Log in

View Full Version : Babylon 5 Mod


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

Fyron
May 20th, 2002, 05:35 AM
No clue.

pathfinder
May 20th, 2002, 12:43 PM
Val: As a suggestion for infantry...seems to me that the component pic for proportions infantry is crossed rifles...can't remember what the component is called or its abilities but it make a bit of sense to have something a bit different for the grunts..

Edit: wonder what I was drinkin' earlier....only troop component (in components file) I can find IS a cockpit (including devnull mod)..

yeah, I know...one more thing...

[ May 20, 2002, 23:48: Message edited by: pathfinder ]

PDF
May 20th, 2002, 09:50 PM
Of course Val you can put my Gold port of your B5 mod Online on your site, honor is mine ! http://forum.shrapnelgames.com/images/icons/icon7.gif

Did someone else try it http://forum.shrapnelgames.com/images/icons/icon12.gif ?

pathfinder
May 21st, 2002, 01:02 AM
Val: another fighter problem....I had the EA on partial AI, went to check Shagtoth for why an RCE (&^%$# design minister again), came back to the EA and the bLasted EA had obsoleted my design and put a no fuel cell (?) Version in, so they couldn't fly (no supplies)...

[ May 21, 2002, 00:03: Message edited by: pathfinder ]

pathfinder
May 21st, 2002, 01:06 AM
PDF: I am playing as the Minbari in game in Gold. Only problem I had was the Hyach and ShagToth had not been updated. I did that, at least as far as fleets & settings files go, and have not had any problems except for some components pics missing (Minbari weapons noted earlier).

PDF
May 21st, 2002, 09:50 AM
Pathfinder,
In the mod Version I got (1.49.25 from the site + update to 27) there was NO specific AI files for the two races you mentioned, so I couldn't update them... Post them (or send them to me) and I'll update the Gold Version.

BTW, did you keep my 20 Kt/M pop weight or did you change it ?

pathfinder
May 21st, 2002, 12:03 PM
PDF: Kept it. Understood on the Hyach and ShagToth. I'll post them later tonight.

PDF
May 21st, 2002, 12:29 PM
Val & Pathfinder,
I just stumbled in the mod forum on a B5 Gold AI port done by ... Val http://forum.shrapnelgames.com/images/icons/shock.gif !
I don't know if the files are more complete than what I've got with 1.49.25, I suppose it's older BUT there are more specific files (different research files for example) than what I've got ...
There's no Hyach or ShagThoth however .. http://forum.shrapnelgames.com/images/icons/icon9.gif

But I wonder http://forum.shrapnelgames.com/images/icons/confused.gif ... What files are "better" ?

Val
May 21st, 2002, 10:15 PM
Sorry for the lapse of Posts, been real busy and hectic in my personal life - bleh!

Anyway, the ShagToth and Hyach never had any real AI - but Simon & Oleg have sent me history files for them just recently, so they are coming - once I free up some time to work on it.

The old Gold AI I posted a while back was done by Master Belsarius, and it is just standard AI that does not use any of the special B5 techs, so it would most likely not work very well with the mod.

I'll try to post more this week.

pathfinder
May 22nd, 2002, 12:07 AM
Val: Yeah, all I did was rename default AI as a placeholder. I didn't understand that I didn't have to do that at the time....

EDIT: Any other testers getting RCE's? I keep getting design minister caused RCE's .... all races at around 400-450 turns in seem to get this at one time or another. Turning the design minister off (when I find the "offending race) stops the RCE....

Just had an RCE by the EA...used the autosave from previous turn to re-enter game, tried to save after yet another turn but couldn't...got a cpu-type beep when I tried to enter save game name??? WTH does this mean....defrag my HDD? or just shoot it http://forum.shrapnelgames.com/images/icons/icon12.gif

Had to reboot and got back in, processed turn ok...EA are doing a refit to same design loop on frigates...could this cause the RCE?

[ May 22, 2002, 04:18: Message edited by: pathfinder ]

Val
May 22nd, 2002, 05:16 PM
Blessed diversity in choices is causing the AI to seize I would guess;)

I'm going to sit down and try to get some of this hammered out! I have finished Ship boarding/security (breaching Pods and Security Stations) and Planetary weapons. Also some more comp pics. Just want to knock out a few more things for y'all before posting:)

pathfinder
May 23rd, 2002, 12:34 AM
Val: Sent ya the Last save game before an RCE I had Last night. Hope that helps. Turning the the design minister "off" got me past the RCE. I did notice that the EA had carriers with fighters but the fighters (at one time anyways) did NOT have the fuel cells/supplies...I also noticed the EA in a loop in refitting a frigate(s)...the new design was obsolete?! It got an error message that the new design was identical to the one being changed..

[ May 23, 2002, 00:12: Message edited by: pathfinder ]

Fyron
May 23rd, 2002, 01:31 AM
Val:
Is there a purpose to Infantry other than policing action? All that fits on them is the Troop Cockpit.

-----------------------------
Repair Bot II:
Size 50
Repairs 2

Repair Bot III:
Size 150
Repiars 3

I assume that this is a typo.

-----------------------------
There are not enough races for a high player number game. The game I am running has a couple duplicate empires. Maybe you should put in a warning about that, or mod the settings so that high player starts can't have more races than there are in the mod.

Several of the races didn't get empire names in the game. It's very odd.

-----------------------------
A few errors I encountered today:

When starting up a game, these races generated errors.
Minbari
Research Phased Energy Weapons
Research Energy Pulse Weapons

Earthealliance
Research Energy Pulse Weapons
Research High Energy Discharge Weapons
Research Energy Stream Weapons
Research Missile Weapons
etc.

Vorlon
Same errors

While playing as the Shadows, this occured:
The PDF Multi-Phased Cutter has the same targeting abilities as a normal Multi-Phased Cutter.

-----------------------------
There are not enough system names.

Val
May 23rd, 2002, 04:32 AM
Anyone sending stuff to the B5Mod yahoo e*mail address, I've been having some trouble with it in the past couple of days, it logs me in but doesn't show me anything (even though I know there is stuff there), I sent tech support a few E*Mails and am waiting to hear back. Sorry:(

Have to add back in the infantry Mounts/Components.

Fixed the Maint Bot III typos.

There's 211 systems in there, guess I can find 44 more, anyone notice any sytems I've missed?

There are a few more races in progress, splitting off some of the LNAW races to be individual (Drazi, Vree, Brakiri) which should help. Only prob is finding the variety of ships. Maybe one of y'all would be up to sculpting some new ships for existing races? I'm working on some Vree.

pathfinder
May 23rd, 2002, 04:40 AM
Hmmm....guess I could try Drazi or Brachiri

[ May 23, 2002, 03:41: Message edited by: pathfinder ]

Val
May 23rd, 2002, 06:39 AM
Ok, I should be posting Version .28 tomorrow. It will have Planetary and Assault/Security components, fighter engine pics (thanks Simon) and some descriptions for the ShagToth, Hyach and Markab. Also has some of the new ruins techs and the beginnings of the Vree, Brakiri, Drazi and Raiders Race folders (these I am including for anyone who wants to work on making a new shipset - I'll leave Simon to do his incredible research on the racial backgrounds).

Does anyone have any pics of what the B5 computer screens looked like? Want to change the interface look to be more B5ish if I can find enough examples.

Val
May 23rd, 2002, 07:13 AM
Drakh ships are also on the table now (I have some samples). I'm working on adding some new Drakh weapons as well:)

I want to try to integrate some of SJ's p&n components and abilities for the Drakh/Raiders races, with SJ's permission - of course:)

I'm looking at some smaller facilities proposed by Simon to use as well.

I will also try to get the troops/infantry fixed.

Val
May 23rd, 2002, 08:19 AM
Ok, here is the latest stuff - I'm a bit tired, so forgive typos. I only checked to see if the game loaded and haven't tested it much. Update includes begginings of new racial shipsets, updated data/ai files, general files for Drazi, Hyach, ShagToth & Markab. New Components pics.

B5Mod052302.zip (http://forum.shrapnelgames.com/newuploads/1022133933.zip)

Also have sample Drakh ships for y'all!

DrakhShips.zip (http://forum.shrapnelgames.com/newuploads/1022134624.zip)

Val
May 23rd, 2002, 05:49 PM
Thanks and thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

What components are needed to make them P&N like?

Suicide Junkie
May 23rd, 2002, 06:22 PM
Well, its not so much adding components, as taking away components and facilities http://forum.shrapnelgames.com/images/icons/icon7.gif
They should not be able to colonize, or make much use of colonies.

The things that are useful to add are:
- cheap, low tech boarding parties. (probably much less powerful than normal, but available in large numbers because they are so cheap)
- Large resource storage facilities. (They will have few planets under their control, so they have to save for a rainy day)
- more fighter options, and small ships.

What I've been adding to P&N for v2.6, is the ability to cloak undetectably. Basically, the pirates can pretend to be regular citizens, and be noticed but ignored until they are ready to attack.

Val
May 23rd, 2002, 09:44 PM
[ May 24, 2002, 18:07: Message edited by: Val ]

Suicide Junkie
May 24th, 2002, 01:57 AM
I want to try to integrate some of SJ's p&n components and abilities for the Drakh/Raiders races, with SJ's permission - of course:)<font size="2" face="Verdana, Helvetica, sans-serif">I'm pretty sure you already asked bout that, and I told you it was fine.

PS: You need a space before your smilies now http://forum.shrapnelgames.com/images/icons/icon12.gif

Val
May 24th, 2002, 09:02 PM
Working on Vehicles and Infantry (Troops) to make them useful in the game. Infantry will no longer require any sort of 'bridge', but will have a component for 'company commander' that will provide a bonus if taken. Vehicles (standard 'troops') will still require a 'bridge'. They will also get special mounts to represent their overall quality and training (Militia, Standard, Assault & Elite). Working on just their basic weapons now. At some point in the future I will add racial specific weapons as we did for the ships.

Fyron
May 25th, 2002, 02:09 AM
Val:
Do you need any help doing that?

pathfinder
May 25th, 2002, 03:16 PM
Any one else testing this mod getting RCE's?

If not, I'll re-load windows or *gasp* reformat..

I get RCE's late early game, early mid game from design minister(s)...

[ May 25, 2002, 14:17: Message edited by: pathfinder ]

TheGunslinger
May 26th, 2002, 11:27 AM
So here i am:
After playing quite a lot with the Babylon 5 GOLD Mod, i have several things to complain about http://forum.shrapnelgames.com/images/icons/tongue.gif

1. The AI is just CRAP. I was playing against several Races, including Vorlons, Minbari, Centauri, Drazi etc, they all just sucked, the didnt got the "Transport-pop-from-homeworld-to-colonies"-Clue, that way they had a homeworld with a few sats, and several colonies, all with 20 million pop or so. They werent using the special weapons, just the standart Bolter and Matter guns.
Maybe i should play Difficulty "hard", dont know if that helps.
Or is it just because of the Gold Conversation ?

Another thing is the Tech Tree.
its nearly impossible to specify a Research, because each one has several other techs that are needed, and i dont know which ones, except when i look in the components.txt etc.
The Techtree inside the game wont help me, as it dont show the Basic Researched that are needed.

Well yeah, guess thats it for now.
Though there are many good things, too. I just like the Babylon 5 feeling when playing the mod http://forum.shrapnelgames.com/images/icons/icon7.gif

Over and Out

TheGunslinger
May 26th, 2002, 04:01 PM
Heh remember, i wasnt saying "This mod is crap" i was just saying some things could be better, and i guess they will be in the future http://forum.shrapnelgames.com/images/icons/icon12.gif

Val
May 26th, 2002, 05:28 PM
I do hope it will be better http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks for the heads up on what is causing trouble in Gold as well, it will save some time when I get there!

IF:
Can definately use some help, I'll post just the infantry/troop files tonight or tomorrow and see what you can add/fix up. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

PF:
Working on testing another generic AI, I'm beginning to wonder if the AI is running out of design names late in the game?? I'll post that with some extra stuff.

All:
Vree are cooming along, about a dozen ships are done - this should help to expand the AI universe in larger games.

Also working on the technomages as a nomad race, though they will only use a single ship type (the smallest shipset ever).

Working on another ancient shipsset as well - Torvalus (the Dark Knife ship in the Coriana 6 battle).

Finally, redoing parts of the components, vehicle type and racial traits files to add "B5 Standard Race" and "B5 Nomadic Race" so we can add those P&N elements to some of the races. This will also allow an easier time of adding varied shipsets for the Drakh and some of the ancients...

Enjoy the holiday alll!!!

[ May 26, 2002, 16:31: Message edited by: Val ]

pathfinder
May 26th, 2002, 06:15 PM
Val: On running out of design names..possible but I have seen other AI simply add a Roman numeral to denote a different Version when end gotten to. Last nights RCE, the AI race had something like 20 (or more) designs for the colony ship all but one listed as "obsolete", so it may be having some problem with colony ship design (maybe the names or lack of new ones) ...dunno....

Gunslinger: hehe, no problem, just wanted ya to know that what ya got ain't the finished deal http://forum.shrapnelgames.com/images/icons/icon12.gif . with the improvements Val, IF, SJ and others have made the MOD is way better than when I started testing but as always there seem to be a few things to go yet...me be having fun despite the incompleteness http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 26, 2002, 17:19: Message edited by: pathfinder ]

Fyron
May 26th, 2002, 09:01 PM
Val:
Okey.

Pathfinder:
Actually, as of yet, the only thing that I have contributed is the Formations.txt. http://forum.shrapnelgames.com/images/icons/icon7.gif RL and other stuff keep getting in the way.

Oh yeah, and about those RCEs, the only game that I played more than a few turns in got one. And I was having fun obliterating everyone with my super-ranged Shadow weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif Just a few thousand points into racial aggressiveness and some combat sensors gave me a huge chance to hit while I was well out of the enemy's range. That, and the fact that my ships were 2.5 times as fast as theirs (5 move to 2 move). http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 26, 2002, 20:05: Message edited by: Imperator Fyron ]

pathfinder
May 26th, 2002, 09:25 PM
Imperator: hehe, yeah the Shadows are fun to be...slicing and dicing http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
May 26th, 2002, 09:44 PM
Val: RCE I just had...the AI race is in a design loop with colony ships..same design over and over and over....

Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 26, 2002, 22:49: Message edited by: pathfinder ]

Lighthorse
May 26th, 2002, 10:23 PM
Val,

I don't know if your awared that Research files for Narn's Pulsar Mine I and II dosen't show the weapon's picture or information.
Hope this helps some.
Lighthorse

Phoenix-D
May 27th, 2002, 12:53 AM
"Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines..."

the AI ignores that field, it's for players only. So no reason to put it low unless you want to.

Phoenix-D

pathfinder
May 27th, 2002, 01:03 AM
Gunslinger: Research for race specific weapons/facilities has not been implemented in the AI_research.txt file yet, some of the special facilities haven't even been developed yet (ie no description added to the components.txt file nor pic in the components (picture) folder) http://forum.shrapnelgames.com/images/icons/icon12.gif

Remember this MOD is in development, not a finised "product" yet.

