View Full Version : Babylon 5 Mod
pathfinder
August 2nd, 2002, 12:03 AM
Never done PBW. Guess there could be a first time http://forum.shrapnelgames.com/images/icons/icon12.gif
Suicide Junkie
August 2nd, 2002, 12:53 AM
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 "veteran" medium infantry...only 32 left of 50 now...<font size="2" face="Verdana, Helvetica, sans-serif">32 guys isn't that much.
It may be that the 50 guys had just barely enough firepower to take down one Grome unit (militia or infantry?) After taking a few casualties on both sides, your troopers lost enough guys & thus firepower that you can't kill any more Grome units.
It sounds like your troopers are suffering from snipers or hit and run actions, and have fallen back to defensive positions to await reinforcements http://forum.shrapnelgames.com/images/icons/icon7.gif
If you were to drop another force similar in strength to your original attack force, you should be able to finish them off. Be sure to send the reinforcements before your current force is wiped out.
ZeroAdunn
August 2nd, 2002, 05:21 AM
Arrrghhh, I am dying to get a hold of a working Version of this mod!!! Dying!!!!
oleg
August 2nd, 2002, 05:26 AM
I made some changes to Vorlon ship set. It has some new images. AI is TDM Aquelinas (made by A.Lescano). Obviously, it can be played with unmodded/TDM SE but needs changes for Babylon5 mod
1028258713.ZIP (http://forum.shrapnelgames.com/newuploads/1028258713.ZIP)
Val
August 2nd, 2002, 05:31 AM
Well, Rambie should have the newest Version in his hands by tomorrow and hopefully get it up on his webpage sometime soon http://forum.shrapnelgames.com/images/icons/icon7.gif
I'll incorporate the newest Vorlon images in the 1.49.31 update.
pathfinder
August 2nd, 2002, 05:35 AM
Whine (and no cheese in sight!)....
SJ: too late all that is left are 10 Light troops (armor/VTOL)....taking me awhile to make the new troopship and GROPOS (elite/Marines...heavy infantry))
oh well, next time mebbe......
oleg
August 2nd, 2002, 06:09 AM
Val, you may want to swap Vorlon' Baseship and Dreadnoght pictures for Babylon5 mod. I made Planet Killer Dreadnoght just because in standard SE base ships are something of rarity and I wanted to have a distinct P.K. picture more or less often during the game. Different hull sizes in Babylon mod may justify the interchange, although I am not still sure about it.
Lighthorse
August 2nd, 2002, 06:24 AM
Val
Count me in for PBW B5mod game.
I would be willing to play the Narn or Vorlon.
Lighthorse
Val
August 2nd, 2002, 06:04 PM
Ok, so far that's two people interested:
Lighthorse - Narn
Fyron - Vorlon
Any other takers? Pathfinder? Simon?
We have several races with full shipsets -
Earth Alliance, Minbari, Centauri, Soul Hunters, Lorkans, Shadows and LNAW and several that could be adapted to work - such as the Gaim & Markab. Vree are all but done as a set as well. The Technomages are done, but need their technology worked on a bit before they'll be playable. One thing to note:the Ancient races no longer have the ability to create their own colonies, they have to rely on allies or capture.
This would be a v1.49.30 or .31 game.
Now, next question, how does one go about setting up a PBW game, SJ?
geoschmo
August 2nd, 2002, 06:19 PM
If you have a mod that needs set up for the game you need to talk to me about it. Unless you are planning on usign PBW to collect the .plr files and running the turns offline, which works too.
If it's just going to be the custom shipsets though using the stock game you don't need a mod.
Geoschmo
[ August 02, 2002, 17:21: Message edited by: geoschmo ]
Val
August 2nd, 2002, 06:24 PM
Ok Geo, so what do I have to do to setup a PBW for the Mod?
Dead Meat
August 2nd, 2002, 06:32 PM
I'd like to join if i can. LNAW would be my chose.
Val
August 2nd, 2002, 06:38 PM
When playing the LNAW, you can choose to either have several of the unique racial abilities or you can just pick one race and spend your points on abilities.
geoschmo
August 2nd, 2002, 06:49 PM
Originally posted by Val:
Ok Geo, so what do I have to do to setup a PBW for the Mod?<font size="2" face="Verdana, Helvetica, sans-serif">You need to tell me where I can get the Version that you want loaded on PBW, and then wait a couple days so I can get it set up for you. In the mean time you can create the game and people can join and all. You can even do the first turn and get the game started since you make that turn on your pc. But before the player files are uploaded and the first turn gets processed on PBW we need to have the mod on PBW and changed your game over to that Version.
Then if you ever decide you need to update the mod, you have to tell me about it so I can upload the changes before you start using them in your game.
Geoschmo
Val
August 2nd, 2002, 06:51 PM
Thanks Geo!
I'll try to get it organized over the next week and see if enough people are interested in doing it, then send you the mod. Thanks!
geoschmo
August 2nd, 2002, 07:01 PM
Yeah, if you could though, post the mod somewhere, in the PBW file library if you wan't even, and send me a link. My email box isn't all that big.
Geoschmo
Val
August 2nd, 2002, 07:50 PM
Is there any problems with size? The mod is pretty big...
geoschmo
August 2nd, 2002, 08:04 PM
For the PBW file library? No, there shouldn't be any problem. What are you calling big? http://forum.shrapnelgames.com/images/icons/icon12.gif If it's bigger then 5MB all I ask is that you put something in the comments to that effect so people who try to download it can get an idea how long it's going to take.
We've never had to put any kind of restricitons on mods for the PBW library. I even tried to get Hadrian to post his UM1 there, and it was what 15MB? I can't remember now.
We have gigabytes of space available. If it starts filling up I can always go back and delete old Versions. As it is now there are some mods with several Versions on it.
Geoschmo
Val
August 2nd, 2002, 08:19 PM
Well... the 2 zip files that make up the mod are 18.6 MB, and that doesn't include the two latest shipsets.
geoschmo
August 2nd, 2002, 08:33 PM
That's fine. It will be the largest mod we have I believe, but it's not a problem.
Val
August 2nd, 2002, 09:40 PM
Where do I upload the files to?
geoschmo
August 2nd, 2002, 09:46 PM
Go to PBW, click file library on the left, and then click SEIV Mods. At the bottom of the page is a file upload form.
Gandalph
August 2nd, 2002, 10:20 PM
I think I would like to join this B5 Mod game, however I cannot access the B5 Mod homepage or find the Races on PBW. When I click on the B5 Mod Homepage link in Val's sig, I get 403 Forbidden.
pathfinder
August 2nd, 2002, 10:41 PM
Val: Minbari or Shag'Toth (Soulhunters)
[ August 02, 2002, 22:15: Message edited by: pathfinder ]
Lighthorse
August 3rd, 2002, 03:05 AM
Val,
My friend/Milton who plays SE4 more than I do, would like to join PBW B5 mod game. We have been playing B5 mod for Last six months. Milton would like to be the Centauri Republic.
Lighthorse
Val
August 5th, 2002, 06:32 AM
I'm going to try to get the Mod uploaded to the PBW server this week and talk to Geo about setting up a game. Also, Rambie is working on posting the mod on his site.
For the PBW, so far I have:
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Simon (?) - EA
Pathfinder - Minbari/Shag'Toth (since Shag'Toth don't have unique weapons, I'd lean towards Minbari)
Gandalf - Any preference on race to reserve?
Dead Meat - Shadows
ZeroAdunn - ?
Tesco Samoa - EA/BA?
We could probably use the neutral races as well, as many of them have unique weapons.
Some ground rules would also have to be set - like we don't have to have any racial hatreds for the younger races, just the Shadows and Vorlons. We can predecide teams, and so on.
I may also ask (those of you interested in helping me to design the AI) y'all to record the areas/levels you research as you go along. I can then use that as a more unique template for your race - this way all the AIs don't do exactly what I would as that race.
I'll give y'all more info over the week. Thanks for the good response!
[ August 05, 2002, 17:55: Message edited by: Val ]
Fyron
August 5th, 2002, 07:10 AM
Come on, I know someone wants to be the Shadows! http://forum.shrapnelgames.com/images/icons/icon7.gif Who wants to be my arch-enemy? Or... if someone would rather play the Vorlons, I'll be the Shadows. http://forum.shrapnelgames.com/images/icons/icon7.gif I'm happy either way.
Val:
Do you have a file somewhere that tells you the important techs to research for each race?
[ August 05, 2002, 06:11: Message edited by: Imperator Fyron ]
Val
August 5th, 2002, 07:40 AM
If noone else does it, I'll take the Shadows to provide the balance http://forum.shrapnelgames.com/images/icons/icon7.gif
Right now there is no list of 'important techs' to research, but you can look at the AI research file to get some helpful tips on what will get you started. Though I would also research your racial specific items - like Vorlon Light Weapons, then Electro Magnetic Weapons - and so on.
Vorlons and Shadows also get a unique tech to trade called 'Shadow/Vorlon Based Technology' that they can give to younger races that will allow them to develop some special weapons and components - which the younger races can further research to gain more potent Versions.
[ August 05, 2002, 06:44: Message edited by: Val ]
ZeroAdunn
August 5th, 2002, 07:59 AM
Can I play!!!
Fyron
August 5th, 2002, 08:00 AM
Looking throguh the AI files was what I did not want to do. http://forum.shrapnelgames.com/images/icons/icon7.gif So Vorlon weapons are the Electro-Magnetic ones?
Do the normal racial tech traits do anything anymore?
Dead Meat
August 5th, 2002, 08:31 AM
Val, you might of forgoten me, sense I didn't see my name on you list. I don't mind playing the shadows if you no else is going to. I just picked LNAW sense I'm playing that race is some of my PBW games. Doesn't matter who i play though.
Val
August 5th, 2002, 04:27 PM
Dead Meat:
Which would you prefer to play?
Fyron:
Yeah, Vorlon are mostly EM weapons - all the Lightning Cannons and Discharge Guns.
Zero Adunn:
Of course, more than welcome. Any particular race you want to play? You can check the list below for races that are taken.
mottlee
August 5th, 2002, 05:46 PM
Val, Link to "Home Page" bad http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif
tesco samoa
August 5th, 2002, 05:53 PM
Val what is left....
I am interested in playing the Earth .. But I will Have to check my schedule...
Dead Meat
August 5th, 2002, 06:27 PM
Shadows are fine.
Val
August 5th, 2002, 06:44 PM
Mottlee:
Yeah, I know the site is fubared, but Rambie is working on adding the info to his site, and I will be uploading the files to the PBW server as well - and I will post links when I do.
Dead Meat:
Shadows it shall be. Now Fyron has a name to associate with his hated enemy http://forum.shrapnelgames.com/images/icons/icon12.gif
Tesco Samoa:
There are two other bids for EA, but you could use the EA shipset and play using the Belt Alliance technologies (mostly matter weapons). There are also all the various LNAW races (you can choose to focus on one race or take the racial traits for the 5 major races in the LNAW, the Abbai, Drazi, Brakiri, Vree & Pak'ma'ra) - and I have a new shipset for the Vree (they focus on Antimatter weapons). The Hyach (laser and miniature technology - slow reload but powerful) & Lorkans (use basic and stolen techs, no real individual tech of their own) are also available as complete shipsets. The Gaim (toughest ground troops) & Markab could be upgraded to more complete shipsets (using LNAW ships as fillers). The Technomages are also complete, but I think I'm going to test them out - as they are s l o w to develop and might frustrate one of y'all http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 05, 2002, 17:54: Message edited by: Val ]
ZeroAdunn
August 5th, 2002, 11:19 PM
Can I be the minbari? If not how about the Vree?
