumbler
June 4th, 2006, 08:20 AM
Hi, Tim, everything is fine (just finishing all the exam grading today, final grades go in next week and the school year is done).

Just waiting for SEV so's we can get this underway again. Dunno where we are gonna get the 3D artwork, though.

Timstone
June 5th, 2006, 10:07 AM
Fyron:
Wow, now that's im provement. Cool feature. Thumbs up for Malfador!

Grumbler:
3D art? Well, I'm proficient with both LightWave, 3D Max and Solidworks. I think that part won't be the biggest problem. All the 3D art sure as hell can't be completed with the first release, but a gradually release is certainly possible. Ah, we'll cross that bridge when we get that.
I'm glad you feel like making a SE V port for The Mod. You made me a happy camper. Two thumbs up for you again friend.

Black_Knyght
June 5th, 2006, 11:10 AM
I'm curious about something here - It sounds as if the B5 mod is NOT going to be for SE-IV, but for SE-V. Is this right, or am I misunderstanding something somewhere???

Fyron
June 5th, 2006, 11:14 AM
The B5 Mod for SE4 already exists, and the authors are done working on it.

Black_Knyght
June 5th, 2006, 11:16 AM
Where is it to be found???

Fyron
June 5th, 2006, 11:30 AM
http://www.spaceempires.net/home/downloads-cat-6.html

Timstone
June 6th, 2006, 11:30 AM
Fantastic Fyron, thanks for the help. http://forum.shrapnelgames.com/images/smilies/smile.gif

grumbler
June 23rd, 2006, 06:40 PM
Black Knight, we would be interested in your thoughts on this, when you have had a chance to play with it. It is a beta, and says someting about what we hope to do in the next version (SE5).

AugustusSE
June 24th, 2006, 05:50 AM
Hi everyone, this looks like a really fun mod. Where can I get some screenshots of this and where can I download it? The link at spaceempires.net seems to be broken. Also is there a discription about gameplay?

I haven't played this great game for about 2 years now. Can't wait to start again

cheers

Black_Knyght
June 24th, 2006, 05:18 PM
Grumbler: No problem. I'm starting a new game with it this weekend, and I'll keep you up to date on any thoughts I might have about it.

grumbler
June 30th, 2006, 01:54 PM
AugustusSE, try the link again. I just tested it, and it works.

Atrocities
December 31st, 2006, 01:21 AM
Any plans on making a B5 mod for SE V? If So will it take years or decades?

Spectarofdeath
January 3rd, 2007, 02:22 AM
Be a great mod if it gets done.

grumbler
January 17th, 2007, 10:09 AM
Atrocities said:
Any plans on making a B5 mod for SE V? If So will it take years or decades?

Yes, we plan to make this mod for SE V. It should not take more than decades.

President_Elect_Shang
January 17th, 2007, 03:31 PM
That would be great, this is one of the few I played.

TheRegent
April 3rd, 2008, 02:22 PM
I've downloaded the final version, but I can't seem to do anything. I can't see jump gates (p0581.bmp not found) and the only engine has a size of 500 while my largest ship is 300. Should the download be ~30mb?

Fyron
April 3rd, 2008, 02:57 PM
The Image Mod (http://imagemod.spaceempires.net) may be required.

Engines probably require mounts to fit on each hull.

TheRegent
April 5th, 2008, 04:38 PM
Ah, it was both of those. Thank you!

I've been away for too long.

Ragnarok-X
April 5th, 2008, 05:22 PM
Is anyone interested in making a B5 mod for SEV, only datafiles, no models (since i dont know a clue about them for SEV) ?

Suicide Junkie
April 6th, 2008, 12:05 AM
If you're making a mod you shouldn't worry about shipsets. People are gonna use what they like.

But I've seen people making some EA models, for SE5, so you're already set anyways. http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
April 6th, 2008, 12:50 AM
There are several SE5 B5 shipsets out there, and some more in the works:

http://home.spaceempires.net/shipyards-a-BlackSwan.html

Ragnarok-X
April 6th, 2008, 07:40 AM
Yes, right after i posted i decided to check and yards and noticed a bunch of sets already out there.

So, i wont start on it all by myself, if anyone is interested, give me a shot via PM or post.