As far as the population hauling, Gold AI doesn't haul to non-atmosphere planets. IE--rock/oxygen race transports will ONLY haul population to colonized rock/oxygen planets (or so has been my experience in other mods/regular Gold games). I haven't as yet had a problem with AI hauling to same/atmosphere planets in the B5 MoD

[ May 26, 2002, 13:30: Message edited by: pathfinder ]

pathfinder
May 27th, 2002, 02:10 AM
Phoenix-D: Ah okies....me pulling what hair I got left out trying to figger out why RCE's with design minister...colony ships APPEAR to be the main culprit.....

pathfinder
May 27th, 2002, 03:20 AM
Uh oh http://forum.shrapnelgames.com/images/icons/icon12.gif

Silly me, changed over to the Minbari to reset their design minister back on and the idiot Shadows declared the Minbari MEE.....DOH! Idiot Shadows have no fleet except for a couple of escort and small transports!

argh....Minbari fighters have no fuel cells/supplies, so they are next to worthless

[ May 27, 2002, 03:31: Message edited by: pathfinder ]

Fyron
May 27th, 2002, 06:36 AM
That is pretty silly. We need to post more frequently in here to prevent the Cantina thread from overtaking us. http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsqk
May 27th, 2002, 07:00 AM
Just my contribution to keep the Babylon 5 thread at the top. Of course, I have this feeling that this thread is doomed to second place behind the hordes of sillyness, absurdity, and general babbling (hmm...sounds a bit like this post http://forum.shrapnelgames.com/images/icons/icon7.gif )

Anyway, I'm now going to ask one of those questions I always vowed I'd never ask. I'm too lazy to catch up on 797 Posts, so I'll ask instead. What exactly is the status on this mod? I get the general idea that the pre-gold Version is the most advanced, which is fine (I kept my rebate). I probably could find these answers somewhere about 13 pages back, but I don't have time--I'm too busy posting nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks for putting up with some newbie-ness from a definite non-newbie. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron
May 27th, 2002, 07:02 AM
Well, at least this will be the largest legitimate thread. http://forum.shrapnelgames.com/images/icons/icon7.gif Meaning the largest thread that actually has a SE4 purpose.

The mod is still in Beta. It is being designed in 1.49. Val will be able to give you more information than I can.

[ May 27, 2002, 06:04: Message edited by: Imperator Fyron ]

Captain Kwok
May 27th, 2002, 07:20 AM
Just thought I'd make the 800th post to help the Bab 5 Mod project hold off the Cantina a little while longer.

[ May 27, 2002, 06:21: Message edited by: Captain Kwok ]

Fyron
May 27th, 2002, 07:38 AM
Good plan. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ok, that's enough of this. Let's at least post about the B5 Mod.

AeoN2
May 27th, 2002, 02:53 PM
Nice http://forum.shrapnelgames.com/images/icons/icon10.gif

So it is possible to mod it to do area of effect damage?

is there anywhere I could download this, or just see what modifications are needed to components.txt to make this happen?

--
AeoN2
--
Shaw's Principle:
Build a system that even a fool can use, and only a fool
will want to use it.

pathfinder
May 27th, 2002, 03:12 PM
AeoN2: 1: Beats me, me not into the "how to", me strictly a tester http://forum.shrapnelgames.com/images/icons/icon12.gif
2: http://galileo.spaceports.com/~b5mod/

Have fun http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 27, 2002, 14:13: Message edited by: pathfinder ]

pathfinder
May 27th, 2002, 05:26 PM
*Gulp* 90 ship Minbari fleet just jumped into the border system we been fighting over for 100 turns or so...

Update: Wheee....Minbari stew http://forum.shrapnelgames.com/images/icons/icon12.gif they all ded ..hehe. Proves the value of the Shadow fighter weapons. Most of the Minbari ships were scouts or escorts except for the lone heavy cruiser...

[ May 27, 2002, 17:15: Message edited by: pathfinder ]

Fyron
May 27th, 2002, 07:52 PM
No, you cannot mod a weapon that damages multiple ships at once. Area affect weapons are not possible.

AeoN2
May 28th, 2002, 01:50 AM
Ok, now I'm going to do something I hate when other people do, I'm going to post something semi-useful without checking if anyone mentioned it in this tread before...

I would have checked but this thread is freaking 54 pages long! http://forum.shrapnelgames.com/images/icons/shock.gif

The thing I really have always wanted in both Master of Orion 2 and SE4 that really was the coolest space combat effect in the B5 series was the Narn "Energy Mines" that they used in the first encounter with the Shadow vessels.

I just loved the area of effect attack from a distance, hitting several ships.

In Master of Orion there was the Pulsar which damaged all ships around which I thought was really cool, but to have an attack like that from a distance would really rock.

If anyone knows a way to implement it in SE4 I would love to hear.

For stats I guess it would have a fire rate of 30 (once per combat), and not do too much damage, but spread it over several ships.

Any thoughts?

--
AeoN2
--
Finagle's Third Law:
In any collection of data, the figure most obviously
correct, beyond all need of checking, is the mistake.

pathfinder
May 28th, 2002, 01:51 AM
Oy.....after getting past a couple of design minister RCE's, the Shadows are holding off the Minbari invasion fleets with planet-side light fighters. 10 light fighters with fighter Versions of the molecular slicers (polar-something or others http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ) have held off up to 20 escotrs/heavy cruisers/escort carriers with fighters (with advanced general tech weapons)..only lost one relatively new planet ...

Shadows will be bad mofo's IMHO, when the AI is fully developed and the RCE's go away...

AeoN2: Those mines are part of the Narn tech tree (IIRC) but no component pic...yet. All the AI_research.txt files are not fully developed along race-specifics (yet). One of the best features of the MOD are the race-unique tech trees http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

of course I haven't seen the Vorlon tech tree yet http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 27, 2002, 14:17: Message edited by: pathfinder ]

Val
May 28th, 2002, 02:45 AM
Nice to see some activity while I've been away http://forum.shrapnelgames.com/images/icons/icon12.gif

On to the Q&A - hope I cover them all!

Pathfinder:
As Phoenix-D said, it's more to limit a human player than AI, and it is more a limit of overall 'thrust' rather than actual engine components. Though I did encounter a few AI errors early on before I set limits, so it has some effect somewhere ?!? Glad you're enjoying the Shadows, my ultimate goal is to include 6 ancient races so people could play an ancient campaign if they wanted - or just mix the ancients with the younger races for a challenge.

Lighthorse:
yeah, I still have to make that pic, actually I still need to make about a dozen pics for various things. I will sit down one night and actually concentrate on the component pics rather than the text!

IF:
I'm going to post the new infantry/troop stuff all together with everything else, though the troops could still use some individualized weapons.

Krsqk:
As I think IF or Pathfinder already said, the mod is still in Beta 1.49 and has been converted to an 'Alpha' Gold by PDF as well. AI is close to done for the generic races, then it is on to the racial specific AIs, which at first will be just replacing the generic weapons with the racial specific ones, then each race will be tweaked to act as they should in the show.

AeoN2:
I wish there were area of effect weapons, but as of yet that isn't an option. The Narn Energy Mines are in the game and are one of the best ballistic/torp weapons. I gave it a better fire rate than I originally had to make up for the lack of area of effect.

Everyone:
Ok, I have added new racial traits (and adjusted all the general racial AI files to work with it) for B5 Standard Race and B5 Nomadic Race. Also adjusted the VehicleSize file and component files so nomads/raiders no longer have colony ships. Also added a special technomage ship for the start of the technomage "wanderer" race. I'll also include some of the new Vree ships I've started to put together.

The unfortunate side effect of this latest update is that it will invalidate all existing empires (this is why I try not to mess with the racial traits often) and of course any saved games (ships will look funny do to the shift in components).

I'm also looking for a volunteer (or volunteers) to come up with racial stats for 2000/3000/5000 point games for each of the races - you could use the empire creator in the game to make sure the points balance, then use Geo's wonderful GenAiFileCreator program to make the General Race_Ai file for each level. These will be used as the foundation for the racial AIs. We have someone who has been sending in some great descriptions/history for the general files (Simon), and I'm not sure if he is interested in this as well, but I would like to see who is http://forum.shrapnelgames.com/images/icons/icon7.gif

Vorlon (and all ElectroMag) Weapons are almost done - they've been a bit buggy in my tests. Gravitic weapons (mostly Brakiri) are also close to done.

Hope y'all had a great holiday!!!!!

Val
May 28th, 2002, 02:49 AM
Almost forgot, can someone find me a good picture of Mr. Morden? (The shadow agent that lured in Londo)

I am working on a few more events and thought if any character deserved an event http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking for suggestion on more events, and also feedback on those who have tested the game on the currently existing events.

pathfinder
May 28th, 2002, 05:03 AM
I found one Last week...I'll search and post the url here after I do find it again...

EDIT: Got a pic of Mordren, bit blurry though. If you want it---is the B5 e-mail working again? otherwise pm me here with alternate e-mail adress. I converted it to a 128 x 128 .bmp, so that much is done.

Found it here: http://www.midwinter.com/lurk/universe/supporting-4.html

I could help with the General AI files...had to modify the Shadow one any ways to fit the ancient and Shadows race attributes http://forum.shrapnelgames.com/images/icons/icon12.gif

me thinks the research.txt files are gonna be a beatch..them tech trees is big! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 28, 2002, 23:44: Message edited by: pathfinder ]

Val
May 28th, 2002, 04:06 PM
Update052802.zip (http://forum.shrapnelgames.com/newuploads/1022593883.zip)

The B5 e*mail is back up - sorry I didn't let y'all know sooner.

Thanks for the Morden pic http://forum.shrapnelgames.com/images/icons/icon7.gif

Yeah, the AI files will be fun;)

oleg
May 28th, 2002, 05:19 PM
here is another Morden:
http://www.bakers-place.co.uk/b5qimages/morden.jpg

Lighthorse
May 28th, 2002, 07:53 PM
Hey Val,

Would be be possible for you to post your latest beta copy of B5modgold on the website.

Thanks
Lighthorse

Val
May 28th, 2002, 09:23 PM
I will try to get it up there this week for y'all, along with the other patch update. I am being moved up to a site up near Boston for a month, so I'm trying to get everything organized before I go.

Oleg - Thanks for the other pic http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 28, 2002, 20:29: Message edited by: Val ]

pathfinder
May 29th, 2002, 01:31 AM
Any ideas on setup for a general file for the Brakiri, Drazi, Raiders and Vree? I'd like to make something up for the shipsets available so I can use them in-game http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
May 29th, 2002, 01:45 AM
Val:
Do the Vorlons and Shadows need the Organic Manipulation racial trait? It doesn't seem to do anything in-game.

Why do the Vorlons go from
--------------------------------------------------
Race Opt 2 Characteristic 10 Type := Maintenance Aptitude
Race Opt 2 Characteristic 10 Amount := 110
--------------------------------------------------
to
--------------------------------------------------
Race Opt 3 Characteristic 11 Type := Maintenance Aptitude
Race Opt 3 Characteristic 11 Amount := 104
--------------------------------------------------
?

Typoes:
--------------------------------------------------
In Components.txt:
Vorlon Fighter Cotrol Center

Improved Neutron Lasers have this in description:
Created by adding ceratin Vorlon

Light (and Heavy) Phasing Pulse Cannon description:
The phasing Pulse Cannon is an advanced

[ May 29, 2002, 00:59: Message edited by: Imperator Fyron ]

Val
May 29th, 2002, 03:55 AM
Actually, I have yet to edit any of the 'original' race files, all I did was add the new needed traits (oh and changed the Vorlons from Gas worlders to Rock worlders after reading their history) all the other stats are as they always have been. I have actually done the neutral races (eg - Gaim, Markab) with correct point values. I am planning on posting the newest AI this week before I head out, and I am going to look at some EMP files lighthorse sent me to use with the existing stuff to start creating the racial specific AIs.

Vree - Should be trading oriented.
Brakiri - Corporate oriented society, pretty much like the US but with the corporations being openly in charge http://forum.shrapnelgames.com/images/icons/icon12.gif
Drazi - War like, feudal in some ways. Not insanely berserk.

I am also still working on the Technomage as a nomadic test. The only thing is that I will be limiting them to 1 ship type - as that is all there is (after reading the technomage trilogy and checking a dozen or so sites on the web). What I may do is include a ship from each other race's shipsets and call them 'illusionary cloaked' ships (with new ships openning up for different tech levels). Now, a smart person would notice the color is wrong on the ship, but at a quick glance they may not realize that battlecruiser in their system is not actually theirs http://forum.shrapnelgames.com/images/icons/icon12.gif The other problem with them is that they have a very limited choice of weapons. This race will mostly be for human v. human, as there will be no colonies and war would be rough http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
May 29th, 2002, 04:53 AM
Thanks Val, I'll see what I can do using the Ai_general.txt generator http://forum.shrapnelgames.com/images/icons/icon12.gif

RCE again involving design or refit minster: new design can't be made as is duplicate, but old design now labeled obsolete, does this put the AI into a never ending loop?

Lighthorse
May 29th, 2002, 05:37 AM
Hello Val,

Here some items for you, when you get some time after your move. I noted for the earth alliance research some more missing pictures & information;
1. Ancient scanner jammer i & II & II
cannot open file, comp_854.bmp
2. Refroactive armor (Primary) and Alternate
cannot open file comp_868.bmp & 867.bmp.
3. The same problem with Quad Pulsar comp 595.bmp
4. and Molecular disrupter comp_549.bmp
5. and Lastly Molcular Pulsar comp_550.bmp.

Also has anyone correctly the problem with the Narn's ship not having reactors. I would if I knew how.

Hope the move to Boston works out for you Val.
Remember to fill with your knees and not your back.

Val
May 29th, 2002, 05:55 AM
Pathfinder:
Could be the never ending loop of doom. Still not quite sure why. Does it seem mostly to be prototypes that the AI is reusing the name?

On the brighter side, I have some new AI that makes basic fighters, mines, troops and infantry and (the best part) the AI actually uses them (amazing). I have even seen one invasion force (troop transport loaded with troops) attempt to take a planet. I'm hoping this is not a 'once in a lifetime' moment for the AI http://forum.shrapnelgames.com/images/icons/icon12.gif The only bad thing so far, is that the AI automatically upgrades all the troops to an 'Elite' mount - wish I could control the variety of mounts more in the AI - - anyone know how? I will post the AI when I get to work on Wednesday.

Lighthorse:
I will check into all of those, and make new pics for the ones that are missing. Also, thanks for the tips http://forum.shrapnelgames.com/images/icons/icon12.gif With any luck I should only be there for a month, and with not much else to do in my spare time, maybe I can get a good part of the mod done!

IF:
I'm posting the new components file (with the AI) tomorrow (Wednesday). In it are the mounts for troops and the new 'infantry level' weapons for you to check out.

All:
Only a few more small AI items, then onward to individual AIs for the races!!! (then the headaches begin to multiply like spoo)

Val
May 29th, 2002, 06:17 AM
Also, I have had many requests for Empire files from players, and Lighthorse was kind enough to throw a few together. Unfortunately, with the new racial traits I added yesterday, these empire files no longer work (see how quickly that happens).

What I would like to do is add all the Racial Traits we may want now, so we can start making the Empire files..

So:
1) Are there any races missing from the list that you want to see added?

2) Are there any traits in the other mods you would like to see added? (should fit in the B5 mindset)

3) Are there any traits you can come up with that are not part of any mod you know of?

4) Are there any you would remove or reprice?

Thanks again for all your input!

Lighthorse
May 29th, 2002, 07:40 AM
Greeting Val,

Here some racial traits ideas

1. Allow Shadow to have cloak technology Level one at start, and only half the normal mounting points, ten points.

2. Raider's ship should be able to hide within asteroid, gas cloud and storm. Thus a Raider mothership(carrier) could lay in waiting to attack any weaker ship that enter that sector.

3. Reduced the mount points for a weaker fighter weapon to two points and reduces the weapon power to 5 to 7 points. This would allow early game fighters to engaged fleeing ships.

Question; Is there anyway that B5mod could allow commence raiding/attacking of trade routes between two other players. Here my idea, when two player start a trade agreement. They trade route would be displayed on the star map and sector maps as a color line and label as trade route/owners. If enemgy vessels sit on that trade route they disrupt/destroyed/captured some of that trade. The trading player would be forced to patrol they trade route. Just an idea, if it to much programming, forget it.

pathfinder
May 29th, 2002, 12:45 PM
Val: yes on the prototypes and they trying to use them in retrofitting.

If it is ok, I'll try making one races full AI (research/designcreation)..if ok, say so (or not) and if so which to you want me to go bald(er) over? http://forum.shrapnelgames.com/images/icons/tongue.gif

Troops: Minbari invaded two times Last game before yesterdays's update...so it can happen http://forum.shrapnelgames.com/images/icons/icon12.gif

Val
May 30th, 2002, 02:57 PM
Pathfinder:
Yeah, feel free http://forum.shrapnelgames.com/images/icons/icon7.gif Just let me know which race you'd like to start on.