Val
August 6th, 2002, 12:13 AM
Pathfinder had requested the Minbari or Soulhunters earlier, though the Soul Hunters are really limited in what they can do right now (no real race specific weapons), so once he decides, we can give you the Minbari else - the Vree.
pathfinder
August 6th, 2002, 12:21 AM
Hehe, I'll take the Soul Hunters....
since I have played the Minbari almost as much as I have the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif
jimbob
August 6th, 2002, 01:33 AM
Not being nearly the B5 fan of many of you, I thought I'd wait to jump in. Now that it looks like most of the bigger fans have picked their favorite race... I'd be willing to run the Hyach. I'm not Mr. PBW or anything, but it's not like the Hyach are as important as say the Shadows anyway http://forum.shrapnelgames.com/images/icons/icon12.gif
Edit: Oh, and I can't get through to the B5 homepage to download the most recent Version. Will the "access forbidden" go away sometime soon, or do I need a password?
[ August 06, 2002, 00:51: Message edited by: jimbob ]
pathfinder
August 6th, 2002, 02:43 AM
jimbob: Val is getting some space at Rambie's site. Hopefully that move is soon. The Hyach can be some fun too http://forum.shrapnelgames.com/images/icons/icon12.gif
Val
August 6th, 2002, 03:40 AM
The Hyach are pretty cool, they have some powerful laser weapons, including a spinal laser that rivals the Shadow slicer beam - except the reload time is horrible!
That site is down, and I will be posting it in a few places later this week - just keep your eyes on the forum for the links http://forum.shrapnelgames.com/images/icons/icon7.gif
Ok - here is how it stands for PBW:
Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach
What's the limit on number of players?
[ August 06, 2002, 02:52: Message edited by: Val ]
Fyron
August 6th, 2002, 04:53 AM
20 is the max number of players.
Val
August 6th, 2002, 05:37 PM
Geo - Having trouble uploading the core files, I even tried to split it up into 2 files (one is 12MB the other 6MB) and I can't get the 12MB file to upload. Is there a limit on size or anything?
[ August 06, 2002, 17:45: Message edited by: Val ]
Val
August 6th, 2002, 09:59 PM
Ok, mod files are posted for Version 1.49.30 on the PBW server.
Do to size restrictions I had to post it in 4 seperate zips - the only file that should overlap are the ModInfo files in each zip.
The files are:
In the Shipset area-
B5ShipSetsMod.zip - All the existing complete shipsets (included neutrals and generics)
In the SE IV Mods area-
B5CoreMod.zip - All core Graphic files
B5CoreModS.zip - All core Sound files
B5DataMod149.zip - All the Data files for 1.49
Though this might be changing, so if you only see the B5CoreMod and B5DataMod149 files, that is ok.
You can find them at:
SE IV PBW Page (http://seiv.pbw.cc/)
I will setup the game within the next week or so, there will probably be one patch before we start that will add the EM and Gravitic weapons.
Later!
[ August 06, 2002, 21:07: Message edited by: Val ]
Byte
August 6th, 2002, 11:01 PM
This is great news! Althought im a bit confused http://forum.shrapnelgames.com/images/icons/icon7.gif u said the Version is 1.49.30, isnt it the update that makes it the Gold Version? Either way ill probably find out when i open the zips. http://forum.shrapnelgames.com/images/icons/icon7.gif Ill post some praise when im done loading it up, good work again.
Jamorobo
August 7th, 2002, 12:05 AM
Hello, this is my first post, and i've had SE4 gold for only a day now so bare with me... http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway, i have been following this thred for some time now and just now i have downloaded all 4 files and stuck them all in a folder together and then put them in my SE4 dir. I've set the path to the folder and started se4......... well you can guess what has happend, it's come up with a little box saying things are missing from the settings text eg. "could not find asteroid low value in record 1" or somthing along those lines. it has done it for about 13 different things.
Now i'm guessing that it is either me or the files, but it's probibly me. Is the stuff u put on the PBW site compatable with the gold Version as this might be the prob. as the setting files are prob configed for the normal se4.
also it said there were 2 different Versions in the patches for gold and non-gold but there was only 1 load of files in each zip. this might matter or not, i don't know.
Anyway i'm looking forward to playing this mod (It's one of the main reasons i bought the game)
as long as i can get it too work http://forum.shrapnelgames.com/images/icons/icon12.gif
thanks
pathfinder
August 7th, 2002, 12:43 AM
JAMOROBO/BYTE: The Version of the MOD we are going to test PBW (TCP/IP) with is for the OLD Version of SEIV not the Gold Version. Sorry....there is a Gold Version available but i can't remember where it is found (maybe in the races part of forum?).
[ August 06, 2002, 23:45: Message edited by: pathfinder ]
ZeroAdunn
August 7th, 2002, 07:25 AM
Ahh dang it, I thought this was gold, I may have to withdraw, I will check to see if I can find my old copy, if not i will have to withdraw...
Lighthorse
August 7th, 2002, 07:45 AM
Val,
I unzipped your mod and installed it into a new folder. Tried opening it with SE4 launcher, but it locked up on me. Problem with your new B5mod files in that it doesn't want to load up into SE4 and I get these following error Messages. There somethng wrong in the following Folder/files; Data folder/file name; setting.txt, components.txt and vehiclesize.txt and Ai Folder/file; defauft_ai_setting.txt.
Copy over the questionable files with old files from earlier B5mod folder and the game boots up.
Question, If the Narn has ancient race advance char. in they ai setting, is it allowable for player to used?
Later
Lighthorse
Lighthorse
August 7th, 2002, 07:54 AM
Val,
Sorry http://forum.shrapnelgames.com/images/icons/confused.gif for the confusing message Val, just reread myself. My wife was trying to communicate to me at the same time when I was writing to you. I just can't do two functions at the sametime.
You need to correct the files I noted.
Lighthorse
Jamorobo
August 7th, 2002, 10:43 AM
Pathfinder: thanks, the latest b5 mod gold files i can find is (1.49.29), which is 1 Version below the latest non-gold Version (1.49.30). this if anyone wants to know is in the "New scenirio/ mod forum" in the data/graphics thred for se4, it is on the second page.
Lighthorse: are u having probs with the seiv normal Version and the mod?
Perhapse we should create a PBW bab5 gold game for all those with the gold Version of the game, so us goldies don't get left out? http://forum.shrapnelgames.com/images/icons/icon7.gif
pathfinder
August 7th, 2002, 10:52 AM
Jamorobo: A person nicknamed PDF has already made a Gold Version but Last I heard it was on the same site as the 1.49 set. Hopefully that will be transferred with the other stuff to Rambies site.
basically there some scripting differences in 2 files (fleets and another). IIRC one of the differense is references to drones.
been so long since I did anything in Gold I can't remember http://forum.shrapnelgames.com/images/icons/icon12.gif
Lighthorse
August 7th, 2002, 05:27 PM
Jamorobo and Pathfinder,
I only used Gold SE4 now. I guess I got to reinstall 1.49 SE4 for Val latest B5mod.
Val, please disregard my earlier Messages.
Lighthprse
Jamorobo
August 7th, 2002, 09:14 PM
I've just borrowed normal se4 off a friend so i now can play the mod, First impressions are good, i've just had a few hours on a quickstart game as i didn't want to faf around with the races in a new game. My god does it take some time to get going!!! its turn 120 and i've only got 11000 research points! i've only just got lvl 5 laser weapons. The ai is a bit poor though as they have just got small bLast cannons 2!! i don't think they cope with the V.slow facility construction, which is actually a good idea, it is starting to grow on me http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway since i've got the mod up, and chance of joining in on the pbw game ( it will be my first game so i will be crap) , if there is any empires left that is. http://forum.shrapnelgames.com/images/icons/icon10.gif
pathfinder
August 7th, 2002, 10:58 PM
Val: Any chance of the molecular disruptor (Minbari) could get a pic? http://forum.shrapnelgames.com/images/icons/icon10.gif
jimbob
August 7th, 2002, 11:45 PM
Oh pooh
I gave my original SEIV away (not worth the postage to the USA + bother). I'll need to see if I can borrow it back again. Count me in for now though.
Val
August 8th, 2002, 06:56 AM
I'm trying to get a hold of PDF about the Gold files, the way I posted the files on the PBW, all we would need to do is post the Gold Data files and a Gold PBW could start up as well.
You 'could' choose Ancient Race in conjunction with any B5 race and it would give you the normal advantage. There is also a B5 Ancient Race, which gives your race access to special 'Ancient' technologies. This should ONLY be taken in conjunction with an actual B5 Ancient Race (Shadows, Vorlons, Kirshiac, Mind Riders, Torvalus), other Races should remember to choose to be a B5 Standard Race or B5 Nomadic Race (major Handicap in this one).
One Last roll call from all who are interested and capable of playing please - we will start within the next 2 weeks.
I'm working on a few things, the Molec Pic is one of them, and am on Version 1.49.31 on my test system. With any luck the AI will get a little more challenging for y'all and some new techs will be added. It looks like I might be reworking the fighter weapons, they are looking too powerful. Input is welcome on that, and anything else!
Fyron
August 8th, 2002, 07:51 AM
Val, why exactly are you developing the mod in 1.49? http://forum.shrapnelgames.com/images/icons/confused.gif It seems to me as if it would be better to use the latest fixes and such in Gold.
ZeroAdunn
August 8th, 2002, 08:48 AM
I am definately in. If somebody else wanted to be the minbari they can have them and I will be the Hyach.
One thing, I noticed there were a lot of racial traits, do all of them actually have technology?
Fyron
August 8th, 2002, 10:00 AM
I think many of the more obscure races don't have anything at this point.
pathfinder
August 8th, 2002, 12:56 PM
ZeroAdunn: Yes, many of them have technology, not all, but many. That darn tech.txt file is huge...trust me....
As far as fighters weapons: I remember one game with the Shadows that after I had the researched up to their unique weapon tech and placed in the fighters 10 of them killed off a 50+ ship Minbari invasion fleet. The key there was the range...they simply went to max weapon range fired, turned around then came back to fire again. Can't remember the tactic I had them use...
[ August 08, 2002, 12:06: Message edited by: pathfinder ]
Suicide Junkie
August 8th, 2002, 04:12 PM
It seems to me that the problem is Extreme range weapons on fighters that is the problem here.
Anybody's main guns should have the range to hit fighters that are shooting at them, even if the much more accurate PD can't.
Lighthorse
August 9th, 2002, 04:57 AM
Some races like the Vorlon has a special fighter tech that combines life support with cockpit. I like those type of special race features. Val should design for all the major races a anti-fighter weapon like the Earth Alliance anti-fighter missile launcher. Make some anti-fighter weapons, beam weapon like PDF, or a AFWCCN anti-fighter all weapon computer-control network that controls all the fleets weapons into a unity firing system with extra plus modifier to each weapon firing available against fighters and missiles. If the ship with network computer control system is disable or destroyed, then all the ship drop back to they our less effective Anti-fighter/missile weapons.
Or allow some race(s) to design and build anti-fighter excort class ship with multi-quick firing AF/AM laser beam weapon, good weapon range of 1 to 5 or 6, shielding and/or armor, Special ECM jamming for against fighter/missiles, special combat sensor for fighters or missiles targeting , all packed into a excort hull. A very limited capiable vessel, but useful against fighters or fleet defence against missiles.
The Narn have they energy mines weapom launcher for fighter only defense.
Isn't there a wave weapon that can be used against fighter? I remember reading about it in some SE4 game or a mod of SE4. Maybe some ancient wave weapon that needs to be mounted on a large warship that can be only fired forward, with a limited power and range against fighters, sat's, mines and missiles.
Lastly one can always launched they our own fighters againsy an enemies fighters.
Lighthorse
jimbob
August 9th, 2002, 08:34 AM
ZeroAdunn: If you'd like to play the Hyach in particular, I'd trade you for the Minbari. I'm so unfamiliar with the B5 universe, that playing the carrion eaters wouldn't even hurt my feelings! http://forum.shrapnelgames.com/images/icons/icon10.gif (that's the Pakmara, right?). A buddy who knows B5 is going to help me role-play tho, so I won't be making friends with the wrong guys or anything...
B5 Moders: I'm pretty sure I can reclaim my pre-Gold SEIV, so I'm in.
I looked at the Hyach, and noticed a few "discrepancies" regarding the reload times. Several weapons have an actual reload time that is exactly one greater than what is in the description field for that same weapon.
These include Light Laser Cannon IX (description says reload = 1, actual reload = 2), Med Laser X (description 2, actual 3), Large Laser X (desc. 3, actual 4), Heavy Laser I (desc. 3, actual 4). All subsequent levels of these weapons seem to have the same problem. It also seems that some other race weapons have this problem too.
Hope this helps. The mod looks HUGE and I'm really looking forward to getting my butt handed to me by the Shadows.
[ August 09, 2002, 07:35: Message edited by: jimbob ]
Fyron
August 9th, 2002, 09:03 AM
No, you have more to fear from veangeful Vorlons than from petty Shadows. http://forum.shrapnelgames.com/images/icons/icon12.gif
Graeme Dice
August 9th, 2002, 05:37 PM
What races are still left open in the planned game?
Fyron
August 9th, 2002, 09:05 PM
Originally posted by Val:
Ok - here is how it stands for PBW:
Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach<font size="2" face="Verdana, Helvetica, sans-serif">
[ August 09, 2002, 20:07: Message edited by: Imperator Fyron ]
pathfinder
August 9th, 2002, 09:55 PM
Hehe, as Lighthorse pointed out....one kewl/cool thing I have noticed is the fighter vs fighter combat... never saw it before so it was a pleasant surprise...
ZeroAdunn
August 9th, 2002, 10:08 PM
All right, I'll take the Hyach then.
Dead Meat
August 9th, 2002, 10:08 PM
Originally posted by Imperator Fyron:
No, you have more to fear from veangeful Vorlons than from petty Shadows. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">Once again the Vorlons show the very true threat they pose to your races ways of life. They would have all of the younger races believe that their way of logic and order is the only way to survive and that to do otherwise is against very nature of the galaxy. One need only to look at their past deeds too realize their true course. With their genetic manipulation of the younger races they have, in fact, made them selves into Gods. No young jimbob, your people need not fear the Shadow, they are here to help the younger races, not control them.
What do you want?
-Mr. Morden, Shadow Representative
[ August 09, 2002, 21:10: Message edited by: Dead Meat ]
Fyron
August 9th, 2002, 10:12 PM
The Shadow are here to help the younger races to kill each other off.
pathfinder
August 9th, 2002, 11:15 PM
Ah, but the Shag'Toth are here to put their souls to rest, especially the Minbari.
Fyron
August 9th, 2002, 11:42 PM
Any soul hunter that approaches Vorlon space shall be shot.
jimbob
August 9th, 2002, 11:52 PM
Dead Meat: No young jimbob, your people need not fear the Shadow, they are here to help the younger races, not control them. What do you want?
Lets start with two huge planets of my atmosphere type, 3 of your Ancient Tech Dreadnoughts (with the CD autochanger, the leather interior, and definitely the autostart function for when the ships are parked on the shadowy side of a planet ) and a bag of cheeto's.
[b]Zero Adunn: Hmm.. maybe I've changed my mind... but perhaps I could be persuaded... did I mention Cheeto's?
Creators of B5 mod: so, any news on the rate of fire documentation?
pathfinder
August 9th, 2002, 11:55 PM
To the Vorlon spokesperson: I like shots of tequila...chilled http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
August 10th, 2002, 12:07 AM
"Shot" as in blown-up, eradicated, destroyed, annihiliated, vaporized, neutralized, obliterated, made to cease existing, pulverized.
pathfinder
August 10th, 2002, 12:12 AM
Val: Minbari Molecular pulsar also needs a weapon pic http://forum.shrapnelgames.com/images/icons/icon12.gif
To the Imperious speakuh for the Vorlons: Guess we'll see if the Vorlons give us psyhic "indigestion" eh?
Fyron
August 10th, 2002, 12:26 AM
The Vorlons will never be ingested by you filth, so you will never know.
Dead Meat
August 10th, 2002, 12:42 AM
Jimbob: The autostart is standard on all our 2250 models. Perhaps I can show you one of our new 2256 OOPS-class Planet Killer ships? With optional Star Bucks coffee shop(trust me their everywhere), for those long trips through hyper-space. Comes in space black, and nova red.
Eveyone else: I might of done something wrong when puting the mod together. It seen that, when i do a full tech game, and click on the question mark to see all the tech, I see each of the componets 3 times. Is this right? All I did when puting the mod together is just putting the zips in their right folder under the data folder (pic to pic).
Jamorobo
August 10th, 2002, 01:03 AM
Well if simon is not going to be Belt alliance, i will. if not i might try the raiders, even if they are crap http://forum.shrapnelgames.com/images/icons/icon7.gif
The incorrect reload rates are in all the light med and heavy laser weapon descriptions. which is anoying when playing EA as the best weapons they have are heavy lasers and possibly heavy pulse/laser combo.
The AI needs improving as they are just too easy at the moment. They don't move population around so everything on their colonys takes around 4 yrs, you need to get them to move populaton if it is say over a certain amount on their homeworld. Also the AI is not using any good weapons as the minbari in my game are using light lasers when i've given them the tech for medium ones, other races are still using small bLast guns on most their ships, although this could be down to their lack of research points as they have no new facilities and they take so long to build.
Another thing i have found is that if you build a colony hub on a planet it will lower the amount of minerals you can construct.
eg. if you have a planet with 1600m pop on it it will be able to use around 1000 minerals/rads etc a turn to build facilities/ troops. But if you build a colony hub it reduces it to 300 min/rads a turn which means facilities afterwards such as resaerch facilities take 30 turns insted of say 8 turns. Is this a bug or not???
Lighthorse
August 10th, 2002, 08:21 PM
B5mod PBW Players
I suggested the following setting for our game.
Set the map to large cluster quadrant. There always more planets and systems in a large cluster maps, thus more room for all of us to expand in before engaging each other.
Set events to either low or medium event severity.
Player setting; High/100,000 points for starting resources. Home planet value - good. Number of starting planets to one. Score display for own score only, prevents player from dropping out to early. Teschnology level for player - low. Racial points for player - low - at 2000 points.
Player setting; Computer players difficultly set to high, with medium to high bonus. Also activated both generate random computer empires and neutral empires.
Victory conditions; When one player has 500% more points than the second place player and victory conditions don't take effect until after 100 game turns (10 years.
Game Setting; Max uniots set to 20,000+ and max ship set to 20000+ too. Player can view they complete technology tree. Allows to following;
1. Gifts & tributes, 2. Tech gifts/tributes/trades. 3. surrenders of computers empires, but NO human player is allow to surrender to everyother player ( AI or human).
Also have ruins on planets.
Last two settings are very important items for game playable. Players can only colonize planets with THEY breathable atmosphere. If you set the game so you colonize any type of planets, the game will become unmanageable by turn 200 and next to impossable for anyone to win. With most player only able to colonizes oxygen type planets, its will be easier to win and play. If you haven't tried this setting, do so. I agrued these settings with my friend Robyn six months ago, he was right, but I had to play it first before I realized it.
Later my spacefaring friends. Remember you can't suck on a vacuum, when your spaceship takes a hit to your control room.
Lighthorse
Most player must start with rock type colony & oxygen atmosphere, excepted for a few special type of races, like Vorlon.
pathfinder
August 10th, 2002, 08:56 PM
Lighthorse: sounds good to me. Whatever ya'll decide...
Fyron
August 10th, 2002, 09:04 PM
I fail to see how the game will be unmanageable by turn 200 (much less around that long) with the ability to colonize any planet.
The victory conditions should be set to "by player agreement", and not with any of the bizzare settings. http://forum.shrapnelgames.com/images/icons/icon7.gif Score is irrelevant. What if 1 player has 500% more than the 2nd place player, but there are 10 players allied against him? I don't think the game should end then.
geoschmo
August 10th, 2002, 10:12 PM
1.49 + Babylon 5 Ver 1.49.30 is now available for use on PBW.
I opened it up, and I must say the mod looks great. The openeing screen is just awesome! I like the buttons graphics you replaced, and all the races look very nice. Too bad there aren't more of them though. Is that a limitation of the show (I must confess I haven't seen much of it) or just a lack of available artwork for decent shipsets?
Geoschmo
jimbob
August 10th, 2002, 10:40 PM
Well, if breathability is a prerequisite to colonization... hmmm, it gives the non-oxygen breathers one heck of an advantage, no? http://forum.shrapnelgames.com/images/icons/shock.gif Would it be possible instead (is it even moddable??) to decrease the facility ratio of domed planets even more instead?
On the plus side, all those 'useless' planets will make for many more races per sector with greater chance of peace, which would make for far more interaction/politics wouldn't it. On the down side again, who wants Vorlon neighbours?! http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
August 10th, 2002, 10:52 PM
writes Hyach down on secret list... http://forum.shrapnelgames.com/images/icons/icon12.gif
Yes, you can mod how much domed planets give you, in PlanetSizes.txt. Personally, I think that domed planets should have more, not fewer, facility slots. http://forum.shrapnelgames.com/images/icons/icon7.gif
jimbob
August 10th, 2002, 11:06 PM
The default ratio is 1/5th for domed planets vs. non-domed planets. This implies that the dome covers 1/5th of the habitable planetary surface (and even if it's not a direct ratio, the dome would cover some resonably HUGE area). Well heck, that's a lot of sheet metal! http://forum.shrapnelgames.com/images/icons/icon12.gif
Now, most obviously people would build underground instead of building gigantic (fragile) domes (but then we should add underground facilities, so that we can free up some space on those habitable planets too).