I had a feeling it was with the prototypes...

Lighthorse:
Intel projects could be used to represent commerce raiding, maybe I can add a few new ones that were 'raider specific'.

I don't think there is a way to make a ship have 'cloaking' just when in certain places, but we can make those areas provide cloaking (as some storms already do). I may also give the raiders a unique ship that would allow low level cloaking to help them infiltrate.

Not so sold on giving the Shdaows cloaking, it was more their ability to fade into and out of hyperspace that allowed them to 'vanish'. The only race that wasw ever shown to have 'true' cloaking was the Torvalus. The Technomages had very good jammers and illusions that gave them something close, but that was about it as far as cloaking from sight went.

Here are the latest generic AIs and components. includes the weapons for infantry and troop mounts. AI now designs usable fighters/mines/troops/satellites.

Update053002.zip (http://forum.shrapnelgames.com/newuploads/1022763315.zip)

PDF
May 30th, 2002, 03:47 PM
Val,
I'd like to make a "Gold" update with your Last updates, but I'm getting lost with the files (there's 3 updates since 1.49.27 and in addition your zip files don't always have the same path http://forum.shrapnelgames.com/images/icons/icon9.gif )...
Can you post somewhere a "complete" Version of the mod (at least all the data files) so I can be sure to have the Last Version ?
Thx

Val
May 30th, 2002, 06:54 PM
Before I leave for Boston I will post all existing data/ai files as they appear on my copy at home. Look for them on 5/31.

pathfinder
May 31st, 2002, 12:21 AM
Kewl, looking forward to fooling around...er *cough* testing *cough* the AI http://forum.shrapnelgames.com/images/icons/icon12.gif

Unless another wants to lose hair on it, I'll take a whack at the Shadows AI....

PS: Godd luck on yer trip!

[ May 30, 2002, 23:22: Message edited by: pathfinder ]

Val
May 31st, 2002, 01:25 AM
Shadow AI would be most welcome http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm working on Centauri and Hyach AI now.

I made a few more changes and am testing them now, if they work I will post tomorrow with all the data files for y'all. The latest changes are to the settings file and to the compenhancements (added ranged satellite mounts to help them defend planets better). Also made all the ruins techs fall under "Ancient Tech" Category in the tech window.

I do have a helpful hint for planning your AI research. If you want it to be more unique... play a game as the Shadows and research only 4 things at a time and do not move onto the next 4 until those 4 are done. Record the tech and level researched in a text file (or excel sheet or piece of paper). Then use this as the basis of your research tree. This will make for a more viable AI (imho). I'm going to ask Simon to work on the speech files for all the AI - unless you want to do the Shadows? Make sure you lower their reproduction to almost non existant. In return I have lowered the cost of emotionless to 1000. Good luck!

Val
May 31st, 2002, 04:35 AM
Ok, on 5/31 I will post all the text files for the mod including AI / Data / Credits / Designnames

I will also post a folder with some of the incomplete races that are currently being worked on, either in general AI or shipsets.

So far, in my latest test game, the AI is doing ok, no RCEs... yet... Hyach seem to head right for their weapon types as planned. I didn't include the Centauri because they are being flakes so I want to rework it a bit. Satellites are actually dangerous now - to help alleviate the eventual loss of the WPs (though they may continue to exist as anti-fighter and anti-troop ground defenses).

I have received a few pics of B5 station consoles, but I'm still looking for samples - or a website that has a B5 style interface (that would actually be better in some respects). Another thing I am looking to do is to get a few different pics for each race. One for the leader pic, one for the population pics and one for the infantry pics. So if y'all can keep your eyes open for these:)

Be posting tomorrow!

pathfinder
May 31st, 2002, 05:11 AM
Hmmm..for EA infantry I am using some pics from a TV show called Starship Troopers Chronicles; I may use some pics I picked up from a table top game based on Hammer's Slammers. Minbari.....hmmmm...AoG has some figures or maybe some of the Slammer's pics...or the Chronicles (there are some with the folks in spacesuits/powersuits & hand weapons))...

[ May 31, 2002, 04:11: Message edited by: pathfinder ]

Fyron
May 31st, 2002, 05:18 AM
Val:
Sorry for the delay in my posting a response, but this stupid forum wouldn't let me log in for a while. Grr... http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyways, I'll check them out tomorrow. No time tonight.

Val
May 31st, 2002, 04:38 PM
Here are all the data/ai/text files for the mod:

B5ModData.zip (http://forum.shrapnelgames.com/newuploads/1022854647.zip)

Here are all the unfinished shipsets:

UnfinishedShips.zip (http://forum.shrapnelgames.com/newuploads/1022854784.zip)

Actually, for EA I'd like to get a pic from the GROPOS episode. For the Mibari, maybe a pic of a Windsword warrior caste. For the Narn, that guy with the sword. For the Centauri, one of the royal guardsmen pics. etc.

[ May 31, 2002, 16:15: Message edited by: Val ]

PDF
May 31st, 2002, 04:42 PM
Val, your links are mismatched, the one for data files gives Unfinished races file and vice-versa ! http://forum.shrapnelgames.com/images/icons/shock.gif
Please edit ! http://forum.shrapnelgames.com/images/icons/icon10.gif

Val
May 31st, 2002, 05:16 PM
Ack!

Ok, adjusted them to be correct... glad you caught that!

Val
June 1st, 2002, 04:54 AM
Here is something for fun http://forum.shrapnelgames.com/images/icons/icon12.gif Unzip it into your B5mod directory - should be a pictures/game folder within. It will change the look of a few things (not many yet) - let me know what y'all think.

MenuChange.zip (http://forum.shrapnelgames.com/newuploads/1022900039.zip)

Gil Hamilton
June 1st, 2002, 06:22 AM
Val- I've added a few new ships to the set, but I'm not sure if they're right for any of the races in the MOD. I'd like for them to be included if needed. I'm still not satisfied with the color rendering, but could send the DXF files to someone who might be better at it if the general theme of the designs is usable.

Fyron
June 1st, 2002, 06:35 AM
The game doesn't like the Brakiri only having one picture in their folder. I trued starting a game, but when I went to the race setup screen, it kept spitting out errors about the Brakiri Race Portrait not being found, and then proceeded to psuedocrash SEIV. I could still click on stuff, but I couldn't select any options in the race setup screen.

Val
June 1st, 2002, 03:38 PM
Gil:
zip and post the ones you've added http://forum.shrapnelgames.com/images/icons/icon7.gif

IF:
The Brakiri, Vree, Drazi, Drakh, Technomage, Raider, Abbai and Pakmara are all partially completed shipsets. Vree, Technomage and Drazi are closest to done, but it will still be a bit.

capnq
June 1st, 2002, 06:28 PM
The absolute minimum for a shipset is a race portrait and the battlecruiser portrait; the Set Up screen uses those two bitmaps when you pick the shipset for a New Race. If either one is missing, the program crashes.

Fyron
June 1st, 2002, 07:13 PM
Capnq:
Yeah, that's what I figured.

Val:
Well, then at least copy the Neutral race portrait and battlecruiser into their folders, so the game doesn't crash on them.

Val
June 1st, 2002, 09:04 PM
Actually, the Version you are using is old or you have not updated. If you look at the 'unfinished shipsets' zip posted yesterday, the Brakiri do have a 'Battlecruiser' and race portrait. As do the Vree, Raiders and Drazi.

Fyron
June 1st, 2002, 09:08 PM
Hmm... I didn't realize that it was necessary to install that file too. http://forum.shrapnelgames.com/images/icons/icon7.gif

PDF
June 1st, 2002, 10:20 PM
Updated GOLD Version of B5 Mod !
This is a "straight" port to Gold of latest B5 update 1.49.29 dated 05.31.02
Just barely tested, no error Messages ... http://forum.shrapnelgames.com/images/icons/icon12.gif
B5 Mod Gold 1.67.29 (http://forum.shrapnelgames.com/newuploads/1022962690.zip)

AeoN2
June 2nd, 2002, 12:53 PM
wow, either my hangover is making me real stupid, or I totally misunderstood this.

I haven't seen Gold Version of the B5 before, so I've been waiting for it, and when I saw this post I dl'ed and thought: "Hoody Hoo!!!"

for having no error Messages it sure has a lot of error Messages though http://forum.shrapnelgames.com/images/icons/tongue.gif

Originally posted by PDF:
Updated GOLD Version of B5 Mod !
This is a "straight" port to Gold of latest B5 update 1.49.29 dated 05.31.02
Just barely tested, no error Messages ... http://forum.shrapnelgames.com/images/icons/icon12.gif
B5 Mod Gold 1.67.29 (http://forum.shrapnelgames.com/newuploads/1022962690.zip)<font size="2" face="Verdana, Helvetica, sans-serif">

PDF
June 2nd, 2002, 09:09 PM
Yes, my files are IN ADDITION to the rest of the mod, it's not a complete mod !
I'm currently playing a game as the Minbari,game is proceeding nicely, but I was surprised when I looked at the Shadows (playd by AI) : they didn't colonize any planet, and have no Colony ship design !
So they're doing quite bad, why is that ?

BTW, I'm also "commenting" facilities (ie putting description for all abilities ...). Val, I'll send it to you whe completed ! http://forum.shrapnelgames.com/images/icons/icon7.gif

AeoN2
June 2nd, 2002, 09:35 PM
Ok I gave it a more serious try now, but gave up trying to figure out what was fist and supposed to overwrite what (the homepage is unclear on the modcore, and a small .49 zip under), so even though I'm a huge B5 fan I think I'll wait until this gets released http://forum.shrapnelgames.com/images/icons/icon10.gif

But from the things I've seen of the shipsets and modifications I think I'll love this when it's finished http://forum.shrapnelgames.com/images/icons/icon7.gif

Originally posted by PDF:
Yes, my files are IN ADDITION to the rest of the mod, it's not a complete mod !
I'm currently playing a game as the Minbari,game is proceeding nicely, but I was surprised when I looked at the Shadows (playd by AI) : they didn't colonize any planet, and have no Colony ship design !
So they're doing quite bad, why is that ?

BTW, I'm also "commenting" facilities (ie putting description for all abilities ...). Val, I'll send it to you whe completed ! http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">

TheGunslinger
June 3rd, 2002, 01:26 AM
heh i think whats you did wrong Aeon (?)
You cant just download the zipfile posted below, you need to get ALL the files for the original b5 mod for se4 original, afterwards you overwrite them with the gold-mod (3 Folders, AI, Pictures and another)
At least thats how i did it.

AeoN2
June 3rd, 2002, 01:36 AM
ok gotcha... (think I'll look at this when my hangover is over http://forum.shrapnelgames.com/images/icons/icon6.gif )

Originally posted by TheGunslinger:
heh i think whats you did wrong Aeon (?)
You cant just download the zipfile posted below, you need to get ALL the files for the original b5 mod for se4 original, afterwards you overwrite them with the gold-mod (3 Folders, AI, Pictures and another)
At least thats how i did it.<font size="2" face="Verdana, Helvetica, sans-serif">

PDF
June 3rd, 2002, 04:06 PM
AeoN, if you want I can upload a "complete" B5Gold file .. You'll just need to know how to install a zip file. Tell me if you're interested http://forum.shrapnelgames.com/images/icons/icon12.gif

A couple of issues with the mod :
* The game crashes when I try to view/export the tech tree, it seems too complicated (or perhaps has too long tech names ?). Anyway I'm lost in this tree, a doc file is needed !
* I don't find it very fun to have unlimited supplies ships right from the start... With the capacity of even the most primitive reactors there is no need to research anything better !
IMHO this stuff should be much costlier/heavier, research would be necessary to make them better !
* Same thing with maintenance : as it stands all ships have at least 50% reduction (military) and this can go to 90% ! At this rate maintenance doesn't seem meaningful anymore...
And BTW, why not just lower basic maintenance costs by 50% and then make 0/40/80% reductions for military/corporate/civilians ?

Or did I miss stg ?

Binford
June 3rd, 2002, 09:08 PM
I have done something wrong. I get a whole bunch of Data File Errors on opening SE4 when my path.txt is set to B5Mod.

I downlaoded the b5Core.zip and the B5149 zip and then added the update from 523. I put all of these in the B5Mod directory under SE4 main dir.

I am using the 1.67 Version however. Is this my problem? Does it not yet work with SE4 Gold?

Thanks.

Binford
June 3rd, 2002, 09:13 PM
Originally posted by PDF:
AeoN, if you want I can upload a "complete" B5Gold file .. You'll just need to know how to install a zip file. Tell me if you're interested http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">OK, this is probably my problem. Where can I get the "complete" Gold Version?

Val
June 3rd, 2002, 09:18 PM
AeoN2:
Make sure that all the files are extracting to the same folder - I had heard from someone that when they extracted on of the zips in had nested in one folder too deep - so the files were off.

PDF :
I'll check out the supplies thing, in the games I have played, I have needed better reactors to keep up with the better weapons and engines - or with the higher number of engines on the bigger ships. The power supply is 'unlimited' to be more in line with the B5 'reactor' system.

I will also revisit the Civ/Mil/Corp percentrages, that was just a quick idea I had tossed in without checking the game balance. The idea was to make the the ships cost a bit to produce, but make them a bit easier to maintain so you could have larger fleets - as they did in the show/books.

I am still in the midst of my transfer, so I will not have a lot of time this week, but I will try to get as much done as I can when I can http://forum.shrapnelgames.com/images/icons/icon7.gif

Other stuff I am working on includes revised Weapon Platforms to defend vs. incoming fighters and troops, Vree shipset, getting the Abbai/Hurr general files setup (thanks Simon for the excellent doc files!), AI to use armor (not that hard - just time consuming) and finishing the missing components.

Val
June 3rd, 2002, 09:22 PM
What you have downloaded so far is correct, but since you are playing with GOLD, there is one more file you need to download and install to make the mod 'GOLD'.

B5 Gold Data Files (http://forum.shrapnelgames.com/newuploads/1022962690.zip)

This will replace many of the files from the 1.49 Version (at least the ones you need to replace for Gold).

The 'complete' mod has yet to be posted in one zip. The goal is to have 1 'Core' file that will have all the files in common for both Mods (Classic SE IV and SE IV GOLD) then to have a data file for either classic or gold.

Hope this helps http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
June 3rd, 2002, 11:38 PM
I've got the latest files up on my mirror, and I've taken the liberty of breaking up the Core into 6 files of 3 meg each, in RAR form.

EViL JiM
June 4th, 2002, 12:10 AM
I used the file below, and it installed to a different mod directory.. np.. I tried installing it over to the B5mod dir.. I get tons of errors.. the same errors which cause the mod to be unplayable with the AI and core files both installed.. I have only been able to get it to run with the core file and core file only. Can anyone give me some advice on what I must be doing wrong?

[ June 03, 2002, 23:56: Message edited by: EViL JiM ]

pathfinder
June 4th, 2002, 12:50 AM
Val/PDF: Trust me on these thoughts on reactors and energy. When you have those big engines (Advanced fission for example, you'll be sucking for more supplies/energy at the end of the move and if you are attacked...well you are history (no energy left to fight with. Also, at least for the EA (lasers) and Shadows (molecular slicers) you can use up your supplies before the end of a fight and wellllllll...... (Taps plays).....

So, it appears that there is an endless supply but not really....

I have not looked at the maintenance cost bit. I tend to look for big glaring error/problems. The maintenance bit didn't seem to be of importance....at least not to me...*shrug*
at least by my testing...

[ June 03, 2002, 23:54: Message edited by: pathfinder ]

Binford
June 4th, 2002, 03:24 AM
That doesn't work.

The Core files unzip to a "b5mod" directory. The Gold update unzip to a B5ModGold" directory.

I tried renaming the "b5mod" directory to "B5ModGold" and then unzipping the gold data files. But I still get a ton of errors when I startup SE4 (after changing my path.txt to "B5ModGold" as well).