Fyron
August 10th, 2002, 11:23 PM
The ratio is 1/5 because that is what Aaron set all of the domed values to. http://forum.shrapnelgames.com/images/icons/icon7.gif You can set the domed and non-domed to specific values.
And of course underground areas are used. http://forum.shrapnelgames.com/images/icons/icon7.gif
geoschmo
August 10th, 2002, 11:24 PM
I don't know about more facilities, but I have always been of a mind that domed colonies should have more cargo space available. All that non-domed land would be perfect for storing units that have to operate in a vacuum or hostile atmospheres for the most part anyway (fighters/drones/troops). And logically you would think weapons platfoms would not need to be inside the dome. You'd almost prefer they weren't wouldn't you?
Geoschmo
jimbob
August 10th, 2002, 11:30 PM
tada post #1100
Anyway, on a more serious note... are the zips supposed to contain the pictures for all the races (ships, portrait, etc)? I just downloaded and unzipped the three files from... PBW I think, and there were no pics for races. Its v1.49.30. Is there a file I'm missing?
ZeroAdunn
August 11th, 2002, 12:50 AM
There is a fourth zip, in the shipset section
pathfinder
August 11th, 2002, 01:02 AM
JimBob: the Shag'Toth stole their souls http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 11, 2002, 00:04: Message edited by: pathfinder ]
Atrocities
August 11th, 2002, 02:09 AM
Oh this is something that really makes me sick. A question was asked about the movie LOtR (Legend of The Rangers)where Epsilon 5 was not seen in the back ground at the end shot where Babylon 5 was. This was the response.
When they were moving into post production GVFX asked Warner Bros. Television for the original special effects computer files for Babylon 5 and Crusade - which by contract had to be returned to the studio by the SFX companies working on the show at the end of each season. That's when it was discovered that someone at Warner Bros. had mistakenly dumped said computer files, during routine "house cleaning" of the archives. None of the existing ship models, planets, background plates or other source files from Foundation Imaging or Netter Digital remained. GVFX had to build everything used in the movie "from scratch". Since they had a drop-dead air date and a limited budget, there simply wasn't time or money to reproduce everything they wanted to use in the movie and still deliver the film to Sci-Fi on time. Epsilon 3 was a casualty of the FX screw up. <font size="2" face="Verdana, Helvetica, sans-serif">
Lighthorse
August 11th, 2002, 06:50 AM
OK everybody, the game settings that I suggested were what I would prefer in a SE4/B5mod game. I'm willing to play with other settings or changes in our PBW game. Just wanted a chance to put fore what I thought was a good media for a SE4/B5 mod game.
Still think having most players start with rock/oxygen and only colonizing breathable planets is the way to go.
Lighthorse
Fyron
August 11th, 2002, 11:01 PM
I still think that the victory conditions should be dynamic, with no pre-set conditions.
Only home atmosphere leaves a lot of empty planets out there. This doesn't hurt me, as I won't be able to colonize anything anyways. http://forum.shrapnelgames.com/images/icons/icon7.gif
Jamorobo
August 13th, 2002, 05:57 PM
Hi, i'm wondering if the ai can use jump gate tech if it gets it's hands on it, eg. would it use a jump drive to get to another sector or would it just move normaly?
You probibly have discused this before, (it is a major point for the game) but...
I'm thinking about this because i was wondering if you could implement it so the game starts off with no warp points and you have to research jump points and jump drives but have jump drives which are cheeper and smaller than the one you have now, have it a low level tech which the ancients have allready and others can research quite easly. At the moment i tried to re-create a Earth battle cruiser, jump drive and all. It ended up costing me 64,000 minerals just to build, becase of how much jumpdrives cost.
You could make it so some races have better jump drives than others, in one b5 episode it's said that the white star ships have a jump drive even though other ships of it's size don't, they use this to their tatical advantage and so should you.
I'll be back on soon to carry on but for now any responce?
Suicide Junkie
August 13th, 2002, 06:20 PM
ISTM that "Only colonize own planet type" would be better than "only own atmosphere".
The Moon and Mars are certainly significant colonies, and they do not have an oxygen atmosphere.
Jamorobo
August 14th, 2002, 01:11 AM
I've found a bug, If you research jump gate tech lev 1 you get level 1 jump gate and level 4 jump gate!
Lighthorse
August 14th, 2002, 06:40 AM
The setting for the PBW game are only what I would want. Please post what you would like in the B5mod PBW. Val, then can review all the different settings and get an idea what we would like.
Lighthorse
Fyron
August 14th, 2002, 08:16 AM
Only own atmosphere does make little sense. http://forum.shrapnelgames.com/images/icons/icon7.gif
pathfinder
August 15th, 2002, 01:09 AM
Ya know what the biggest problem with this MOD is?
After playing/testing it, all others kinda pale.
I fired up TDM after installing the patch and the TDM that goes with it....just kinda "vanilla" IMHO. There is just so much variety and the gameplay is so much different....(has parts of proportions, TDM and neo/devnull in it, plus all the various techs, especially the racial techs)
Yes, me be spoiled. http://forum.shrapnelgames.com/images/icons/icon10.gif
[ August 15, 2002, 00:10: Message edited by: pathfinder ]
hyperpunk
August 15th, 2002, 08:24 PM
Where could I get to download the b5 mod? Seems like a stupid question but the galileo.spaceports.com/~b5mod page gives me a 404 and a 403 sometimes? I also found another site to download this mod from somebody's signature but I think the files were old and I couldn't d/l all of them... TIA
jimbob
August 15th, 2002, 09:04 PM
go to Space Empires IV Play by Web (seiv.pbw.cc) and register. Then go to downloads, you'll need to find 4 files named B5ModCore30.zip, B5ModCoreS30.zip, B5ModData30.zip and B5ModShipsets30.zip.
But there are several sections of the download area, and this is what messed me up. The first three files are found in the "mods" section, but the shipset file is in the "ships" section.
Now, until Last night I'd just sort of scanned the component file, etc. to get a feel for the mod. But Last night I finally found that Last file, and unzipped it yadda yadda... and Holy Crap !!! it's like a totally different game! "Good work" does not do the Mod justice. Unbelievable!
pathfinder
August 15th, 2002, 11:49 PM
jimbob: you looked at the techarea.txt file in the data folder yet? combine that with the components.txt.... each race can develope 2-3 weapon techs (including the common matter weapons) plus some unique racial ones....research.txt then becomes a real challenge to make...
hehe.....
jimbob
August 17th, 2002, 12:39 AM
Yeah, there is a whole swack of technology requirements and the like, but no real road map on how to get from A to B (without reading the tech file). But really my only problems right now are:
i) there are so many tech areas to research/figure out
ii) I have a job
iii) I have a wife
iv) My body needs some minimum amount of sleep.
Otherwise things is great!
pathfinder
August 17th, 2002, 03:11 AM
Tell me about it jimbob! I only figured out 3 1/2 tech trees (EA, Narn, Minbari and the Shadows)...but only the weapons and a few other components. I been testing since April sometime...
pathfinder
August 17th, 2002, 06:27 AM
*rubs eyes, blearily stares at monitor screen*
just finished draft Brakiri and ShagToth AI. Still haven't figgered out the armor tech trees, but got at least a basic research and designcreation done for both.
*passes out* *snort* *wheeez* ZZZZZzzzzzzz.....
javaslinger
August 17th, 2002, 10:28 AM
What's the ETA on a finalized (ish) Babylon 5 mod?
Gil Hamilton
August 17th, 2002, 12:55 PM
Believe I read on the thread, "....it's like a whole new game!". Understatement of the month!
I d/led the (what I thought was) the latest Version, but there are many missing files and misspellings in the component descriptions. Is there a later Version I've missed? B5ModGold.zip is the one.
If there is not a later Version and I have found mistakes, should I edit and post them?, or just list here what I've found?
Will only be Online here for a couple more days before we set off globe trotting, so it might be a while before re-establishing communications after Mon. Not to say I can't work on some fixes in the meantime to upload later. Tell me what you think.
pathfinder
August 17th, 2002, 10:58 PM
OH mah achin' hed...
been trying to figger out the "flow" of jumpgate/jump engine tech....
javaslinger
August 18th, 2002, 01:04 AM
Is there some reason there is a priority on Standard SEIV over Gold?
I imagine it's because the developers haven't yet upgraded to gold or for some reason consider it inferior??
What's the story there?
Thanks,
Ken
Jamorobo
August 18th, 2002, 01:14 AM
your playing Gold Version of the mod. The mod is mainly designed for normal se4 not gold, although a gold Version has been made. The latest non-gold Version is .30 where the latest gold Version i could find was .29 which is one update behind the non-gold Version which sorted out a few but not all of the bugs.
The non-gold Version can be foundm on the PBW website as said below. the only gold Version i have found is in the general mods forum in the se4 thred on mods etc. ( i gave better directions to it a few pages back in this thred. http://forum.shrapnelgames.com/images/icons/icon12.gif )
Gil Hamilton
August 18th, 2002, 01:37 AM
Thanks Jamorobo. It was probably your post whence I saw where to find it. (Ignore Shakespeare rolling over noises!) Took forever to d/l and incomplete at that!
Guess I'll have to break down and buy a copy of SEIV non-Gold http://forum.shrapnelgames.com/images/icons/icon9.gif I wonder at the decision to go with non-Gold...... I'm sure I'll still want things in SEIV Gold after SEV is released though, so I'm not complaining. http://forum.shrapnelgames.com/images/icons/icon12.gif
pathfinder
August 18th, 2002, 01:37 AM
Yeah, the latest Gold Version of the B5 MOD is a bit behind. It was done by PDF back in late May, early June and is a bit behind in bug fixes.
Up to you if you want to fix yourself or simply post the rrors here. I been messing with Gold a bit myself, mainly getting both the "Standard" and the "Gold" AI drafted for the race-specific and fleshing out the neat stuff like jump engine research.
An easy way to covert the main error of "Standard" AI to "Gold" are in settings and fleet files. I know the file part are the 4-5 lines about drones and the setting, IIRC, are statements on defense . You could just rework those files to make a Gold Version from Standard but I am not sure of other subtle-type differences.
Javaslinger: Only Val knows for sure. I think once the PBW game is done and any bugs squashed any final tweaking shouldn't take TOO long. ConVersion to Gold isn't to hard, IMHO anyways, so maybe a month after the Standard is finished Gold should be done. I know this isn't the definitive answer but I am not sure any facility-type race-specific goodies that need to be done. Most weapon stuff is done except for a few pics.
Biggest job to be done is the AI files for the race specific stuff and to add the rest of the general facilties and components (research & designcreation files mostly).
[ August 17, 2002, 13:14: Message edited by: pathfinder ]
Fyron
August 18th, 2002, 02:26 AM
No. It is developed under 1.49 so that all those who haven't or won't but Gold can play it. It is a simple matter to update mods and AIs to be Gold compatible. It is a lot more work going the other way.
pathfinder
August 18th, 2002, 03:51 AM
Found out one thing: BLasted Shadows WILL invade, Brakiri (testing their AI) just lost an optimum/oxygen/rock huge planet to those sleeze balls...
Shadows did it again. Soooooo, it seems that at least in SOME games they will get planets the hard way...by invasion. Good thing since they can't colonize the "normal" way.
Javaslinger: What Imperator F said. Only takes a few relatively minor tweaks to go to Gold from Standard SEIV. So once standard is done, it should be too long before Gold will be out.
[ August 18, 2002, 14:04: Message edited by: pathfinder ]
pathfinder
August 18th, 2002, 02:14 PM
Question: Which races had jump gate and/or jump engines in B5? I believe the Minbari did, who else?
That tech is a can of worms (3 other techs are required to develope jump capability), so me trying to reduce the headache of making the research file(s).
Jamorobo
August 18th, 2002, 02:39 PM
yes minbari do have jump drive/ gate tech, their jump drive genarator is also smaller than earth and centuri jumpdrives as they have them in white star, ships which are small compared to the earth/centuri ships that can carry a jump drive. Earth gets their jump gate tech off the centuri who i think get it off the minbari, narn also get theirs off the centuri and they steal most of the tech they have from them.
Shadows and vorlons definatly have it.
pathfinder
August 18th, 2002, 03:09 PM
Thanks Jamorobo! Updated the Shadows to 2 of the 5 levels of jump engine tech. Now to (oh my achin' hed!) for the armor....
BTW any ideas on what armor prefferred by the races? So far no organic tech available (Whitestar had some kinda metallo-organic IIRC) but other than that what?
Here are the choices:
Inert Armor
Scattering Armor
Refractive Armor
Channeling Armor
Conductive Armor
Emissive Armor
What race used what? Especially the 5 "main" ones (EA, Minabari, Vorlons, Centauri, Shadows)
[ August 18, 2002, 14:50: Message edited by: pathfinder ]
pathfinder
August 18th, 2002, 06:00 PM
Any one know the name and title of the Brakiri leader?
[ August 18, 2002, 17:01: Message edited by: pathfinder ]
Suicide Junkie
August 18th, 2002, 06:17 PM
I believe it should be something like:
EA: Low-end inert.
Centauri/Narn: Middle to high-end inert.
Minbari: Minimum scattering armor
Vorlons & Shadows: All armor in your list, plus racial tech armor.
This would have to be set up in a scenario, of course.
As for a low-tech start, everybody should pretty much walk up the tree.
Get some basic inert armor, and research upgrades to it until that particular race feels it should do more basic research.
At that point jump up into the passive armor techs. Start researching scattering in order to get a return on your investment, and then skip over some of the intermediate armor types on your way to Emissive armor.
How many intermediate steps the race decides to skip will depend on how aggressive they are. Skipping steps is somewhat risky, because you will be stuck using inferior armor until you stop skipping and do some applied armor research.
pathfinder
August 18th, 2002, 06:25 PM
SJ: Yeah, I'm trying to set-up low tech start AI_research. How do you designate in designcreation what armors are to be used? or can that be done?
Checked other AI_designcreation files and nothing see for armor. So how does one tell the AI to put armor in a ship or base or whatever?
[ August 18, 2002, 17:34: Message edited by: pathfinder ]
Suicide Junkie
August 18th, 2002, 07:20 PM
I am quite sure that a few of the useless abilities will have to be used to specify which armors to use.
You can call for "armor" and that will get you the heaviest inert armor available.
Someone will have to look through the components.txt, and make a list of all the unused useless abilities.
The armor will need to use three to five of those abilities so you can specify how much inert and passive armors of each type you want to use on a ship.
pathfinder
August 18th, 2002, 10:16 PM
Val, anyone: No electromagnetic weapons (poor Vorlons!). Or have I missed a Version of the MOD?
Fyron
August 18th, 2002, 10:26 PM
Did you get the latest Version from PBW?
pathfinder
August 18th, 2002, 10:47 PM
I just d/l it. Me gonna go look http://forum.shrapnelgames.com/images/icons/icon12.gif
Nope, no components for electromagnetic weapons.
Sooooo, them ol' Vorlons is poop outta luck atm http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 18, 2002, 21:59: Message edited by: pathfinder ]
Jamorobo
August 18th, 2002, 11:10 PM
Didn't val say Last week that he was working on the vorlon weapons and race-specific non-weapon components eg, types of sensors only the shadows can get etc. ( this is not what he said but u get the picture )
These were going to be added in the next and Last patch before the start of the PBW game.
pathfinder
August 18th, 2002, 11:25 PM
Jam: Yeah, hope so, otherwise it won't be much fun for Imperator to be those souless Vorlons http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
pathfinder
August 19th, 2002, 01:16 AM
*grumble*
darn Narn and EA have too many weapon choices....beatch figgerin' out the design creation http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
Jamorobo
August 19th, 2002, 01:43 AM
What main weapons do you choose as Earth alliance. I mainly use Heavy and medium Lasers, they are definatly worth having to research physics 2. they seem to be the best weapons EA can get even though the heavy laser has a reload rate of 4! they are better than the Laser/pulse array you get for EA once you have advanced laser weapons as you can fit two HL's in the space of one Heavy L/P array, this sort of cancels out the L/p having a reload rate of 3 compared to the HL's 4. I think The L/pP array needs to be improved, maby more range or take less space, it seems to have a big penelty allready with the high maintanance cost. Is isn't really woth researching laser and pulse weapons and then advanced laser weapons when u get to level 7 in lasers.
About Val's point on fighters having too good a weapons, this is definatly shown when researching partical weapons as EA as at level 1 PW's at the start of the game all the Particle weapons you can get one go 1 space, except for one weapon.... The uni-pulse cannon which can go 2 spaces, and guess what! This is a fighter weapon !!!!! The first partical weapons you can get allow fighters to shoot further than ships !!!!!
Fyron
August 19th, 2002, 02:02 AM
http://forum.shrapnelgames.com/images/icons/icon9.gif No Vorlon weapons? Hope they get added soon! http://forum.shrapnelgames.com/images/icons/icon7.gif
pathfinder
August 19th, 2002, 03:16 AM
Jam: I haven't chosen yet for the EA. What ones did they use in the show? I personally like the missiles, especially the rapid-fire (RF) Versions. Hehe, RF long Range...hehe http://forum.shrapnelgames.com/images/icons/icon12.gif
and take a look at the Shadows fighter weapons... they have one that starts at range 4 IIRC and keeps growing. I had 10 of them slaughter a fleet of 50+ Minbari ships way back when (no Minbari race-specific weapons tho').
bTW me got a "ghost" system in current test game. No system name. planets have numbers, but no name for the system....?????
[ August 19, 2002, 02:26: Message edited by: pathfinder ]
Nomor
August 19th, 2002, 06:00 AM
Originally posted by pathfinder:
Any one know the name and title of the Brakiri leader?<font size="2" face="Verdana, Helvetica, sans-serif">Brakiri ambassador Kullenbrak from DAY OF THE DEAD
Episode 5.8? Title could be Guild Leader/Master? Guessing at that.
"Kullenbrak: --and everything is ok? We can purchase Babylon 5 for the Brakiri? It must be ours by sunset.
Lochley: Well, it's certainly an unusual request. We can normally only rent space around here."
Brakiri ambassador Yabc Ftoba or
Lethke Zum Bartrado from Cards
Suicide Junkie
August 19th, 2002, 06:37 AM
Re: Ghost system.
Either the systemnames list is too short, or there is an extra blank line somewhere in the file (likely at the beginning or end)
pathfinder
August 19th, 2002, 12:29 PM
Thanks Nomo & SJ!
Looks like the systemname file is a bit short, didn't see any gaps...
[ August 19, 2002, 11:33: Message edited by: pathfinder ]
Suicide Junkie
August 19th, 2002, 03:07 PM
For balance, probably.
I also doubt that one of those ships could fire all of its guns in one combat turn (never mind firing all at one target). Having so many guns would be useful for coverage in RL, but SE4 dosen't model firing arcs.
oleg
August 19th, 2002, 10:28 PM
I introduced some new images to Minbari shipset. I especially like race_portrait picture http://forum.shrapnelgames.com/images/icons/icon7.gif
1029788766.zip (http://forum.shrapnelgames.com/newuploads/1029788766.zip)
[ August 19, 2002, 21:52: Message edited by: oleg ]
jimbob
August 19th, 2002, 10:45 PM
The Minbari thank you Oleg
Edit: A friend of mine would like to play in the B5 PBW test game as well. Any races still open?
[ August 19, 2002, 21:47: Message edited by: jimbob ]
oleg
August 19th, 2002, 11:23 PM
I just noticed that I included AI_general.txt file for standard SeIV. Be carefull if you unzip into Babylon5 mod folder then.
pathfinder
August 20th, 2002, 12:09 AM
JimBob, these are the ones taken, maybe one of the neutrals?:
Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach
Brakiri seem to be available unles Gandalf is gonna play them..
jimbob
August 20th, 2002, 12:25 AM
What about the carrion eaters? (can't remember their name, but he said jokingly that he'd even be willing to play them).
Jamorobo
August 20th, 2002, 01:47 AM
I've had a look on b5 tech site and this is what i've found....
Omega class Destroyer ( Battle cruser in se4 )
Unfortunatly you can't have all these weapons on a BC in se4 as is comes to 1558kt with the weapons alone ( non are large mounts ) !!!!
6 Heavy Particle/Lasers
6 Heavy Pulse Cannons
12 Particle/Lasers
12 Pulse Cannons
Fusion missiles [2 launchers]
NOVA CLASS DREADNOUGHT ( Destroyer picture in se4 )
I guess is was called a dreadnought as it was the largest ship they had at the time of the EA/Minbari war.
This ship is what the omega class is based on.
22 Twin Plasma Cannons !!!!!
6 Particle Beam Guns
Fusion missiles [2 launchers]
HYPERION HEAVY CRUISER ( Light cruser picture in se4 )
2 Particle/Lasers
1 Heavy Plasma Cannon
8 Medium Pulse Cannons
Fusion missiles [2 launchers]
I guess this shows that EA starts off using plasma cannons and then moves on to pulse cannons and laser/pulse cannons, they don't really use normal laser cannons at all http://forum.shrapnelgames.com/images/icons/icon9.gif
What i want to know is why pulse cannons take up so much room in the game, about 100kt compared to other weapons????
pathfinder
August 20th, 2002, 01:54 AM
JimBob: The Gaim are one of the "neutral" AI's but their shipset (what there is of it) is available. Their specialty is biochemical weapons (planet-killer type ones that is), they do have some special racial weapons off of the ballistic and particle beam techs.
Oleg: I like that race picture of the Minabari!
Hehe, this MOD gonna be different. Even the "neutrals" will have their own racial tech/research/designcreation http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 20, 2002, 01:19: Message edited by: pathfinder ]
pathfinder
August 20th, 2002, 02:35 AM
BTW folks, not that what I do is "official", but I have gotten together AI research and designcreation for the Narn, Minbari and Brakiri. Working on the EA. Did this 'cause I got kinda tired of the same old same old in the AI designs, etc.
I don't understand the other files so I haven't messed with them.