The core files I have are the ones from the B5 Mod Home page.

http://galileo.spaceports.com/~b5mod/

Is that correct?

Val
June 4th, 2002, 03:40 AM
Just copy the folders from the b5modgold directory to the b5mod directory (the folder structure should be nearly the same).

pathfinder
June 4th, 2002, 04:07 AM
(*&^$# Minbari....snuck an escort carrier into a vital trade route within the EA region (mine http://forum.shrapnelgames.com/images/icons/icon12.gif ) of the universe and are raising heck with population transports and reinforcements to a system the EA..uhm..."liberated" from them http://forum.shrapnelgames.com/images/icons/tongue.gif

only complaint/problem is memory access errors at one of the warp points during strategic battles...finally had to conceed the warp point...then smash the buggers after they got in-sector http://forum.shrapnelgames.com/images/icons/icon12.gif

PDF
June 4th, 2002, 09:42 AM
Ok ok all, I'll make a big large evil B5ModGold file with EVERYTHING in for those of you computer illiterates http://forum.shrapnelgames.com/images/icons/icon12.gif !
I'll do this this evening, here I'm at office http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ...
And yes, it'll be a 20 Mb download ! http://forum.shrapnelgames.com/images/icons/shock.gif

PDF
June 4th, 2002, 09:51 PM
Ready !
The Full B5Mod GOLD is available !!
Get it at B5ModGold (http://perso.wanadoo.fr/pdifolco/B5ModGold.zip)

Note 1 : I host it myself, so you won't get this silly filenamenumber ...
Note 2 : unzip it in your SE4 mod directly with Winzip, a B5ModGold folder will be created
Note 3 : IT'S NEAR 20 MB HEAVY, so be patient if you're on telephone modem http://forum.shrapnelgames.com/images/icons/shock.gif

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

Val
June 4th, 2002, 09:58 PM
Thanks much PDF http://forum.shrapnelgames.com/images/icons/icon7.gif

sparhawk
June 4th, 2002, 11:50 PM
GREAT!!! http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif , I can't wait and see this new b5 mod, I had much fun with the previous ones.

Great job!! http://forum.shrapnelgames.com/images/icons/icon6.gif

Sparhawk

EViL JiM
June 5th, 2002, 01:28 AM
I hate to be a fly in the ointment.. but with this new mod package.. you cant build anything but sattelites and weapons platforms! And when you scroll through the portraits you get a bunch of errors when you cross over some races.

Val
June 5th, 2002, 02:55 AM
Make sure you go into the racial traits and choose to be either a:
1) B5 Standard Race
2) B5 Nomadic Race (No colony ships - not ready for prime time)
3) B5 Ancient Race (Vorlon/Shadows/Torvalus/Kirishiac)

Then be sure to choose a race o you have access to their weapon/tech tree.

The reason you are likely getting errors for some of the races (probably Brakiri, Vree, Drazi & Raiders) is that those are unfinished sets. Just go to the B5ModGold/Pictures/Races folder and move those folders elsewhere.

pathfinder
June 5th, 2002, 04:25 AM
Val: Aye, I had a bit of a problem with the Raiders...just had to dig out their Race_portrait pic and they were good to go. Haven't used them yet though except to make an .emp file...

PDF: I think you may have used an earlier components picture folder. The gold one you posted doesn't have the tiny fighter fission engine pics. The Raider race pic was also missing, which is also in the latest folder for them..

[ June 05, 2002, 03:41: Message edited by: pathfinder ]

Val
June 5th, 2002, 05:12 AM
I am actually working on a special shipset/progression for the raider ships. They are one of a few exceptions from picking one of the three B5 Race types. The other exceptions -so far- are the Technomages and the Legion.

PDF
June 5th, 2002, 09:48 AM
Originally posted by pathfinder:

PDF: I think you may have used an earlier components picture folder. The gold one you posted doesn't have the tiny fighter fission engine pics. The Raider race pic was also missing, which is also in the latest folder for them..<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm, strange, I installed ALL parts of the mod in time-ascending order : basic core, then data, then updates, Last unfinished sets...
I started a couple of games without problems, so I supposed it was ok.Perhaps I missed stg, but can't see what ! http://forum.shrapnelgames.com/images/icons/confused.gif

pathfinder
June 5th, 2002, 12:17 PM
Hmmm....I'll go check tonight and see what the difference is/was (if any). Maybe it is I who is in error...won't be the first time...

AeoN2
June 5th, 2002, 05:42 PM
Originally posted by PDF:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by pathfinder:

PDF: I think you may have used an earlier components picture folder. The gold one you posted doesn't have the tiny fighter fission engine pics. The Raider race pic was also missing, which is also in the latest folder for them..<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm, strange, I installed ALL parts of the mod in time-ascending order : basic core, then data, then updates, Last unfinished sets...
I started a couple of games without problems, so I supposed it was ok.Perhaps I missed stg, but can't see what ! http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well good thing you did this for all us computer illiterates then http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

--
AeoN2
--
kill -9 `ps aux | grep taliban | grep -v 'grep' | awk '{print $2}'`

AeoN2
June 5th, 2002, 05:47 PM
Looks to me like atleast one race portrait is missing too (get a crash when scrolling through the race pics in create new empire).

[still sitting back and waiting for a final release http://forum.shrapnelgames.com/images/icons/icon10.gif ]

--
AeoN2
--
Weinberg's Second Law:
If builders built buildings the way programmers wrote programs,
the first woodpecker to come along would destroy civilization.

PDF
June 5th, 2002, 06:16 PM
Originally posted by AeoN2:
Looks to me like atleast one race portrait is missing too (get a crash when scrolling through the race pics in create new empire).

[still sitting back and waiting for a final release http://forum.shrapnelgames.com/images/icons/icon10.gif ]

--
AeoN2
--
Weinberg's Second Law:
If builders built buildings the way programmers wrote programs,
the first woodpecker to come along would destroy civilization.<font size="2" face="Verdana, Helvetica, sans-serif">/sneer Stop your sarcasms, please ! http://forum.shrapnelgames.com/images/icons/icon10.gif
Personnally I *do* have a working Gold Version http://forum.shrapnelgames.com/images/icons/tongue.gif

Val
June 5th, 2002, 07:40 PM
I've yet to test it (the Gold Version) either, just don't have the d/l speed on my laptop link through our dial-up connection here http://forum.shrapnelgames.com/images/icons/icon9.gif

Glad it does seem to work reasonable well after the conVersion though!

Also - has anyone been getting RCEs as of late (since the Last AI/Data release)? I'm over turn 200 and still none in a multiple AI (& Neutral) game. The AI has also been doing better with the modified mounts, the sats are actually dangerous at times http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyone know how to tell the AI to build X # of sats at each planet rather than a total # of sats for their empire? Or how to direct it to put specific sats/mines at warp points?

pathfinder
June 5th, 2002, 11:20 PM
PDF: Maybe check with Val....the component picture folder in B5Gold folder is missing # 697.bmp (tiny fission engine). Very minor issue IMHO.

Trust me, at times I get VERY confused when updates come down since I have kept most of the
old ones ....

Val: I had an RCE at about turn 350 in latest build test (all the AI design ministers) but I turned it back on for the Minbari after awhile to test, so far (mayybe 100 more turns) and no repeat RCE yet....

me be wondering as I had a memory problem (#2 stick was not seated properly) so maybe that caused or helped precipitate some of the RCE problems...

Edit/update: *grumble* RCE not 10 turns after I posted above http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

dreadnoughts had just been researched and bam...RCE next turn. Turn design minister off and away we march...

[ June 05, 2002, 23:24: Message edited by: pathfinder ]

Val
June 6th, 2002, 04:24 AM
Does it always tend to happen right around Dreadnought size? Or any other 'marker'?

pathfinder
June 6th, 2002, 04:47 AM
SEEMS to be right after any marker...new ship type = RCE next turn (when new design done). me gonna look at my own race next go round and watch closely to see (or try to) when these occur....this is only major error I get...

PS: DOH! I designed a Dreadnought for the Minbari after the Last RCE and guess what just showed up!

[ June 06, 2002, 04:27: Message edited by: pathfinder ]

Val
June 7th, 2002, 06:59 PM
I made a few more changes to the AI - will post them after the weekend - and I just passed turn 110 without any RCEs (also have my empire on AI control to watch what they're doing). The changes have helped to keep the AI from using repair tugs for Troop Transports. AI is also building tons of troop transports so I have to adjust the numbers for build.

Also working on crew enhancements for ships - things like "Expert Navigator- bonus to Combat Move" and "Security Chief - bonus to ship defense" - so far they look good.

Rich04
June 7th, 2002, 08:14 PM
Notes from B5 mod Gold. Great Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Well I am up to turn 250 and never had a RCE.
Here are the things I hav noticed so far.
(keep in mind I am playing Earthforce)
Minor Problems
Missing Pics
Comp 697 tiny fission engine
Comp 712 tiny gravimetric engine
Comp 702 tiny fusion engine
Uni-Pulse Cannon - ding for sound

AI Notes.
The AI's are expanding great (Except for the Shadows) most have done a better job than me.
They seem to be building plenty of ships,
One problem that I have seen is that the Early Ship Designs are about twice (or more) as fast as later ships. All the Ai's in the game (about 10) seem to be building nothing but speed 3 ships at this point in the game.

Example:
Vorlon Escort Carrier (Obsolete)
Power Medium Fission Reactor (1)
Engines Prot Adv Grav Engine III (12)
Fighter Bays (11)
ECM
Speed 5

Vorlon Escort Carrier (Current top of the line)
Power Medium Fission Reactor (1)
Engines Adv Fission Engine I (9)
Fighter Bays(12)
No ECM
Speed 3

Currently All my ships including Escort Carriers are running around at speed 9. This is a huge advantage.

Val
June 7th, 2002, 08:57 PM
Rich(04) - and anyone else having Gold problems :

B5ModGold.zip (http://forum.shrapnelgames.com/newuploads/1023475958.zip)

For those of you using Gold and having trouble with missing Component Pics, this file should fix the missing files for you. I have to check on the sound still - as I'm not at my normal PC, I don't have all the files on hand.

I had noticed the AI slowing their ships down, I'm working on changing their research and construction tactics to make more challenging vessels. They do spread like a plague though! I have yet to match their size in the early game.

Glad you're enjoying it. All suggestions (and criticisms) are welcome!

Val
June 7th, 2002, 08:57 PM
Anyone else having any errors or problems?

[ June 07, 2002, 19:58: Message edited by: Val ]

pathfinder
June 8th, 2002, 12:00 AM
Since it seems I am the only one getting RCEs, I'll rip 1.49 off the HDD and re-install. Then start a new game and see. I usually do not get RCE until around turn 300-400. Then again I have gotten it as early as turn 250....

BTW 140 turns into current game and no RCE (AI full ministers in game I am "watching")...

[ June 07, 2002, 23:14: Message edited by: pathfinder ]

Val
June 8th, 2002, 05:57 PM
Hmmmm, I thought I added that line to all of the race_general_AIs in an earlier post - but I may have missed some. I will double check http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
June 8th, 2002, 06:31 PM
and I may not have the latest and greatest AI files...can't remember... BTW, no RCE (turn 200 atm). so maybe my move to new SEIV MAY have fixed my problem....if it goes past turn 400 IMHO that would be confirmation that the problem was here and NOT the MOD...

PPS: Drat! RCE at turn 230.....guess I'll do a fresh install...

[ June 08, 2002, 19:53: Message edited by: pathfinder ]

pathfinder
June 9th, 2002, 01:34 AM
Val: Make sure that all the races have a line in advanced traints in the AI general file whether they are a B5 standard, ancient or Nomad (like the Raiders); otherwise they won't be able to build ships if they are a "generated" race. I know the Minbari and LNAW don't have that line and as a result are not building ships in my current test run.

Gil Hamilton
June 9th, 2002, 08:18 AM
Val, OK, here's the shipset.

http://www.gev.cc/SEIV/amfal.zip

AMFAL is the temp. name - will be permanent if you decide to not use them in B-5.

Some "cool" high-res early peeks to whoever figures out what phrase the anagram "AMFAL" stands for. You got 'till Wed.-So think hard, think fast!

The set contains no
_Main
_BigExplosion
_RacePortraits (Why draw if there will be a diff. one used?)
_Shields

Fyron
June 9th, 2002, 10:32 AM
Gil:
Most of those ships look a little low. Maybe raise them up a little so that they are more centered?

pathfinder
June 9th, 2002, 05:57 PM
The EA design Minister is a twit http://forum.shrapnelgames.com/images/icons/icon12.gif

It is using small repair tug hulls for minesweepers http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

ZeroAdunn
June 9th, 2002, 06:36 PM
A.M.F.A.L. -

Alien Mother F***ers Always Lose

Val
June 9th, 2002, 09:53 PM
I fixed the repair tug minesweeper (and troop transport) problem in the current AI - I had the same problem http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto
June 10th, 2002, 12:07 AM
I tried to download your MOD several times today but I always got an corrupted download (the core file). Can you have a look at this? Thanks in advance!

pathfinder
June 10th, 2002, 01:46 AM
Hmmm...Lort (neutral race) designed and built a spaceyard ship around a cruiser but did not put the spaceyard on it http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

and in a few turns they will give me a range check error...

yup...right after getting Lvl 6 engines...advanced fission II (thrust 3) and standard fusion IV (thrust 4)...next turn RCE...and when I turn off design minister the RCE will not return, turn on design minister and next turn, RCE again...

Update: Vorlon just did same..RCE right after getting lvl 6 engines...seems to be a pattern...

Bet Val is getting tired of me moaning about them http://forum.shrapnelgames.com/images/icons/icon12.gif sorry dude...getting a bit frustrated, MOD is fun except for these ...

[ June 10, 2002, 03:01: Message edited by: pathfinder ]

Lighthorse
June 10th, 2002, 04:16 AM
Greetings Val,

In one game of B5mod I noticed that the Shadow frigate had installed the living CPU1, but it also installed a ship bridge, life support and crew quaters that the living CPU should have eliminated in the ship design. Shadow ships with living CPU look neat.
Second thing, the raider folder/race/pictures in the latest B5mod I download from you were missing what pictures they had for the Raider. I reinstalled them from the unfinish ship folder I downloaded earlier.
Third thing was that the B5mod somehow froze up SE4 gold. What you need to do is reinstalled SE4 gold and then B5mod. It should operate correctly.

Best Regards
Lighthorse

Val
June 10th, 2002, 05:05 AM
Mephisto:
I'l look into when I get to my work account tomorrow. You can also go to SJs mirror site to d/l.

Pathfinder:
I never get tired of hearing your reports, if it wasn't for your feedback about 60% of the AI changes would not have been made http://forum.shrapnelgames.com/images/icons/icon12.gif The level 6 is a new revelation - I'll look into that!!!!

Lighthorse:
Hadn't heard about the mod freezing GOLD before, thanks for the fix. The raiders are still very unfinished, so that might be why they weren't in there.
I had noticed the Living CPU problem and haven't figured it out yet - any input would be welcome on that one (or any other issue)!

Gil Hamilton
June 10th, 2002, 12:55 PM
Zero- LMAO! A for effort, but not it. Here's one for you.
http://www.gev.cc/SEIV/1.zip

[ June 10, 2002, 12:10: Message edited by: Gil Hamilton ]

Suicide Junkie
June 10th, 2002, 03:28 PM
If the Living CPU is a master computer component, then the AI will still add bridge/LS/CQ.

What you can do, is add B/LS/CQ abilities into the Living CPU, since it dosen't matter either way. The AI should just use the LCPU since it has all the abilities the AI compulsively adds.

Note that you can't put three copies of the lifesupport ability and expect it to satisfy a requirement for three lifesupport components. You will need to keep all the shadow hulls limited to needing 1 LS/CQ.

Val
June 10th, 2002, 07:31 PM
Good idea SJ - will work on that before reposting the dat & ai files. Some Shadow vessels will still require a pilot/crew, but those are more the exception than the rule.

Val
June 10th, 2002, 09:39 PM
Gil:
Still trying to figure out the name http://forum.shrapnelgames.com/images/icons/icon7.gif

The ships may work for one of the league races that I've been working on adding - I just have to read up on their ship descriptions and see hich ne it is closest to. I love that minefield - looks JAM packed!!!

Pathfinder:
Do you want to send me whatever AI you currently have working for the Shadows - if you want me to inude in the nxt 'update/patch' http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 10, 2002, 20:56: Message edited by: Val ]

Rich04
June 10th, 2002, 10:07 PM
More Gold Notes. http://forum.shrapnelgames.com/images/icons/icon7.gif

Minor Problems;
Raiders-No Race Portrait
Medium BLast Cannon - Ding For Sound

In a new game I started I ran into the Shadows early on and soon had a partnership with them. In over 100 turns they have never established another colony. Not sure why this is. They build ships and explore. Just never colonize.

PDF
June 10th, 2002, 10:32 PM
Rich,
I don't understand the problem with BLast cannon, sound file indicated in comps is correct (mattergun2.wav).

As for Shadows not colonizing any system I noticed it too in my game, but can't figure out why...

Val
June 10th, 2002, 11:10 PM
I can repost the sounds if needed, check to see if you have that sound file.

As to the Shadows not colonizing - that is going to be the 'downside' for being an Ancient race - they will have unique facilities on their homeworlds that will give them quite a bit of power - though ship building may be better off on bases. The Ancients will also get some Intel abilities that the younger races won't have (some intel projects are being removed completely from the younger races). The Ancients will still be VERY deadly, I just thought it would be more 'realistic' if they were limited to manipulating the younger races rather than building their own worlds - and yes, I do know the Vorlon's have more than one homeworld, so maybe I will let them colonize, just have it take a while.

Mephisto
June 10th, 2002, 11:16 PM
Still no luck downloading the core files. Your homepage does not respond to the downloads and the files on SJs page are corrputed...

[ June 11, 2002, 13:54: Message edited by: [K126]Mephisto ]

pathfinder
June 11th, 2002, 01:19 AM
Val: http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif I have only barely started mapping/planning the research & designcreation files....been concentrating on finding the "why" on those RCE's I been getting.... http://forum.shrapnelgames.com/images/icons/blush.gif

Rich: Yeah, the Vorlons and Shadows are very slow to expand and their birthrate is pitiful when they do colonize, or so I have found in my testing so far (except of course when I play as the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ June 11, 2002, 00:32: Message edited by: pathfinder ]

pathfinder
June 11th, 2002, 04:56 AM
Gaaaa.... http://forum.shrapnelgames.com/images/icons/icon8.gif

I keep getting weird errors....says research file doesn't match techarea file and gives a bunch of weapons for regular SEIV....then next try I get errors about Brakiri files missing and LNAW files missing and they weren't the races addedd at start....sounds like something is corrupt http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

added the AI_default research.txt file to the EA folder and renamed it...problem went away...

[ June 11, 2002, 04:43: Message edited by: pathfinder ]

Suicide Junkie
June 11th, 2002, 05:04 AM
Your homepage does not repsond to the downloads and the files on SJs page are corrputed... <font size="2" face="Verdana, Helvetica, sans-serif">Ahh! Which ones?
I've gone and tried unzipping and unraring the files in the B5mod subdirectory, and they seem to be working locally.

Did the download complete normally?
The files should be:
B5CORE.Rxx 3,000 KB each
B5CORE.R04 1,993 KB
B5mod149.zip 640 KB
B5modcore.zip 17,303 KB

Lighthorse
June 11th, 2002, 05:07 AM
Val,

During my latest game, when I out score all the other races, they all declare war on me. No problem, but I can still deal/propose a trade of organic for other resources with them. Once the AI players is at war with you, they shouldn't trade with human player. If they didn't agreed to trade every turn with me, I would be in a hard way to maintian my production.

Lighthorse

pathfinder
June 11th, 2002, 05:44 AM
Lighthorse: I've seen that in regular games too....seems silly but it can be done....go figger http://forum.shrapnelgames.com/images/icons/icon12.gif

Schwarzbart
June 11th, 2002, 10:31 AM
Started a singelplayer Game with only 4 normal AI's (no neutral AI) but one AI have still only 1 planet (all Other have at Last 10 planets) and now I also get a Range Check Error from this AI.
How can I get the Name of the AI that makes the problems?
I use SEIV Gold 1.67 to play the B5GoldMod.

PvK
June 11th, 2002, 11:02 AM
Is this in Gold or pre-Gold? I thought this sort of thing was fixed in Gold, but maybe I didn't try mineral trades.

Originally posted by Lighthorse:
Val,

During my latest game, when I out score all the other races, they all declare war on me. No problem, but I can still deal/propose a trade of organic for other resources with them. Once the AI players is at war with you, they shouldn't trade with human player. If they didn't agreed to trade every turn with me, I would be in a hard way to maintian my production.

Lighthorse<font size="2" face="Verdana, Helvetica, sans-serif">

pathfinder
June 11th, 2002, 12:15 PM
Swartzbart: When the RCE happens in the background you see what race it is is going through its turn (race number 2 for example). If you have a save game just prior to the RCE you could go and start game again at that turn then go to the menu that you can save game or save empire from, choose player and there you can see which player it was (in my example who player 2 was) taht had the RCE.

[ June 11, 2002, 11:17: Message edited by: pathfinder ]

Mephisto
June 11th, 2002, 02:54 PM
SJ, B5mod149.zip could not be retrieved from the server. The core file is corrupted when downloaded with a download manager and does not complete when using the standard download via IE6.

But the B5 Homepage download is working again for me now...

Suicide Junkie
June 11th, 2002, 04:18 PM
Sounds like you visited at a bad time, while I was moving files across the LAN, ar rebooting or something.
Have you (or anybody) tried the RAR Version of the core?

[ June 11, 2002, 15:20: Message edited by: Suicide Junkie ]

Mephisto
June 11th, 2002, 04:23 PM
Originally posted by Suicide Junkie:
Sounds like you visited at a bad time, while I was moving files across the LAN, ar rebooting or something.
Have you (or anybody) tried the RAR Version of the core?<font size="2" face="Verdana, Helvetica, sans-serif">No, sorry. I have finally all the file together but honestly I would recommend to improve the patching system for gold. Even after installing all the released patches you have to do a great load of modding work to make it even start (still modding it at the moment). I don't think the average joe will have the patience to do this.

PDF
June 11th, 2002, 04:42 PM
Originally posted by [K126]Mephisto:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Suicide Junkie:
Sounds like you visited at a bad time, while I was moving files across the LAN, ar rebooting or something.
Have you (or anybody) tried the RAR Version of the core?<font size="2" face="Verdana, Helvetica, sans-serif">No, sorry. I have finally all the file together but honestly I would recommend to improve the patching system for gold. Even after installing all the released patches you have to do a great load of modding work to make it even start (still modding it at the moment). I don't think the average joe will have the patience to do this.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Mephisto,
I posted a working, complete, Gold Version just a few days ago - look in the mod forul... Some says there are missing graphics files for some unfinished races http://forum.shrapnelgames.com/images/icons/icon12.gif , but apart from that it works OK, why are u patching it again ?

Mephisto
June 11th, 2002, 04:52 PM
Originally posted by PDF:
Why are u patching it again ?<font size="2" face="Verdana, Helvetica, sans-serif">Because the files on the homepage are not working...

PDF
June 11th, 2002, 05:19 PM
Originally posted by [K126]Mephisto:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PDF:
Why are u patching it again ?<font size="2" face="Verdana, Helvetica, sans-serif">Because the files on the homepage are not working...</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Homepage ?? No, I spoke of the big zip file I host myself, here : http://perso.wanadoo.fr/pdifolco/B5ModGold.zip
I just checked it, the file is OK ... 18 Mb however !
And anyway I've *also* uploaded a small "patch" Version with just the modified data file, this one is not far behind and hosted by Shrapnel... http://forum.shrapnelgames.com/images/icons/icon12.gif
So why ?? http://forum.shrapnelgames.com/images/icons/icon10.gif

Mephisto
June 11th, 2002, 10:20 PM
Thanks, PDF, your file works like a charm (got it from the forum) but the downloads on Vals homepage are not working for me. I was just referring to these downloads.
Anyway, that's a LOT of stuff in this MOD. I'm just skimming the surface of it right now and I'm very impressed.

pathfinder
June 11th, 2002, 10:33 PM
Mephisto: Take a good look at the weapons trees in components folder. Each race has unique ones and this is along with a pretty decent "general" weapons tree. Gonna be a lot of brain sweat getting the research and designcreation .txt files done for all the races....

not to mention cursing getting it done right (typos, etc debugged)

methinks Val, SJ, et al outdid themselves..very complex MOD IMHO...

and no me only be that pasky beta tester.... http://forum.shrapnelgames.com/images/icons/icon12.gif

though I may cry the blues, me gonna try making the Shadow AI...hope I don't botch it http://forum.shrapnelgames.com/images/icons/shock.gif

[ June 11, 2002, 22:42: Message edited by: pathfinder ]

Val
June 12th, 2002, 10:30 PM
Yeah, the Homepage is having some issues - I've gotten some good d/ls off of it, but then the next day - corruption! I am working on rezipping all the files to post on the homepage again, though it is slow going as I am away on business and am limited to a 333mhz laptop that I forgot to load my art programs onto!!!

Ok, now that we have a new confirmed boggie from Pathfinder, I will go in and see what I have to change. In my local copy I had already made a few changes based on that assumption (the lvl 6 engine) - though none of the AI have yet to research it in my most recent game.

AI programming for each individual race will be a bit tough, but luckily most of the generic AI will make the work a little easier - though I will have to make a general AI for the ancient races and nomadic races as well. The hardest will be Raiders and Technomages!

I am also reworking the general racial AIs with Simon's help.

The mod is a bit 'o trouble, but if it all comes together it will be worth it http://forum.shrapnelgames.com/images/icons/icon7.gif But, the mod would be nowhere without the help of the beta testers!!!

PDF
June 12th, 2002, 10:35 PM
Val,
I happen to have all your files and stuff zipped on my HD, a good DSL connection and can save you time if I can upload files on your site ! http://forum.shrapnelgames.com/images/icons/icon12.gif

Send me FTP info and account/password and I could make that in a few minutes ... http://forum.shrapnelgames.com/images/icons/tongue.gif

pathfinder
June 13th, 2002, 01:03 AM
Val: RCE again..at about turn 360. Occurred 1 turn after Shadows researched Lvl 6 engines. Guess this confirms the AI is designing something with one of the engines and that design exceeds the game parameters..

Val
June 13th, 2002, 03:08 PM
PDF:
That would be appreciated, I'll send you the pw and stuff tonight when I get back to my laptop. If you can, feel free to add the Gold Data files as well.

Pathfinder:
So far I haven't had the AI default to the 'base' SE AI, it has always used the B5 AI, the only times I have seen those types of errors was when someone used original EA/Narn/Centauri/Vorlon/Shadow/LNAW AI that still had its own Research/design/etc. files. But, still, what you say has much merit and I will just copy over the files for each individual race (along with the rest of the update) as a prelude to the next phase http://forum.shrapnelgames.com/images/icons/icon7.gif

Val
June 14th, 2002, 12:24 AM
PDF:

Can you send your preferred E*Mail address to b5mod@yahoo.com and I will forward all the info to you http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
June 14th, 2002, 01:28 AM
Re-confirmed--#2 race (EA) just got Lvl 6 engines and next turn RCE. So I'll hush about it since it almost a sure thing that their designs involving one (or more) of those engines exceeds a game parameter of some sort.

BTW Val: Food for thought, I have noticed (and believe at one other has too, that it appears that the AI skips the default AI folder and goes to the AI folder for the non-modded game. Example: This game the EA had techarea errors until I moved the default AI_reasearch.txt file to the EA folder and renamed. I know this isn't SUPPOSED to happen but doing that fixed the problem. I wonder if having all the AI files would fix the RCE. Maybe the out of bounds is because it is using the "vanilla" designcreation? Just a thought. I'll test this in a new game starting tonight and post what I find out..

[ June 13, 2002, 12:29: Message edited by: pathfinder ]

Fyron
June 14th, 2002, 01:29 AM
Val:
I also noticed the problem with the AI using standard SE4 AI when the race was installed in the B5 mod and in normal SE4. I most certainly did not have any standard AI files copied into the B5 mod. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
June 14th, 2002, 04:02 AM
hmm......me gonna check and see if I have any of the races in regular SEIV...will remove them if I do...

I have only 2 times seen this skipping the MOD AI folder twice..Last night and a coupla weeks ago....placing the files in the appropriate folder fixed that problem...

NOT saying this is the RCE cause but might be worth looking into..

If not this I suspect (no proof) that the standard fusion engine MAY be the cause, maybe the 4 movement "points" ? me be pulling staws outta the hat here http://forum.shrapnelgames.com/images/icons/icon12.gif just guess work..

[ June 14, 2002, 03:07: Message edited by: pathfinder ]

Lighthorse
June 14th, 2002, 05:45 AM
Hey Val,

Playing the Raiders race, I get Minbani pictures for planet and cargo, but get the raiders pictures for other stuff.
What the main weapons to research for the raider by the way.
Has anyone done an excel spreadsheet on all the races and their weapons yet?

Lighthorse

Gil Hamilton
June 14th, 2002, 02:34 PM
New Station Pic...
http://www.gev.cc/SEIV/6.zip

pathfinder
June 15th, 2002, 04:38 AM
http://forum.shrapnelgames.com/images/icons/confused.gif

When noting what weapon to use in a ship design, do I use the family (5 digit number) or weapon family (4 digit number)? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif

also, how soon to start the race specific tecnologies/weapons?

*grumble* only got to lvl 8 weapons and lvl 7 living cpu and ran out of room (I really do NOT want to just there at the end doing weapons levels...bleah)...2 more weapons levels and 3 more living cpu to go http://forum.shrapnelgames.com/images/icons/shock.gif

anything besides the weapons and living cpu that are Shadows unique?

[ June 15, 2002, 12:28: Message edited by: pathfinder ]

Gil Hamilton
June 16th, 2002, 01:32 AM
New Pic
http://www.gev.cc/SEIV/D1.zip
AMFAL= As Much Fun As Legos - Reference to DoGa

pathfinder
June 16th, 2002, 01:39 AM
Val: 1 error noted in AI_research.txt: in ship construction you go from lvl 8 to lvl 12, no lvl 9-11. Would this cause an RCE?

Similar error in propulsion: goes from lvl 7 to lvl 12 without lvl 8-11.

Noted this when building the Shadows research.txt file...

Questions:
1-Solar Resource Generation-(*): Is that what is used to generate supplies per ship? Why all 3 types (minerals, organics, radioactives)? Just wondering...

2-Why at Dreadnought does it switch to solar supply generation instead of solar resource generation-(*)?

[ June 16, 2002, 00:01: Message edited by: pathfinder ]

Val
June 16th, 2002, 04:00 AM
Pathfinder:
I don't think the skip in levels should have any effect, it should just leave that research project in the queue until it reaches that level. But maybe I am wrong. I will try changing it and see what happens. Good eye!

As to the SRG - Min,Org,Rad, I used those to force the AI to put a Reactor in each ship. I used the different levels to represent small, medium, large reactors (respectively). I had originally switched it to SolSupGen at dreadnought level because the AI should pick the BEST reactor available (ie - the largest), but maybe that isn't working either. So, I changed the larger vessels to SRG - Rad in the latest AI I am testing.

Nothing else Shadow unique, yet... Other stuff I have 'made' but not yet added - A Vortex Disruptor (closes jump points), Shadow Armor (SJ is working on this), Phasing Drives (to let the shadows harder to hit as the fade in and out of realspace) and some additional weapons. Another thing to note is that the shadow fighters have their own special cockpit that lets them use the experience of the lead vessel - to represent how they are controlled by the ships rather than having pilots.

I use the "Weapon Family" number for which weapons I want the AI to choose - should be at the end of each weapon's entry.