Any interest in them?
pathfinder
August 21st, 2002, 12:58 AM
Anyone know what the psych tech is that the EA develope to counter the Shadow living cpu?
Never mind: combat telepaths http://forum.shrapnelgames.com/images/icons/icon12.gif
Darn EA have a convoluted, twisted tech tree http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
Whee...my Version of the EA research and designcreation are done.... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
[ August 21, 2002, 01:27: Message edited by: pathfinder ]
pathfinder
August 21st, 2002, 01:33 AM
Arrrgghh......
in the parlance of FPS gamers...me (EA) just got "owned" by the Narn in Trembas system....
Seems the *&^%$ research and designcreation files are working http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif
Slowly but surely me getting the upper hand...er claw...er tentacle.....
Bleah...me spoke too soon....Those Ion Torpedo cannon as nasty! I have a bad feeling....Narn are on the verge of kicking me out of the Trembas system and the Minbari are getting angry...they were partners, now nothing...
[ August 20, 2002, 23:58: Message edited by: pathfinder ]
pathfinder
August 21st, 2002, 03:02 AM
Val: In Centauri tech--Ion bolt is listed as 1: requiring Centauri advanced ion & centauri tiny; 2: ionic 9 & centauri light
me be confused.... http://forum.shrapnelgames.com/images/icons/confused.gif
Nomor
August 21st, 2002, 03:46 AM
Val et al. http://forum.shrapnelgames.com/images/icons/icon7.gif
Would it be possible to give Asteroid Belts a ship cloaking ability. If a ship enters an Asteroid Belt it in effect disappears and can only be detected by say a Ship/Sat/Recon fighter with scanning equipment.
Make it so that the Ship/Sat/Rec.Ftr has to be within one sector of Asteroid to detect anything hiding there.
Also; ships in orbit half the effective range of scanners from other players due to atmospheric/magnetic field interference.
Also can we not have Listening Post's with a range factor e.g.
LPost #1 : Allows scanning of targets 10 sectors away
LPost #2 : Allows scanning of targets 12 sectors away etc
This would force ships to take evasive routes if they did not wish to reveal the contents of their vessels. http://forum.shrapnelgames.com/images/icons/icon10.gif
PS. How do you make Fighters Jump Gate/Worm Hole capable? http://forum.shrapnelgames.com/images/icons/blush.gif
Fyron
August 21st, 2002, 04:08 AM
Would it be possible to give Asteroid Belts a ship cloaking ability. If a ship enters an Asteroid Belt it in effect disappears and can only be detected by say a Ship/Sat/Recon fighter with scanning equipment.
Yes, it is possible. However, real asteroid belts have vast stretches of empty space between asteroids. So, you wouldn't really be able to hide well in them.
Make it so that the Ship/Sat/Rec.Ftr has to be within one sector of Asteroid to detect anything hiding there.
That is not possible. Tachyon-type scanners are always system-wide.
Also; ships in orbit half the effective range of scanners from other players due to atmospheric/magnetic field interference.
Not possible.
Also can we not have Listening Post's with a range factor e.g.
The scanning ability on facilities is Long Range Scanner - System. It always has unlimited range within a system.
I do not know if the Long Range Scanner ability used on components works on facilities. It probably does. If so, then it would work. However, range 10 covers the entire system unless the planet is on the border of the system. Then, it would miss the opposite border.
PS. How do you make Fighters Jump Gate/Worm Hole capable?
The only way to do that would be to make them Ships. But then, they wouldn't be able to be carried anymore.
Nomor
August 21st, 2002, 05:11 AM
[QUOTE]Originally posted by Imperator Fyron:
Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif ... but
Also can we not have Listening Post's with a range factor e.g.
Ok.. Range of 3 ..4..5 etc ..would this not make for better strategy?
Re: Fighter and warp points. Was this ability not implemented by MM, it is mentioned in the Data files? http://forum.shrapnelgames.com/images/icons/confused.gif
Data\VehicleSize.txt\ under
"Fighter:
Moves like a ship.
May or may not have the ability to warp through warp points. http://forum.shrapnelgames.com/images/icons/confused.gif
Once fuel is exhausted, it is destroyed. "
http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
August 21st, 2002, 05:23 AM
Also can we not have Listening Post's with a range factor e.g.
Ok.. Range of 3 ..4..5 etc ..would this not make for better strategy?
If the Long Range Scanner ability works on facilities, then yes. http://forum.shrapnelgames.com/images/icons/icon7.gif
Re: Fighter and warp points. Was this ability not implemented by MM, it is mentioned in the Data files? http://forum.shrapnelgames.com/images/icons/confused.gif
Well... it seems as if it is an unimplemented feature.
Suicide Junkie
August 21st, 2002, 05:25 AM
"May or may not have the ability to warp through warp points."
I read that as "I haven't decided if fighters will be able to or not"
Then, Aaron made the fighters, and forgot to update that comment.
pathfinder
August 22nd, 2002, 01:32 AM
Nomo: The Listening Post allows in-system scanning. Research sensors (I forget what level) and you get them. The you build them, 1 per system is effective IIRC. They DO work http://forum.shrapnelgames.com/images/icons/icon12.gif
Nomor
August 22nd, 2002, 03:56 AM
Val et al. http://forum.shrapnelgames.com/images/icons/icon7.gif
Would it not make more sense to let Space Stations be "constuctable" by Colonies with out the need for a construction facility?
Fledgling colonies could construct a Space Station to provide repair/ ship construction abilities in less time.
A Basic Space Station: 1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays; Cost=6600m 200o 500r would take approx 1.2 years for a 500 pop jubilant colony to construct.
If they go to emergency build then .6 years. We can always assume that a colony of 500 million has some ability to build an orbital Space Station just like we assume they can trade resources and are contacted by a merchant fleet. If they decide an Orbital Station would benefit them more; so be it.( I've not checked if this is possible in the data files) http://forum.shrapnelgames.com/images/icons/blush.gif
On another note. Is there a scanner that lets you see what's on a planet/colony from space?i.e.Facilities/Troops etc? http://forum.shrapnelgames.com/images/icons/confused.gif I seem to remember having this ability in the Original SEIV game, but it's so long since I've bothered with the non B5Mod that I've forgotten? http://forum.shrapnelgames.com/images/icons/icon9.gif
Re: Fighters. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have any pull with MM? I think it would be cool http://forum.shrapnelgames.com/images/icons/icon6.gif if fighters could use Jump Gates/Warp Points. They could then be used to Recon neighbouring system if you parked your Carrier just next to the Jump Gate. It would also be nice if they had some kind of immunity to gravitational forces say, due to their small size i.e. their power to weight ratio is better than a ships, as is their strength.
[ August 22, 2002, 03:20: Message edited by: Nomorlurk ]
Fyron
August 22nd, 2002, 04:02 AM
Would it not make more sense to let Space Stations be "constuctable" by Colonies with out the need for a construction facility?
You cannot build bases without a Space Yard. That is hard-coded.
On another note. Is there a scanner that lets you see what's on a planet/colony from space?i.e.Facilities/Troops etc? http://forum.shrapnelgames.com/images/icons/confused.gif I seem to remember having this ability in the Original SEIV game, but it's so long since I've bothered with the non B5Mod that I've forgotten? http://forum.shrapnelgames.com/images/icons/icon9.gif
No. You have to attack a planet to see what's on it.
Re: Fighters. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have any pull with MM? I think it would be cool http://forum.shrapnelgames.com/images/icons/icon6.gif if fighters could use Jump Gates/Warp Points...
MM listens to the masses. http://forum.shrapnelgames.com/images/icons/icon7.gif If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.
killer
August 22nd, 2002, 05:10 AM
Where could I get the current By5 mod?
[ August 22, 2002, 04:15: Message edited by: killer ]
Fyron
August 22nd, 2002, 05:32 AM
From the download section of PBW. There are 4 files. 3 are in the Mods section, and the other is in the Ship Sets section.
killer
August 22nd, 2002, 06:16 AM
PBW?
pathfinder
August 22nd, 2002, 06:19 AM
PBW= Play By Web
Rambie
August 22nd, 2002, 06:43 AM
Originally posted by Nomorlurk:
Re: Fighters. I think it would be cool if fighters could use Jump Gates/Warp Points. [/QB]<font size="2" face="Verdana, Helvetica, sans-serif">This feature didn't make it out of the first Beta. It made fighters TOO powerful. http://forum.shrapnelgames.com/images/icons/icon7.gif
A scout sized ship is a good recon ship.
Fyron
August 22nd, 2002, 06:49 AM
http://seiv.pbw.cc
Rambie
August 22nd, 2002, 06:52 AM
I ment to put this here, not in it's own topic! Grrrr... (bangs head against desk)
Val asked me if I could host the B5Mod... so I've spent some free time working on a new site for it. Check it out: http://www.xmission.com/~rstulce/
If you have suggestions let me know. I can also host shipsets if you have one you'd like posted.
I'd also like to "Mod Contributors" list to give credit to all you guys who worked so hard on the Mod.
Also, if anyone has B5 or SE4 related pages that'd like links let me know.
Thanks,
pathfinder
August 22nd, 2002, 12:20 PM
Nice site Rambie!
Nomor
August 23rd, 2002, 12:58 AM
Originally posted by Imperator Fyron:
You cannot build bases without a Space Yard. That is hard-coded.
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)
Then it could be shipped on a Large Colony Ship (600kT) fitted with External Cargo Bay and Satellite Bay and launched prior to establishing the new colony.
This would be an AI nightmare but might work for PBW?
MM listens to the masses. http://forum.shrapnelgames.com/images/icons/icon7.gif If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.[/QB]
Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif [QUOTE]"The Hurr are an obnoxious aggressive sexist medieval bunch who shouldn’t fly kites let alone space ships. Unknown Abbai Diplomat"
<font size="2" face="Verdana, Helvetica, sans-serif">
[ August 23, 2002, 00:02: Message edited by: Nomorlurk ]
pathfinder
August 23rd, 2002, 01:44 AM
Has there been a spreadsheet of the various weapons and/or components for the races done? I started one but just wondered if there is one that already exists.
Makes it ALOT easier to do the AI_designcreation if ya know the weapon family, pre-requisites, etc http://forum.shrapnelgames.com/images/icons/icon12.gif and also helps make the AI_research file too. That is without having to stumble around the techarea and component files but one time http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
[ August 23, 2002, 00:45: Message edited by: pathfinder ]
Rambie
August 23rd, 2002, 03:07 AM
Originally posted by pathfinder:
Nice site Rambie!<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Pathfinder.
I'm thinking of moving the menu to be border the top picture so there'd be more room on the page. But I start school again soon so I may not have time. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
August 23rd, 2002, 05:12 AM
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)
Technically, that would work. BUT, multiple "base-sats" would stack with each other, like normal satellites do. That wouldn't be very good at all. http://forum.shrapnelgames.com/images/icons/icon7.gif
Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif
Give them a Fighter Bay and load some fighters on. That gives them an escort. http://forum.shrapnelgames.com/images/icons/icon7.gif
pathfinder
August 23rd, 2002, 05:25 AM
Hmmmm......fighter bays in LARGE colony ships...sumthing to consider...thanx o' souless Vorlon ..... http://forum.shrapnelgames.com/images/icons/tongue.gif
Da path, the derelict ShagToth
Fyron
August 23rd, 2002, 05:47 AM
Good, go on thinking we are soul-less. That will keep us from having to eliminate you thieves.