What do you mean by "ran out of space" while doing research AI?

Gil:
Right now Simon is working on the background for the race we are going to use for your shipset, more details will follow http://forum.shrapnelgames.com/images/icons/icon7.gif

All:
I have looked at the engine that seems to be causing trouble and have made some adjustments that I am now testing out, but I don't see any reason for the RCE! Any ideas?

Also, wanted to thank everyone again for all the help they have been giving - especially with testing, background info and suggestions!

pathfinder
June 16th, 2002, 05:09 AM
Val: "ran out of space" Is pathfinder for, "I reached the end of the research file but had more stuff to add"..hehe...means *groan* I gotta go back and put stuff in different (earlier) places I guess... http://forum.shrapnelgames.com/images/icons/shock.gif

I try to make the progresion kinda even spaced (follows ship construction)...

I fixed the skip, just see what would happen...haven't gotten that far yet...

on the mineral/organic/rad---thought that was why (forcing use of reactor), what "threw" me was that it was different types of supply for the different Groups of ships (didn't think about different size reactors being represented), then the dreadnought was totally (in my uneducated eyes) different...

Note: I think the Shadows are going to have a bear of a time in the early game due to the slow growth. IF they survive, their "slice n dice" should rule. They seem to have a heck of a time getting enough organics. Just some observations as I check the research and designcreation files I am revising.

Update - sorta: The skip levels doesn't affect the RCE. I redid ship construction to non-skip and still get that lvl 6 engine RCE.

[ June 16, 2002, 14:34: Message edited by: pathfinder ]

pathfinder
June 16th, 2002, 04:02 PM
Shields: Are there actually shield components? If so what are they (can't find them, even with entry for them (lvl 10 only in the default research file)

[ June 16, 2002, 18:07: Message edited by: pathfinder ]

Baron Munchausen
June 16th, 2002, 05:41 PM
Originally posted by pathfinder:


Note: I think the Shadows are going to have a bear of a time in the early game due to the slow growth. IF they survive, their "slice n dice" should rule. They seem to have a heck of a time getting enough organics. Just some observations as I check the research and designcreation files I am revising.

<font size="2" face="Verdana, Helvetica, sans-serif">The shadows should have stealth capabilities from turn ONE. Do they? AND they should be able to get better stealth/cloaks than anyone else.

If only MM would implement planet cloaks, then they would be able to play their role properly. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo
June 16th, 2002, 06:06 PM
Originally posted by Baron Munchausen:



The shadows should have stealth capabilities from turn ONE. Do they? AND they should be able to get better stealth/cloaks than anyone else.

If only MM would implement planet cloaks, then they would be able to play their role properly. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">You can ptretty much do this now. You mod in a component with the sector obscuring ability. It works just fine. Only has two downsides. You can't disengage the cloak like a ship cloaking device, it's always on. And it cloaks any planets and ships in that sector, regardless of which empire they belong too. But since you can always see your own ships the other guys would probably never notice it. The only way they would is if a third empires ships moved into that sector they would seem to disapear.

Geoschmo

[ June 16, 2002, 17:08: Message edited by: geoschmo ]

pathfinder
June 16th, 2002, 07:09 PM
Baron: ATM no cloak, though Val is going to add that capacity (IIRC) in the near future. As for the planet...dunno http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder
June 16th, 2002, 09:48 PM
Lighthorse: A spreadsheet would be a daunting task. There are so many classes of weapons; then to take it further individual race-specific weapons. For the Shadows to get all of their race specific weapons 3 different weapons tech areas have to be researched....unless I missed one http://forum.shrapnelgames.com/images/icons/tongue.gif

To put it into perspective: the components file prints to ~1600 pages of 8 x 11 paper printed in portrait (do NOT ask me how I know) http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Val
June 16th, 2002, 10:59 PM
Pathfinder:
If you want to send your preliminary Shadow AI, I'll add it to the next patch http://forum.shrapnelgames.com/images/icons/icon7.gif

I had to add something to slow down these ancient races - in 10 games (before the changes) the Shadows were always #1 - even just using generic weapons http://forum.shrapnelgames.com/images/icons/icon12.gif

There are going to be shields - but they are mostly for Abbai, Brakiri & Vorlons. Though Shdaows (and other ancients) will have shield like stuff.

Man - I still can't believe you printed out the whole thing!!! You are insane! (and most likely responsible for the deforestation of a small South American country)

Baron Munchausen:
The Shadow's don't really have any cloaking, they are just able to phase in and out of hyperspace - which I guess for SE IV purposes is the same as cloaking. Even with that being said, there is another Ancient race that has even better (true)cloaking ability - the Torvalus, and their cloaks are alrady in the Mod, and at their highest level are impenetrable by the younger races. I am planning on adding the phasing drive for shadow ships - which will give them cloaking ability. There were very few examples of cloaking in B5 - other than the Torvalus, the Centauri had some for fighters and I think the Hyach had some - and of course there are the Techonmages.

Lighthorse:
I do have some spreadsheets on all the weapons I have so far released, plus about 100 other weapons that I am still balancing out. So, before going crazy tring to make one, I could probably dig up these files and post them. The only problem is that they are on my home PC in PA and I am currently in MA - I will try to get them when I get a chance to go home.

Geo:
Thanks for the tips on cloaking planets - maybe one of the ancient facilities will have that ability to start to make their homeworlds more difficult to find.

All:
I am getting ready to implement the WP change - WPs will now only be usable against fighters (and I would also like them to fight troops), so you will have to rely on sats and ships to defend your worlds.

I am also working on adding the EM weapons, but what I would like to do is have the 'Damage Engine Only' attribute given to all EM weapons, but would also like to have them effect weapons, reactors and a few other components. I know the Sci-Fi x-over mod will have the "Only Boarding Parties" ability to allow this, but I was wondering if there was any harm in giving an 'Engine := 0' ability to all the components, or will this mess up the AI? Anyone try this yet?

Suicide Junkie
June 16th, 2002, 11:22 PM
I am also working on adding the EM weapons, but what I would like to do is have the 'Damage Engine Only' attribute given to all EM weapons, but would also like to have them effect weapons, reactors and a few other components. I know the Sci-Fi x-over mod will have the "Only Boarding Parties" ability to allow this, but I was wondering if there was any harm in giving an 'Engine := 0' ability to all the components, or will this mess up the AI? Anyone try this yet?<font size="2" face="Verdana, Helvetica, sans-serif">I should point out that a laser IS a pure EM weapon. You might want to refine the term.

Adding a zero-point engine ability shouldn't affect the AI, but it will make all of those items count towards the engine limit. Increase each hull's limit to 255 just to be safe.

pathfinder
June 16th, 2002, 11:33 PM
Val: Okies, I'll make sure pulse weapons are in there (at least up to lvl 7-8).

Man, it sure is a bear getting all this stuff in http://forum.shrapnelgames.com/images/icons/icon12.gif

Also, this will be a preliminary AI....I need to figger out a bit different arrangement so that I can fit in all ship and weapon levels without a slug of only ship and weapon research at the end of the file. I also need to do the armor research setup....

WP: hmm, I'll check. Seems to me I set the Shadow weapon platforms to PD only in the designcreation http://forum.shrapnelgames.com/images/icons/icon12.gif

as for the paper...embarrasses the heck outta me (probably deforested TWO Third World countries!) http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif

UPDATE: e-mail with a zip of designcreation and research files (they are all I have had time to do so far). If anybody picks-up the update after Val Posts it, please check out the Shadows and provide input--this is my 2d attempt at the AI. 1st was the Orion Faction racestyle I did earlier in the year. So, I haven't yet figgered out a nice, neat pattern to fit the tech tree together so it makes sense http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 16, 2002, 22:58: Message edited by: pathfinder ]

Baron Munchausen
June 16th, 2002, 11:59 PM
Originally posted by Val:
Pathfinder:

I am also working on adding the EM weapons, but what I would like to do is have the 'Damage Engine Only' attribute given to all EM weapons, but would also like to have them effect weapons, reactors and a few other components. I know the Sci-Fi x-over mod will have the "Only Boarding Parties" ability to allow this, but I was wondering if there was any harm in giving an 'Engine := 0' ability to all the components, or will this mess up the AI? Anyone try this yet?<font size="2" face="Verdana, Helvetica, sans-serif">Yes, it causes problems. Anything with the standard movement ability is considered an engine for the purposes of engine limits in hulls. So you would be reducing the number of engines that could be in any given hull by however many other components had the ability.

Using 'Only Boarding Parties' or 'Only Security Stations' abilities would be smarter. No arbitrary limits on how many components in a hull can have those.

[ June 16, 2002, 23:01: Message edited by: Baron Munchausen ]

pathfinder
June 18th, 2002, 12:48 AM
Gads, this AI is being a bear http://forum.shrapnelgames.com/images/icons/icon12.gif ...I keep finding things I missed..... http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif (working on the Shadows race-specific AI)

*reaches for a cold beer*

Anybody got thoughts/opinions on how fast I should have the Shadows develop their race-specific weapons? Also a decent pattern of development? I just kinda patterned weapon development after ship construction, not sure this is a good idea.

[ June 19, 2002, 01:18: Message edited by: pathfinder ]

pathfinder
June 19th, 2002, 02:18 AM
Couple more questions come to mind:

in the B5 universe are the following in existence (and in particular did the Shadows have this ability/tech):

Psychic tech?, organic engineering?, is planetary engineering (terraforming) available?, is the computer tech a dead end? (nothing there when I have had AI research it), stellar manipulation?

How do I get an AI to use armor (I know designcreation but what/where? there), recommendation on what would the Shadows used--bio-organic armor? (minbari used it for Whitestars).

Lighthorse
June 19th, 2002, 03:50 AM
Val,

Would it be possible to add a short description to each races bio, stating what area of research or weapons they used. Nothing detail, but generally informs a player in what general areas to research. That what I had in mind.
In my current game, I'm was rolling back the AI players. Starting to think that I should be able to finish off the AI players. That was before two AI empires attacked me on different fronts with new weapons and fighters. Now this game is getting very interesting. Still had a problem with the narn building ships without engines.
Try your next game with setting that allow only settleable planets of oxygen to be colonizes and set yourself for oxygen only. Its makes for a challaging game fighting over a few oxygen
planets.

Lighthorse
June 19th, 2002, 03:57 AM
Val,

I noticed that some of the AI empires were building excort with no weapons, but had ECM jammer on board. Would the ECM jammer provided jammering to the rest of they warship with weapons in an engagement?
--------------------------------------------

Lighthorse

Val
June 19th, 2002, 08:10 PM
All:
Sorry I have not been as regular a poster recently, the project is kicking into high gear and I have over 500 PCs to convert (have to physically visit each machine!) by the end of next week, so I have not had as much free time, again, sorry http://forum.shrapnelgames.com/images/icons/icon9.gif

Pathfinder:
You decide how fast you want the Shadows to research their race specific tech, if it is too slow during testing then we just bump it up http://forum.shrapnelgames.com/images/icons/icon7.gif

Techs -
Psychic Tech - if you mean Racial tech, no. There is a Telepathic research skill that will allow combat telepaths, Psi-Corp and some other things. Combat Telepaths can be used against shadow living CPUs http://forum.shrapnelgames.com/images/icons/icon7.gif
Organic Engineering - another no. There will be unique 'organic techs' available to individual species based on their Racial Tech (eg - Vorlon Race - Will have some organic tech)
Planetary Engineering - yes and no. There is no real terraforming as it should take far more time than it does in SE IV to terraform a planet. Mars has been settled for quite some time and people still live in domed cities and wear breathers outside. I think I was using this tech for some of the Facilities. There will be a 'unique' Ancient Ruins Tech that will allow terraforming, but it will be EXPENSIVE.
Stellar Manipulation - again, yes and no. There is a field called Hyperspace research (or theory or something) that will allow jump gate and drive construction. There are no planet/star/nebula/blackhole/etc creators/destroyers. There is (again) a unique Ancient Ruins Tech that will allow you to stabilize a star though (Stellar Balancer). There are planet killers - but they are only available to the Vorlons and Shadows.

AI to use armor - that is something I am actually working on, but it is in my test3 folder (I have multiple folders with different changes in each to see how things work) and once it work consistantly I will cut -n- copy it into the main folder and release with an update. It is setup using the planetary shield ability as a requirement in AI designs, but I am debating on how best to do it - such as having multiple 'useless' traits like we did in the reactors, or just tell the AI to stick with Mid level armor.

Shadows will have their own unique armor - SJ was working on it, ask him http://forum.shrapnelgames.com/images/icons/icon7.gif

Gil:
Simon is working on the description for the AMFAL shipset, if you don't mind us using it.

Lighthorse:
Which AI empires are doing that? I have made some recent changes that I haven't released that may have already solved that, but I'd like to check - thanks for the heads up http://forum.shrapnelgames.com/images/icons/icon7.gif

The addition of preferred weapon style would be a good idea, lets you know if the race leans toward particle, plasma, laser or whatever. I'll talk to Simon about adding these in.

All the AI races are Oxygen only races with only 2 exceptions - Vorlons and Gaim are non Oxygen. I am working on rewriting the startup to include B5 Standard Galaxy that will have more O2 planets to be more like the B5 universe. Glad to hear the game is providing suprises, my goal with the AI is to have each race evolve along from basic weapons to their racial specific ones, and to have a bit of variety rather than all missile barges or laser destroyers http://forum.shrapnelgames.com/images/icons/icon7.gif

Gil Hamilton
June 19th, 2002, 08:50 PM
Val,
I'd be most pleased to have them used. Is Simon doing the remaining pics (shields, race, etc)? Or do I need to break out the finger paints? If I do them, could you have Simon buzz me so I get a mental image for the race?

pathfinder
June 20th, 2002, 12:16 AM
Val: #1: Real life first!
#2: Techs -
"Psychic Tech - if you mean Racial tech, no. There is a Telepathic research skill that will allow combat telepaths, Psi-Corp and some other things. Combat Telepaths can be used against shadow living CPUs": I guess I go ahead and have them research this, if it dead-ends I'll strip out entirely.

"Organic Engineering - another no. There will be unique 'organic techs' available to individual species based on their Racial Tech (eg - Vorlon Race - Will have some organic tech)": Okies--I'll delete that from their tech tree.

"Planetary Engineering - yes and no. There is no real terraforming as it should take far more time than it does in SE IV to terraform a planet. Mars has been settled for quite some time and people still live in domed cities and wear breathers outside. I think I was using this tech for some of the Facilities. There will be a 'unique' Ancient Ruins Tech that will allow terraforming, but it will be EXPENSIVE.": Okies, again I'll strip this out entirely.

"Stellar Manipulation - again, yes and no. There is a field called Hyperspace research (or theory or something) that will allow jump gate and drive construction. There are no planet/star/nebula/blackhole/etc creators/destroyers. There is (again) a unique Ancient Ruins Tech that will allow you to stabilize a star though (Stellar Balancer). There are planet killers - but they are only available to the Vorlons and Shadows." hehe...I'll figger out that cloud of death thingy and make sure the Sahdows get it http://forum.shrapnelgames.com/images/icons/icon12.gif

AI to use armor - that is something I am actually working on, but it is in my test3 folder (I have multiple folders with different changes in each to see how things work) and once it work consistantly I will cut -n- copy it into the main folder and release with an update. It is setup using the planetary shield ability as a requirement in AI designs, but I am debating on how best to do it - such as having multiple 'useless' traits like we did in the reactors, or just tell the AI to stick with Mid level armor.

"Shadows will have their own unique armor - SJ was working on it, ask him" : Okies, I'll ask him. I'll hold off on that until Version 3 of the AI (working on Version 2 as 1 was very slow to get the molecular tech area)

[ June 19, 2002, 23:46: Message edited by: pathfinder ]

pathfinder
June 20th, 2002, 01:32 AM
add to the list: Do Shadows get shields? IIRC Vorlons do.

Suicide Junkie
June 20th, 2002, 01:54 AM
Nobody gets shields.
At least shields as SE4 sees shields.
Only the thirdspace aliens had shields, and they're not here.

However, the SE4 shield effects will be a very common occurance during combat. Shipsets should make a shields.bmp that looks like a non-damaging hit to armor.
Electric sparks, or shadow-style energy dissipation, or something similar.

The ancient races can get powerful crystalline and organic armor effects, though.
I think the shadows should maybe get some 100% absorbing armor plates, either limited in number per ship, or having reduced hp/kt. They would be OA regenerated each combat turn.

That way they can withstand single hits without a problem, but combined fire from many ships during a single combat round can punch through.

[ June 20, 2002, 01:39: Message edited by: Suicide Junkie ]

pathfinder
June 20th, 2002, 02:04 AM
ah, so organic engineering is needed, in order for those dastardly Shadows can get organic armor..?

BTW: Since testing this I have noticed (never seen before) fighter vs fighter combat. maybe I missed it before but....I normally use tactical set on auto/resolve combat

[ June 20, 2002, 01:52: Message edited by: pathfinder ]

Suicide Junkie
June 20th, 2002, 03:49 AM
The armor tech tree will begin with light/medium/heavy inert armors fully researched.

The ancient races will also have some passive armor tech by default.

Depending on how we want to balance the whole thing, they may start with most or all the passive techs finished.

There will be a three or more-dimensional grid tech for active armor, with dimensions of: </font> <font size="2" face="Verdana, Helvetica, sans-serif">Hitpoints/Kt </font> <font size="2" face="Verdana, Helvetica, sans-serif">Cost/Hitpoint </font> <font size="2" face="Verdana, Helvetica, sans-serif">Number of components allowed per ship. </font> <font size="2" face="Verdana, Helvetica, sans-serif">(Maybe) Speed of Regeneration (if it dosen't conflict with in-combat repairs) </font><font size="2" face="Verdana, Helvetica, sans-serif">Active armors would be self-healing. If we are not using the in-combat-repairs thing, then this can be standard OA type stuff.
At the top of the tree, an armor component with the armor ability could provide guaranteed protection, instead of the iffy armor.
The self-healing will keep the armor absorbtion% from falling as fast as normal armor, and the ability armor will get 100% all the time.
Basically, organic engineering is implied by the ancient race racial trait.
The techs you'd actually research would be "Active Armor Manufacturing", "Active Armor Physics", "Active Armor Engineering", etc.
The Last one is the most similar to Organic engineering, but it could easily be fluid metals or something.

[ June 20, 2002, 02:55: Message edited by: Suicide Junkie ]

pathfinder
June 20th, 2002, 04:27 AM
ah, thanks SJ.

Yoiks...23 levels of propulsion!!???

Me doing the regular stuff first then the weapons trees....this gonna be the beast that ate pathy!

bTW IMHO, part of the armor tech tree at start...but not all...just a thought. 'Course that depends if I can get the molecular weapons early enough so they have a chance...

[ June 20, 2002, 03:29: Message edited by: pathfinder ]

Lighthorse
June 20th, 2002, 06:36 AM
Val,

The ai empires that counter attacked me were the Centauri Republic Republic(could you remove the second republic from the Centauri name please) and the Drazi Freeholds. They both were using general weapons(particle cannons and plamsa point defence), ecm, combat sensors, elite ground units and fighters-particle gun II with excort carriers. Normally the AI would only used matter gun and other pea shooters. Plus by increasing the speed of they fighters from 1 to 3 have increase the fighters effective.
You should also have the ai build large amounts of ship yards at their homeworld, thus increase their ship building capicity. Allot a quarter of yards to planet defense/fighter/mines, another quarter to colony ship/transports ships and the Last half for warships.

Val
June 20th, 2002, 07:27 AM
Lighthorse:
Consider the CRR just the CR http://forum.shrapnelgames.com/images/icons/icon12.gif Surprised I hadn't heard that one before!
I like the shipyard idea as well, I will implement when I get back to working on AI.

Pathfinder:
I don't think the Ancients need all 23 levels for their engines, only like the first 12-16 IIRC.

You shouldn't need organic tech for any of the armors, they will be taken care of by the racial techs and any other techs SJ comes up with.

SJ:
I'm for whatever you put together, I like the current armors you've put out and expect the others will balance well enough http://forum.shrapnelgames.com/images/icons/icon7.gif

There actually are a few other races that have real shields other than 3rd space. The Abbai and Vorlons are the prime examples. The WhiteStars also had a weak shield. I also think the Brakiri might have had shields on some of their ships, IIRC. But none of the other race's shields compared to the 3rd space aliens! The Shadows had an energy absorbtion and emition ability, but no shields of any kind.

pathfinder
June 20th, 2002, 11:30 AM
Val: Engines-whew...I got 12 in there atm for the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh and the Raiders come out in game as Raiders Raiders http://forum.shrapnelgames.com/images/icons/icon12.gif

okies. no organics research then.

SJ: Active armor is coming? It isn't in the techarea.txt file atm.

One note: Unless someone objects me gonna have anything that says advanced not start until the Last third or so in research. and if a weapon, only be available (in designcreation) in the Last couple of ship types/sizes (dreadnought/baseship).

[ June 20, 2002, 11:00: Message edited by: pathfinder ]

pathfinder
June 21st, 2002, 02:33 AM
arghhhhhh....whine.......whimper.....

me thinks me gonna go blind doing the Shadow AI http://forum.shrapnelgames.com/images/icons/tongue.gif

BTW what tech would the Shadows use for PD? only shadow tech that I recall coming up as a PD tech was multiphased cutter (pulse + molecular tech)

[ June 21, 2002, 02:43: Message edited by: pathfinder ]

Suicide Junkie
June 21st, 2002, 03:11 AM
There actually are a few other races that have real shields other than 3rd space. The Abbai and Vorlons are the prime examples.<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm... I do recall a forcefield on the encounter suits, when the humans were trying to blow someone to bits once...

Is there a good episode with ship to ship combat involving vorlons?

Now, could this be a 50% damage from any weapon thing? Any shield component is going to make for a mighty balance issue.

pathfinder
June 21st, 2002, 03:47 AM
Don't know exactly SJ but there was a battle with the Ancients (Vorlobns & Shadows) allied against the LNAW+EA+Minbari (or something like that) where an Ancient helped Sinclair convince the Vorlons & Shadows to go join the other ancients wherever the heck they had gone to...

BTW: Got most of the research.txt and designcreation done, now to test the Shadows.

hehe, hope I don't have any mis-spelled words http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 21, 2002, 02:50: Message edited by: pathfinder ]

Baron Munchausen
June 21st, 2002, 03:51 AM
Originally posted by Suicide Junkie:
Hmmm... I do recall a forcefield on the encounter suits, when the humans were trying to blow someone to bits once...

Is there a good episode with ship to ship combat involving vorlons?

Now, could this be a 50% damage from any weapon thing? Any shield component is going to make for a mighty balance issue.<font size="2" face="Verdana, Helvetica, sans-serif">Oh yes, there was a very good episode for ship-to-ship combat with Vorlons. Interludes and Examinations where Sheridan finally brow-beats Kosh into getting the Vorlons to help in the Shadow war. It results in Kosh's own death, of course, when the Shadows take revenge on him. But the combat scenes where the Vorlons spring out of hyperspace and pummel the Shadows are fantastic. I didn't see any evidence of what we would call shields in those scenes. The Vorlons definitely understand the concept of organic armored rammers, though. http://forum.shrapnelgames.com/images/icons/icon7.gif

I think the 'force fields' you think you saw in respect to Vorlon encounter suits were just telekinetic forces exerted by their occupants.

[ June 21, 2002, 02:53: Message edited by: Baron Munchausen ]

Suicide Junkie
June 21st, 2002, 04:05 AM
There was also a season 1 ep with that human super-telepath guy who was transforming. Made a huge force wall cutting off a large section of the station.

There was some comments before about using telepaths it disrupt the shadow CPUs. If we add TK shields, the TPs should be able to disrupt them.

Lighthorse
June 21st, 2002, 04:31 AM
Val,

Got three friends play-testing B5mod and one of them asked, if you could used another color or outline the black with a lighter color that labels shadows alliance. It's hard to spotted the shadow's planets.

Lighthorse

pathfinder
June 21st, 2002, 04:36 AM
SJ: There is a telepathic studies tech which leads to a combat psych tech which is basically an anti-living cpu tech. which means the Shadows shouldn't get it http://forum.shrapnelgames.com/images/icons/icon12.gif . However, EA, Minbari(?), maybe others should/could

Update: Anyway to get the AI to build, as initial priority, defense satellites? The Shadows are extremely vulnerable early on (dratted EA!) and need SOMETHING to hold off early extinction http://forum.shrapnelgames.com/images/icons/icon12.gif

Also, how the heck to you get them to build population transports?

Val: I agree with Lighthorse, the dark outline for the Shadows is darn hard to see on a planet ..

[ June 22, 2002, 01:06: Message edited by: pathfinder ]

Lighthorse
June 22nd, 2002, 04:14 AM
Hey Val,

Another idea for you. Combine the advanced traits B5 ancient, standard and nomadic in with all the different races traits. Just added B5 advanced traits in with each B5 races's traits. I don't know them all. Who should start with ancient or standard or nomadic? Or is this an opional for each player to pick?

Lighthorse

pathfinder
June 22nd, 2002, 05:14 AM
Ancient: Vorlons, Shadows.

Nomadic: Raiders

Standard: All others.

Then in addition the races get their individual race trait thingy..

Question on PD: In order to get this idiot AI to design in PD to I have to put a PD in primary weapons? ATM the PD is set in secondary weapon slots in designcreation. hehe, EA has tearing the Shadows up now that they have fighters and Shadow designs have to PD...

This is gonna get intersting shortly...finally the Shadows get their own racial weapons tech...mwuahhhaa, let's see how the EA like being sliced and diced! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 22, 2002, 14:25: Message edited by: pathfinder ]

Suicide Junkie
June 22nd, 2002, 07:59 PM
Update: Anyway to get the AI to build, as initial priority, defense satellites? The Shadows are extremely vulnerable early on (dratted EA!) and need SOMETHING to hold off early extinction<font size="2" face="Verdana, Helvetica, sans-serif">They should be quite dangerous when they start halfway up the passive armor branch of the tech tree.

pathfinder
June 22nd, 2002, 08:51 PM
SJ: That doesn't help the 1st 100 turns...only sats they built were homeworld. no fighters researched, no pd for wp (I scripted PD-only into the wp)...so they get hammered early on. though they DID survive...barely..

Suicide Junkie
June 22nd, 2002, 10:38 PM
They'd start halfway up that tree... as in having the tech on turn #1.

pathfinder
June 22nd, 2002, 11:16 PM
hehe, ok.

pathfinder
June 23rd, 2002, 02:32 AM
Welp, me thinks the research and designcreation for Shadows are done...basics that is and less the exotic armors. I only have 1-2 levels of the basic armor in the research file. Not sure how to make the AI design, using it ....

but they do ok with slice and dice http://forum.shrapnelgames.com/images/icons/icon12.gif but most of the best tech I have in the late mid to late game...

doodoo headed Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif they got nice slicing molecular cannon and instead they put an ecm pod in a satellite ...LOL! designcreation has must have a weapon, I put the molcular light cannon, light pulse molecular, ion, light/medium matter in the majority slots....*shakes head*

However, it looks like the Old Farts (Hyach) wanna be the first on the Shadow barby q

[ June 23, 2002, 02:21: Message edited by: pathfinder ]

pathfinder
June 24th, 2002, 01:23 AM
Seems the satellite building is tied to state of the empire: Shadows started building Sats on other-than-homeworld after going to war with the Hyach...
they still designing them without weapons though...ecm and sensor pods are all they put in (along with the mandantory coputer)...

Val: seems to be 1 major and two, medium?, bugs atm: the propulsion lvl 6 design RCE, spaceyard ships end up designed without a spaceyard and this thing with the sats (no weapons designed in)...other than that, most everything seems to go ok...

UPDATE: Molecular pulser & Molecular disruptor (minbari tech) don't have pictures.

[ June 23, 2002, 17:04: Message edited by: pathfinder ]

Lighthorse
June 24th, 2002, 04:17 AM
Hey Val,

I agreed with pathfinder, the AI empires need better defence for their planets. Also their should build weapon platforms with their latest weapons on each of they planets. Even after fifty turns or more they have NO defences for they colonized planets. The first thing they should do is to build five or more weapon platform for each new colony, with they hottest/newest weapons. At present, you rolled into section helded by AI and attacked their planets, NO defences, excepted a few fighters at best.
After the AI empire digs in with 5x weapon platforms and 10x sat's on a planet, then programmed them to start building a few mining or research centers.

Lighthorse

pathfinder
June 24th, 2002, 04:24 AM
Lighthorse: To keep the MOD in "sync" with the TV show, no weapon platforms. The TV show had them using sateliites and space stations for defense. Though I have things setup so that the weapon platorms only use PD, which can help.

Lighthorse
June 24th, 2002, 04:58 AM
Pathfinder

Either way, AI needs to defended their planets. May it be Sat's, space stations and/or planetary bases filled with PD's, its a vast improvement over no defenses at all.

Lighthorse

pathfinder
June 24th, 2002, 05:52 AM
Agreed http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie
June 24th, 2002, 06:11 AM
Actually, I think there should be weapon platforms.

However, they should be civilian bunkers. IE: armor only.
Possibly a range-1 PDC or something as well, but mainly just a bombshelter.

Baron Munchausen
June 24th, 2002, 06:17 AM
Well, at least one planet in B5 had surface based weapons. And very powerful ones. Too bad the "Great Machine" was a one-off... http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse
June 24th, 2002, 08:09 AM
Hey Guys,

One other thing about AI defences. They got about 10 to 30 space mines in cargo on they home worlds, but they never launched these mines over their our homeworld, even when threated or attacked. Instead the mines sit in planet cargo, and there always an empty minelayer vessels in orbit above the same planet. Somewhere in B5mod/SE4 the AI programming failed.
Wish I could help, but I'm no programmer.

Lighthorse

jimbob
June 25th, 2002, 09:02 PM
Hey all,

Sorry to interupt the general flow of ideas, but I've been hit by a bit of a concern (to me atleast).

It seems to me that if we (you is more accurate, cause I've done very little on the mods) have the various races (and sets of races) having "exclusive" tech trees, then things such as capture, technology trade, etc. will be meaningless, especially between the genres. This is of considerable concern to me because I envision stealing other technologies, alliances versus enemies that include technology swaps, etc. This is what I said in the ST forum:

[clip]
I was also thinking of some sort of maintenance reduction centre for ships...perhaps just for the Ferengi...any ideas on what would be a good name for it?<font size="2" face="Verdana, Helvetica, sans-serif">How about recycling node, as per nomads in p&n? It would be nice if races other than just the Ferengi could use this. In fact, any nomadic/trading race should really be able to build this device, which brings me to my next point...

Just in general I have a big concern. If this mod is merged with the B5 and SW mods, and everyone introduces exclusive tech trees to define the genres (lots of armor types in B5, droids in SW, recycling nodes & regenerating/crystaline sheilds in ST) then how can we capture other ships and gain their technologies? It seems to me that people will be sort of painted into a corner on what they can research, and ship capture will be pretty well useless. Guys like the borg and other 'pirate' races would be entirely hobbled if there are not enough races from their 'genre' present in their game. Technology trading will be pretty well useless as well, because heck, what could they actually trade when most of the useful components are from exclusive trees?

I'd like to propose some alternative mechanisms to the exclusivizing of the "genre tech trees", but would anyone be interested?

Just my $.02

cc/ B5 mod thread

[end of clip]

Any thoughts? Like I said, I think there are some relatively easy work-arounds, but they might take a bit of work.