Rambie
August 23rd, 2002, 08:21 AM
Originally posted by Nomorlurk:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif"></font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, scouts are small and cheap. They make good escorts for transports and colony ships. That is, until you can setup other defenses.
oleg
August 23rd, 2002, 04:56 PM
Where can I find latest Gold AI ? Pathfinder, can you please post what you made ? I want to start actively play Babylon mod but I have only Gold installed on my computer.
overminder
August 23rd, 2002, 06:25 PM
The MOD looks great. But where can I find the shipsets? I have the shadows, EA, Narm regim. is that all the shipsets?
jimbob
August 23rd, 2002, 11:12 PM
Overminder: you can get the complete ship set from the PBW site ( http://seiv.pbw.cc ) and go to "downloads". Downloads is split into several major sections, and the files you need for the B5 mod are split between two of these.
i) download the shipset from the "Shipsets" Section. This will be the section that is open to start with, so just scroll down until you find the file for B5 (called B5ShipSetsMod v1.x.30)
ii) if you don't have the mod files yet, you can download them (three of them) from the "Mods" section.
[ August 23, 2002, 22:15: Message edited by: jimbob ]
pathfinder
August 24th, 2002, 12:47 AM
Oleg: I am willing to zip what I have with the understanding that that I am only modifying the AI_designcreation and AI_research files so that the AI will reasearch/design the BASIC race-specific components/techs. They are far from complete except for weapons. I have only done the Brakiri, Minbari, EA, Narn and Shadows. If this is acceptable, I'll zip a "Pathfinder's AI set" this week-end. IF I get it done, the Centauri will be added, but no guarantee. and NO warranty that the AI is a good one. This was just done by me so I could see the AI at work so to speak.
Overminder: another spot to get the shipsets is rambies site at:
http://www.xmission.com/~rstulce/B5Web.htm
[ August 24, 2002, 01:58: Message edited by: pathfinder ]
pathfinder
August 24th, 2002, 02:53 AM
Stumped at the moment. Trying to do decent AI_desgncreation but no guidance except for the Agents of Gaming (AGOG) B5 Fleet Action materials. Are these any good????...need to know before I sink any $$$ into getting a couple of the ship books.
[ August 24, 2002, 01:54: Message edited by: pathfinder ]
oleg
August 24th, 2002, 04:13 AM
Yes, just post what you have, I know how difficult and timeconsuming is to make AI for mod so different from stock SE
Lighthorse
August 24th, 2002, 05:05 AM
Hey Pathfinder,
There a collection of B5 books for SF gamers. I have see them at a local hobby shop. There one that cover the whole all the B5 races and technology, but the down side it cost about 35.00 dollars. Not sure if this what you're looking for. Let me check into some B5 other websites for you.
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif
Lighthorse
August 24th, 2002, 05:17 AM
Pathfinder,
Try these following websites for information on B5 races and technology.
http://www.agentsofgaming.com/b5w.htm
http://www.midwinter.com/lurk/resources/Online.html
Hope this helps some.
Lighthorse
oleg
August 24th, 2002, 05:55 AM
I never had any of Agents of Gaming' books in my hand but I do not think they can help you with AI_DesignCreation file http://forum.shrapnelgames.com/images/icons/icon7.gif But if you get one, scan any picture of Bab5 spacecrafts - might help with refining shipsets !!
pathfinder
August 24th, 2002, 12:06 PM
Oleg: the AGOG rules books have both background materials on the various races but also .pdf of the ships with what weapons/components and how many. It would help to know the prefferred weapons/components since I didn't get to see much of B5 http://forum.shrapnelgames.com/images/icons/icon12.gif
Lighthorse: Thanks, I'll check locally and if I can't find anything I'll get a couple from AGOG.
[ August 24, 2002, 11:37: Message edited by: pathfinder ]
Nomor
August 24th, 2002, 07:34 PM
Originally posted by pathfinder:
Stumped at the moment. Trying to do decent AI_desgncreation but no guidance except for the Agents of Gaming (AGOG) B5 Fleet Action materials. .<font size="2" face="Verdana, Helvetica, sans-serif">pathfinder:
I don't know if this is what you're looking for, but this site has a lot of work put into it regarding various race ships and weapons. Try the Centauri as an example using the following links. You'll find that the tables print up nicely.
http://www.datasync.com/~mtg02/ ;then look under Centauri Republic, then under Weapons (and try under ships). There is a lot of description and stats.
I think he has used (AGOG). http://forum.shrapnelgames.com/images/icons/icon7.gif
e.g. Twin Array-The current standard tertiary weapon of the Centauri, this is one of the more potent of its class. Lacking the range and hitting power of its closest competitors, it compensates with an incredible rate of fire. Centauri ships bristle with Twin Array mounts with typically excellent arcs of fire. These are one of the great strengths of the Centauri fleet.
[ August 24, 2002, 18:43: Message edited by: Nomor ]
pathfinder
August 24th, 2002, 08:30 PM
Nomor: Yup, that is what me looking for. Atleast the races depicted can get the "prefferred" weapons http://forum.shrapnelgames.com/images/icons/icon12.gif thanks!
Centauri AI_designcreation done, now for the hard one---AI_research..
[ August 24, 2002, 20:58: Message edited by: pathfinder ]
Nomor
August 25th, 2002, 12:07 AM
http://forum.shrapnelgames.com/images/icons/icon12.gif
Re: PBW; If we* take 1 turn every 2 days that's 8 per week.
(*That the you "we", not the me "we" http://forum.shrapnelgames.com/images/icons/confused.gif .)
And we want to build a Manufacturing Colony on a Tiny (500m) planet @ 6.7 yrs game time or 67 moves that would take how long real time? 8 point 3 weeks.... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
And if we want to build a Home world Hub on a Tiny planet @25.3 yrs game time or 253 moves that would take...? 31 and a bit weeks...! http://forum.shrapnelgames.com/images/icons/shock.gif
I'm suddenly.... very.. very.... tired http://forum.shrapnelgames.com/images/icons/icon10.gif
Anyone heard from Val? http://forum.shrapnelgames.com/images/icons/icon9.gif
[ August 24, 2002, 23:15: Message edited by: Nomor ]
pathfinder
August 25th, 2002, 12:37 AM
OK, some basic Race AI for the B5 MOD. Compatible with both 1.49 and Gold (only did AI_designcreation and AI_research files).
They are in the AI/shipset forum:
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=50;t=000001
Nomor: Nope haven't heard from Val in 2-3 weeks. Hehe, it does take awhile for a game to get going http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 24, 2002, 23:39: Message edited by: pathfinder ]
pathfinder
August 25th, 2002, 02:29 AM
Weapon Platforms: Comments? IIRC Val wantes to do away with them OR make them PD only. Me...prefer and way I play it is as PD/Anti-fighter defense for planets. re-doing generic AI and wondering if to bother having more that one level (small) of weapon platform...
Fyron
August 25th, 2002, 03:07 AM
Maybe they could be allowed to have armor on them too, to increase the amount of damage necessary to destroy the planet.
pathfinder
August 25th, 2002, 03:26 AM
IF: I always, if available, put heaviest armor that will fit on them; so that sounds good to me http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
August 25th, 2002, 03:28 AM
I don't build many weapon platforms. But when I do, the first couple have 2 PDCs and the rest armor comps. http://forum.shrapnelgames.com/images/icons/icon7.gif Increases the planet's survivability.
pathfinder
August 25th, 2002, 03:43 AM
http://forum.shrapnelgames.com/images/icons/icon10.gif
One other thing, IIRC, is Val wants to add an ability to wp's of anti-infantry.
Hehe, maybe a good thing to do that. I have seen the Narn land 300+ Elite infantry on a planet to take it.
[ August 25, 2002, 02:43: Message edited by: pathfinder ]
Nomor
August 25th, 2002, 03:46 AM
If you're a space faring race the first line of defence would be ships, then fighters, then "GOD sats around Earth" then planetary based missile systems.
The problem with the latter is that too much of the missile would be taken up with propellant and less on warhead.
Your heavy destroyer busting missiles would be on orbital sats/stations. Missile systems on planet surfaces would have to be light, fast, long range affairs; otherwise there seek times would be very slow as they fought against gravity and the atmosphere.
This is less of a problem on planets/moons with low gravity's and thin or no atmosphere. e.g. Mars or our Moon.
In fact it makes more sense to have a nice strong, concrete, semi-buried, pop up missile system on these worlds than a nice sore thumb of a satellite. How do you reload a satellite any way? I would think mobile ground system would be more easily maintained on fledgling colony worlds and easier to conceal.
Why not have Planet based missiles as Fast firing e.g. 2 or 3 missiles per turn*; rapid seeking; but very low damage. http://forum.shrapnelgames.com/images/icons/icon9.gif *OK I know it can't be done. Let the launchers be 3-5kT?
Let them be multi targeting e.g. ships/fighters/seekers.
This would be more realistic. Fighters should not be able to attack planets with too mush success. Missiles would be taken out by antimissile missiles; leaving it up to the capital ships to have to get within range.
It is important to allow planet based missiles to have very long ranges as they are only trying to destroy small targets.Ship based missiles designed to damage planetary facilities would have to be heavy yield ;slow and shorter range in order to impact a much larger stronger planet based target.
This would result in a tech battle as capital ships designed for planet capture would develop and carry armour that negates the effect of low yield planet based missiles. So research would have to be done to increase the effectiveness of the opposing technologies. IMHO http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif However I'm glad it's not me working on the AI http://forum.shrapnelgames.com/images/icons/icon10.gif
[ August 25, 2002, 03:28: Message edited by: Nomor ]
pathfinder
August 25th, 2002, 04:58 AM
Good ideas Nomo, BUT there were no planet-based defenses in B5 on TV except for the planet that B5 orbited...sssssooooooooo........ http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 25, 2002, 04:08: Message edited by: pathfinder ]
oleg
August 25th, 2002, 07:29 AM
I think it would be better to leave WP as it is now. True, there are no WP in Babylon5 (or ST) but this is babylon5 mod for SEIV, not a separate game. There are not many ways to defend planet, getting rid of WP will only make game poor, IMHO.
pathfinder
August 25th, 2002, 02:36 PM
http://forum.shrapnelgames.com/images/icons/icon10.gif
Just shows ya what I know about B5.
Works for me. But final AI depends on what the chiefs say.. http://forum.shrapnelgames.com/images/icons/icon12.gif
oleg
August 25th, 2002, 04:14 PM
Recycling B5 episodes in memory - I do not have them all in video/DvD - I vaguely remember that in "fall of centaury prime", regent said that he "turned planetary defences off". It is entirely possible that more adavanced civ., like Minbary and Centaury, did invent WP. It is just backward EA that can not figure it out !! Just think of it - Vorlons left formidable defences arond the Homeworld, and Zha'dum was not without at least some devises when Shadows run away !