Val
June 29th, 2002, 05:12 PM
So much to reply to http://forum.shrapnelgames.com/images/icons/icon7.gif Glad to see that the forum doesn't need me to keep it moving on a daily basis http://forum.shrapnelgames.com/images/icons/icon12.gif

Jimbob:
Capturing other race's tech is completely possible in the B5 mod, though the intial level of tech requires the 'racial only trait' of that race, subsequent branches built from that tree can be captured and researched. So, if a Narn ship captures a Drazi ship, it can reverse engineer and may discover Drazi Light Weapons, and they may then research forward.

That being said, there are still some things that are totally racial specific - mostly ancient technology. The reason is that most other younger races shouls not be able to grasp that level of tech - hard to reverse engineer something that is barely understandable to begin with. As for other ancients, all media on them says they would consider it 'distasteful' in the strongest of terms to be caught using technology from another ancient - almost admitting theirs isn't the best. Doesn't mean they wouldn't try to imitate the tech though http://forum.shrapnelgames.com/images/icons/icon12.gif

Pathfinder:
Combat Telepaths are available to Shadows, but they are pretty useless, as they only harm Shadow vessels http://forum.shrapnelgames.com/images/icons/icon12.gif
Pop Transports - I have to look at the AI again before I can answer that one.
PD- After the ships asign weapons and base engines, there is a requirement for Point-Defense, set the % there for PDF weapons.

Lighthorse:
I wanted to leave the traits seperate in case someone wanted to make their own race or have a 'nomadic narn' tech based race. But it is a good idea http://forum.shrapnelgames.com/images/icons/icon7.gif

Other Nomadic Race - Soulhunters
Other Ancient Races - Torvalus, Kirishiac, Mind Riders, Triad, Travelers

Shadow and LNAW colors - Done!

Shipyard Ships - Early SYS are actually just repair vessels, you need much larger ships to make a 'real' SYS, so at a higher level they will (well should) start bulding SYS with yards in them http://forum.shrapnelgames.com/images/icons/icon12.gif

Simon:
Simon had mentioned that there was no evidence of shields for the Brakiri, the source that I had found that in was the Bab5Wars game, it seems they 'borrowed' the tech from the Abbai, so I guess we can just make the Abbai shields stealable so this could happen - and the Brakiri would not be able to research it http://forum.shrapnelgames.com/images/icons/icon7.gif

Terra-forming - he was also concerned about terra-forming (as has been mentioned by others), but I can't seem to make the terra-forming process slow enough (funny as that sounds). Any suggestions?

SJ:
Weapon Platforms - Exactly! They will only be able to attack incoming troops and fighters for the most part, and act as damage absorbers for planetary assault weapons.

Gil:
Simon has finished the text for your shipset, if you can put all your most recent ships in a set and zip it for me, I will put it in the next patch.

Baron Munausen:
Yup, the Great Machine is in there as a Ruins Tech. It will be one of a very short number of Weap Platforms that can do serious damage to a ship. It gives access to a HUGE weapon platform and a weapon that takes all that space - it is expensive to build and maintain, but I could not think of a way to restrict it to a single planet http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse
June 29th, 2002, 06:14 PM
Hey Val,

Byside the earth alliance that has anti-mine misslies, what other technology is available for other races to sweep mines. I noticed in my vorlon game, that I only have mines and minelayers level one and two, no minesweeper devices.

Lighthorse

Val
June 29th, 2002, 10:15 PM
Hmmm, must have accidently written over the mine sweeper at some point. It should be available to all races once they have particle weapons and mines technogies (and generic light weapons iirc). It is actually a particle weapon that can be used in combat as well as to clear mines during movement.

The latest update should help with that - it includes all modifications that have been made since the May 24th post.

Update062902.zip (http://forum.shrapnelgames.com/newuploads/1025381162.zip)

It does not include the incomplete races (Abbai, Drazi, Vree, Brakiri, Technomages, Raiders, Dilgar, Drakh or Pakmara)

Gil's shipset and AI will be posted seperately once I hear receive the complete set.

Val
June 30th, 2002, 12:40 AM
As it always inevitably happens, there is a slight error in 2 of the Neutral Race's general files and 1 error in the general AI

Replace the Hurr and Markab general files with these instead:

Hurr_AI_General.txt (http://forum.shrapnelgames.com/newuploads/1025390318.txt)

Markab_AI_General.txt (http://forum.shrapnelgames.com/newuploads/1025390366.txt)

Replace the Default_AI_DesignCreation in the AI folder with this:

Default_AI_DesignCreation.txt (http://forum.shrapnelgames.com/newuploads/1025391033.txt)

Sorry!

[ June 29, 2002, 23:50: Message edited by: Val ]

Gil Hamilton
June 30th, 2002, 06:37 AM
Here are the Lorkan http://www.gev.cc/SEIV/lorkan.zip Add Description and AI, shake thoroughly, step back and watch out!

Captain Kwok
June 30th, 2002, 11:53 PM
Val:

I'm getting a 404 Page Not Found error when I click on your signature's link to the Bab 5 Mod site...just thought I should let you know.

pathfinder
July 2nd, 2002, 12:54 AM
Val: Good news, No RCE due to the LvL 6 engines http://forum.shrapnelgames.com/images/icons/icon10.gif

Narn had an RCE but that due to stupid ship movements (I think).

All 5 of the other races are beyond LvL 6 engines and no design problems that I could see.

Only silliness I see is that instead of the exterior cargo pods taking the living cpu place on refit, the Shadow ships are now designed with 3 living cpus! I guess 1 for bridge, 1 for crew quarters and 1 for life support.

[ July 02, 2002, 02:06: Message edited by: pathfinder ]

pathfinder
July 2nd, 2002, 03:34 AM
Owwwwwww! When are the other races going to get their AI? http://forum.shrapnelgames.com/images/icons/icon12.gif The Narn (Minbari, my race, are at war with them) have Advanced fusion III...6 movement per engine! Yikes...and have Battleships and I (the Minbari) barely have destroyers....

Good thing the Shadows are now essentially a neutral race...they have their slice and dice but have NOT moved out of homeworld system yet...

Val
July 2nd, 2002, 08:40 AM
PF:
Thank the Prime Builder! About time that went away http://forum.shrapnelgames.com/images/icons/icon12.gif

Now that life is looking more stable for the generic AI, I am working toward finalizing the basic racial AIs - including the Lorkans (gil's) Nomadic AI.

The Shadow siliness is due to a change I made, but soon that will dwindle to a single living CPU for most Shadow vessels (not all) and we can remove the Master Computer requirement from the AI design as it will be filled with the NewImproved (*tm pending) Living CPU http://forum.shrapnelgames.com/images/icons/icon12.gif

Good to see the Shadows are acting more like a neutral race now - with the freedom to travel though http://forum.shrapnelgames.com/images/icons/icon7.gif We do have to tweak the AI so it builds a few ship yards to make more ships. The 'advanced ancient facilities' that I have in the works will help the situation as well.

CQ:
Damned if I know what's up, I've barely had time to post here much less do anything on the site http://forum.shrapnelgames.com/images/icons/icon9.gif probably locked out again ! I'm going to be even busier up until next Tuesday, then sanity may well return to my life and I can get back to the important stuff - like the 100+ new weapons to add to the mod and the racial non-weapon components I've been wanting to add.

PDF
July 3rd, 2002, 01:18 AM
Hi all,
Val,
Sorry for not having done the uploads you've asked for, I'm totally enthralled by NeverWinter Nights RPG since I have it... http://forum.shrapnelgames.com/images/icons/shock.gif !!

I'll upload the stuff soon, do you need all files - Base files, 1.49 data, and 1.67 data ?

Lighthorse
July 5th, 2002, 08:33 PM
Greeting Val,

What does ship enhancement do for you? What addition research do one need for ship enhancement. Does it lessen the cost for vessel, allow more room for weapons/engine, improve ship hull for increase in speed?
Also at what percentages does the different type of armor stop hits. Is it 1 in 4 or 100%. What does structive armor do for you. Increase the number of hit location ?
What really would help is a addition description to each research or armor item.

Looking forward to the day when I can play B5mod on PBW. May it so sooner than later.

______________________________________________
Lighthorse

Val
July 7th, 2002, 06:58 PM
PDF:
No worries, I do understand being preoccupied http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse:
Man, you don't miss anything!

Ship Enhancements will do a variety of things, including: increasing the ships maneuverabilty (harder to hit), a speed bonus, improved power transfer (less supplies), and a few other ideas. Right now I am trying to balance them out and make it work. Also working on special crew enhancements for the ships. Right now this tech doesn't do anything - but it will http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
July 7th, 2002, 08:20 PM
The armor effect is very fuzzy. The larger the armor's hp, the more likely it is to absorb hits. However, the larger armors are also slightly weaker in terms of hp/kt.

Send one ship with heavy armor against another ship with light armor (otherwise identical designs, same space devoted to armor).
What will happen is that the light armor ship will have 50% more hitpoints, but will lose most of the time.
If you look carefully, you see that the light armor ship suffers from damage skipping the armor, and loses guns, eventually turning into an inert, burning wreck, which has a few 1000 hitpoints left. The winning ship keeps firing, and eventually vaporizes the wreck.
If the light armor ship gets lucky, and dosen't lose its weapons early on, the extra hitpoints will enable it to outLast the heavy ship. When the heavy armor fails, the light would still have 40% left, and the light armor ship wins.

The structural supports form the skeleton of the ship, and can take a severe beating. Unforunately, they also tend to be the Last things hit. Think of it as light armor, taken to the extreme.
What they will do is allow your ships to hold together after being nearly destroyed, possibly drawing fire away from more important ships (ie: those with guns still operational).
They also provide a great amount of power when you are ramming someone http://forum.shrapnelgames.com/images/icons/icon12.gif

[ July 07, 2002, 19:23: Message edited by: Suicide Junkie ]

Baron Munchausen
July 7th, 2002, 09:50 PM
I recommend a new approach to 'internal armor' once the new patch comes out. Use a special mount to create large blocks of armor suitable to the ship size and the mounts it can use. Since the components' 'damage' size seems to determine how likely they are to be hit, if you make a mount to enlarge armor to be about the same size/damage as the weapons that class if ship is capabale of using you will create a truly effective damage 'decoy'.

Suicide Junkie
July 7th, 2002, 10:25 PM
Hitpoints on weapons are scaled to represent how vulnerable they are to fire.
The mounts should cause only a small increase in the hitpoints of the weapons, representing their larger surface area.

The main problem with having larger armor mounts is that they would then become extremely effective for protecting everything else. You would need to force the player to use a large mount bridge & etc. The hitpoints balance for unmounted components, and should only be altered slightly by mounts.

Baron Munchausen
July 7th, 2002, 11:27 PM
Well, that's true that re-working the mounts could also reduce their vulnerability. I haven't looked at the B5 mod in any detail. have the mounts been changed much from the default game?

Lighthorse
July 8th, 2002, 03:05 AM
Hello Again Val,

I got another suggestion for you. For ground forces, a player gets to chooses either to have a low grade or elite grade troops, (a real no brainer here, we always pick the elite troops) so why not instead start both infantry and ground vehicle at the lowest level and cost, and advance the technology and troops grade together.
Plus you can used all those other troop grades. Neat idea would be allowing only a very few races to have elite grade troops and double the effect/fighting value of elites. I think Nomads should be elite, increase they chance in capturing other races planets. Or make elite troops a ruins technolgy, or the be used by AI empires only. But main idea is to limited elite grade to only one or two races would increase the interest in ground forces and the B5mod in general.
As for my other past questions, you need to plan on having a "read me" file attached to B5mod on all your changes and new ideas for this great mod. Thus this http://forum.shrapnelgames.com/images/icons/icon10.gif will help new and current players and increase the value of all your hard work. I suggestion that you start now in listing any change/new idea to a read me file so it would be completed when B5mod is completed.

Please remember I'm trying to assist you, not to be to pushie.

Lighthorse

pathfinder
July 11th, 2002, 05:05 AM
Playing as EA in current game(no rce....)

really starting to make the Narn mad (Partnership atm).... diplomatically stabbing them in back by allying with their enemies....slow game until EA got Ice colonies.....now it's starting to heat up http://forum.shrapnelgames.com/images/icons/tongue.gif

Lighthorse
July 15th, 2002, 07:15 AM
Hey Val,

My latest B5mod game as the Shag"trog locked up, turn 153 with error message "Access violation at address 005B179F in Module "se4.exe." read of address 0000001c. Tried restarting the game as Narn and correcting all they ship design problems, but the game stilled locked up on turn 153.

Lighthorse

Baron Munchausen
July 15th, 2002, 03:19 PM
Suggestion:

See the 'Cowabunga!' thread for info on the convertability of events and intel projects. Intel and events use the SAME powers! You could use some of the event powers to make special intel projects for certain races.

pathfinder
July 19th, 2002, 12:08 PM
Jeeezzzz......
EA trying to take over a Grome tiny planet. Grome have 4 troops (infantry), the EA started with 50 medium infantry rated vetern and 10 armor/troops. So far after 6 turns...Grome lost 2, EA 5 of their infantry. Them Grome is tough!

Suicide Junkie
July 19th, 2002, 03:14 PM
Have those Grome been building reinforcements by any chance?

In one (P&N) game I was playing, the planet I was attacking kept building more troops to fight off my invaders. Each turn, I killed all the troops and did only minor damage to the militia. Only once the planet started to riot was I able to win.
Took me two years.

I know I didn't mod that AI, aside from adding engines to ship designs, so either that was a coincidence, or the AIs are programmed to build troops on the planet being invaded.

tesco samoa
July 19th, 2002, 03:34 PM
hey guys happy 1000

pathfinder
July 19th, 2002, 07:45 PM
SJ: guess I'll have to check and see by switching to them. All I know at the moment, that &^%$# rock/moon is sucking 2-3 infantry a turn...Guess my plan to simply invade and take over is out the window....

Update: SJ: Naw, they aren't building anything. The Grome have 2 infantry left and those &^%$#@ are slowly eating up "vetern" medium infantry...only 32 left of 50 now...

[ July 19, 2002, 20:26: Message edited by: pathfinder ]

ZeroAdunn
July 19th, 2002, 09:58 PM
ok, where can I download the full Version of this mod for gold?

pathfinder
July 20th, 2002, 03:26 AM
Dunno ZeroAdunn: Seems the B5 MOD site is down http://forum.shrapnelgames.com/images/icons/icon9.gif

thorfrog
July 23rd, 2002, 09:59 PM
Any update on this mod?

pathfinder
July 24th, 2002, 02:07 AM
atomannj: none lately. Val has been on assigment away from home for Last several weeks. IIRC, he'll be back next week. The MOD is shaping up pretty good by the Last update I got a couple of weeks ago.

Val
August 1st, 2002, 10:23 PM
Hey All!!!

I have some good news, I just sent Rambie the newest Mod files and all of the 'unfinished races' I have, and he is going to set them up on his site, so hopefully we will have a decent home for the mod http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm also close to completing the Technomages and Vree shipsets along with AI for the Lorkans (and other Nomadic races). Facility build times have been reduced by a third to make the game a little quicker. I'm working on terraformers and the race specific facilities - trying to balance them. The Abbai have a speech file now and will be joining the Neutrals, maybe with a few of the other unfinished races as a temporary home. Looks like the Grome are doing ok http://forum.shrapnelgames.com/images/icons/icon7.gif

There is a lot of other stuff that I am working on (now that I have time again) and I would like to get an idea of how many people are interested in starting up either a PBW or PBEM test run of the latest Version, to really work out some of the balance issues. So far a group of 4 of us have been doing a small scale test that has helped to point out some issues.

Speaking of issues - I would like to collect a 'definitive list' of know issues and things people want to see or see changed. Anyone who is interested, please post with any/all issues you have had and the Version you are using, also post any suggestions for what you would like to see added/reworked.

Finally, if your name appears in the credits (or if it should and doesn't yet - even if you're a tester and not a writer) please send an e*mail to b5mod@yahoo.com with a mailing address, I have a gift for y'all as a thank you for the work you've done - I've already sent 4 out - including one to the UK - and I'd like to get the rest out ASAP.

Later!

Fyron
August 1st, 2002, 11:15 PM
I'd join a PBW test game. Can I be the Vorlons?