Suicide Junkie
August 25th, 2002, 04:53 PM
"IF: I always, if available, put heaviest armor that will fit on them; so that sounds good to me"
Question: The heavy armor for ships is not the strongest armor: light armor has more hp/kT. If your WPs are using the same components, then many layers of light armor would be better.
pathfinder
August 25th, 2002, 05:03 PM
Hmmm...200 light armor on a wp.....plus X number wp with PD.... http://forum.shrapnelgames.com/images/icons/icon10.gif
Nomor
August 25th, 2002, 05:50 PM
Lighthorse.. http://forum.shrapnelgames.com/images/icons/icon7.gif
Originally posted by Lighthorse:
Hey Pathfinder,
There a collection of B5 books for SF gamers. I have see them at a local hobby shop. There one that cover the whole all the B5 races and technology, but the down side it cost about 35.00 dollars. Not sure if this what you're looking for. Let me check into some B5 other websites for you.
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">This book looks interesting. Do you know its title and/or ISBN number? http://forum.shrapnelgames.com/images/icons/icon7.gif
"Christopher Russo maintains a very complete guide to B5's aliens, Encyclopedia Xenobiologica." Not anymore. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have a backup of his info. There are major gaps in alien bio info? http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
[ August 26, 2002, 14:53: Message edited by: Nomor ]
Nomor
August 26th, 2002, 01:58 AM
Here is the link to the only episode guide that gives detail of ground based weapons systems.
Link: http://www.visi.com/~wildfoto/synopsis/420.html
See ACT TWO Second reference to Mars, 2nd and 3rd paragraphs. Reproduced here:
" Marcus and Lennier's White Star enters Mars' atmosphere creating a great disruption. It soars over the planet's surface taking out several laser sentries that would have hit Sheridan and Delenn's fleet otherwise.
In the bunker, they all hit the deck, and the White Star zooms in and destroys some fighters on the ground. Inside the bunker, Garibaldi spots a defense tower that has detected and targeted the White Star, and Number One orders that the bunkers guns destroy the tower, which they do." http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
That being said http://forum.shrapnelgames.com/images/icons/icon7.gif ground based weapons systems may not have featured in B5 simply because the plot didn't require them to. We know that they had missiles http://forum.shrapnelgames.com/images/icons/icon12.gif .
Please keep the weapon platforms just make them less damaging. http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 25, 2002, 13:12: Message edited by: Nomor ]
Lighthorse
August 27th, 2002, 06:24 AM
Pathfinder
I saw the book in a local hobby shop downtown in Portland, Or. It cost about $35.00. I can't remember its name or number coding, sorry. It did go with the B5 wargame rules, as it combined information together. It listed some, maybe all the different type races, ships, race history, and technologys. Check that website for its listing of books, it should be in there. I can tried to drop by the hobby shop again for you, if you have no luck.
Lighthorse
Nomor
August 27th, 2002, 06:49 AM
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks
Actually it's me wanting the info. I also want to know if there is any detail on races in either of the following, if anyone has read them? Especially the more obscure races?
Babylon 5 Security Manual Jim Mortimore et al / Paperback / Published 1998
The A-Z Guide to Babylon 5 David Bassom / Paperback / Published 1997
I'll try and find the book you refer to, it may help to flesh out the current crop. http://forum.shrapnelgames.com/images/icons/icon10.gif
Lighthorse
August 27th, 2002, 08:47 AM
Nomor,
I will try to locate those books and others if I can for you, no promises.
Lighthorse
Lighthorse
August 27th, 2002, 08:56 AM
Nomor,
I was able to locate one of those books you wanted, Balylon5 security manual, by jim Mortimore
Check out powells.com website, published by Ballantine books, price for 11.95 to 12.95, used copy in standard condition.
http://www.powells.com/search/DTSearch/search?kw=&isbn=&author=jim+mortimore&publisher=&title=§ion=&submit=Start+Search&class=all&binding=any&sort=by_title&sort2=by_author&stor e=all&perpage=25
Sorry no hits on that other book A-Z guide to balylon5.
I'm keep looking for you.
Lighthorse
killer
August 28th, 2002, 02:13 AM
Rambie,
The B5 mod at your site was cool but none of the new componets were avalible when you actually plated the game, Please fix it.
Your fan, killer
Nomor
August 28th, 2002, 02:17 AM
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks, the Security Manual is hard to come by this side of the pond. However I think it only covers the main players and not the lesser races?
From what I was able to read the The A-Z Guide to Babylon 5 actually mentions listing all the races from the series, even the incidental ones, but how detailed is another matter. http://forum.shrapnelgames.com/images/icons/icon9.gif I'm still researching it.
If you get a chance to look at the book you mentioned seeing in the hobby shop @ $35 could you check it to see if it gives detail that can be used to create more description docs for races? I think that this might be the book I'm after. Then Val and others can come up with the ship-sets etc. http://forum.shrapnelgames.com/images/icons/icon10.gif I hope http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon6.gif
[ August 28, 2002, 01:25: Message edited by: Nomor ]
killer
August 28th, 2002, 02:18 AM
The A-Z guide to B5 can be found at www.amazon.com. (http://www.amazon.com.) type in David Bassom in the serch area and press go.
killer out
Nomor
August 28th, 2002, 02:33 AM
Originally posted by killer:
The A-Z guide to B5 can be found at www.amazon.com. (http://www.amazon.com.) type in David Bassom in the serch area and press go.
killer out<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Killer.
Do you know if it goes into detail on the B5 races? Enough to flesh out a history for this mod so that we can have more races in the game. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Oops... See below!
**"THIS IS A VERY HELPFUL BOOK BUT ONLY COVERS SEASON 1, 2 AND 1ST 3 EPISODES OF SEASON 3." http://forum.shrapnelgames.com/images/icons/icon9.gif (**Amazon review)
[ August 28, 2002, 01:46: Message edited by: Nomor ]
pathfinder
August 28th, 2002, 03:31 AM
Me probably heading to Charlottesville, Va tommorow (closest spot that AGOG mentions being an affiliate). They have 3 manuals for their minatures game that should give at least the bulk of the races information (background and ships) including "incidental" ones.
[ August 28, 2002, 02:49: Message edited by: pathfinder ]
Nomor
August 28th, 2002, 04:01 AM
Originally posted by pathfinder:
Me probably heading to Charlottesville, Va tommorow (closest spot that AGOG mentions being an affiliate). They have 3 manuals for their minatures game that should give at least the bulk of the races information (background and ships) including "incidental" ones.<font size="2" face="Verdana, Helvetica, sans-serif">That's great pathfinder...if you can note down the ISBN number of any that cover relevant info and post them I can then see if I can obtain them from Amazon et al.
killer
August 28th, 2002, 04:54 AM
No
jimbob
August 28th, 2002, 05:14 AM
Killer: No? No what?
Everyone Else: So I've been playing the mod for the Last few days/a week now. One thing I'm having trouble with is researching components. Very frequently a research field says "none" under expected results... and so off I go to the components, and then the tech documents to hunt up how to actually get the weapon/drive/etc that was desired. But it's a fairly intense or purposeful player who goes looking up the text files... Will there be documentation of any sort to help newbies and non-modders pass through the (aweinspiring) research labyrinth?
killer
August 28th, 2002, 05:23 AM
No to if I have heard if the A-Z B5 book Nomor was looking for has any new races.
killer
August 28th, 2002, 05:26 AM
Jimbob,
the B5 mod I got had the same tech tree as the normal game. where did uoy get yours?
killer out
killer
August 28th, 2002, 05:45 AM
Originally posted by killer:
Jimbob,
the B5 mod I got had the same tech tree as the normal game. where did you get yours?
killer out<font size="2" face="Verdana, Helvetica, sans-serif">
jimbob
August 28th, 2002, 05:59 AM
Really? The Version I downloaded has stuff like Antimatter Weapons. But you don't actually get the weapons when you research the field, even if you get to say level 3... no weapons!
But if you research Heavy Weapons (general or race specific) you start getting the weapons... but short of looking this up in the components.txt file, I'd have no way of knowing this.
And then to complicate things a little, Heavy Weapons requires Medium Weapons (Lvl 2). Note that when you right click for a description of Medium Weapons, it tells you that you can expect nothing for your efforts... so Mr. Newbie will simply not research it, and not knowing that you get results at level 2, he will have a pretty hard time getting the heavy-hitting weapons = dead meat.
The same can be said of many of the research fields. Now I'm not upset or anything (it does look like a bit of a rant doesn't it) 'cause I'm happy to dive into the txt files. But some poor suckers are gonna get fleeced in their first (and second and third) PBW game, s'all.
Yadda Yadda Yadda http://forum.shrapnelgames.com/images/icons/icon12.gif
Lighthorse
August 28th, 2002, 06:05 AM
Hey Nomor,
Check out this website for Babylon Fleet rules.
http://www.agentsofgaming.com/
Maybe there something that may help you.
I'm try to drop by the hobby shop this coming Friday.
Lighthorse
Fyron
August 28th, 2002, 07:44 AM
jimbob, I am certain that once the Mod is finished, some generous soul will take the time to make out some help files for people. http://forum.shrapnelgames.com/images/icons/icon12.gif
jimbob
August 28th, 2002, 09:44 AM
Good good, it makes my brain hurt a wee bit http://forum.shrapnelgames.com/images/icons/icon12.gif
I'd be happy to help of course... I'll claim to do the Minbari, seeing as I'll play them in the PBW game.
pathfinder
August 28th, 2002, 10:51 AM
Jimbob: yikes, I hadn't thought of making a newbiew help file.
hehe, there would have to be one for each race that has a unique tech tree.
I have a spreadsheet I use, maybe a more finished Version would do? For now maybe?
killer: I made a few, basic AI for the main races and a couple others. I put them in a zip file here:
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=50;t=000001
There are only the AI_designcreation and AI_research files. The rest of the files to include shipsets are available at the PBW site.
[ August 28, 2002, 10:04: Message edited by: pathfinder ]
jimbob
August 28th, 2002, 11:05 AM
[shame faced] Yeah, okay, I guess it's obvious that a help file or some such would be created. I didn't see one and over reacted. [/shame faced]
Could I grab a copy of the spread sheet? I'll even try to make it into a pretty picture... http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 28, 2002, 10:07: Message edited by: jimbob ]
pathfinder
August 28th, 2002, 11:22 AM
Lemme finish it. just need to add 2-3 small races (they don't have much special tech). So later today it should be "done".
AGoetz
August 28th, 2002, 12:48 PM
I've started playing with the B5 mod as it exists on Rambie's download pages. I've noticed a few things that don't seem quite right, I don't know if these are delibrate and if not if they have been fixed.
The Armour Piercing missile (EA only?, not sure) has similiar range and damage to the Heavy Missile - I would have expected it to be comparable to the Basic Missile.
Armor doesn't appear to be destroyed first - I've had vessels shot full of holes and still have most of the armor components intact.
Fighter 5 doesn't give Fighter Bay 5, while Fighter 6 gives Fighter Bay 5 and Fighter Bay 6.
The AI-controlled Earth Alliance tries to research the normal SEIV tech tree. Several of the AIs never seem to expand past their home planet (turn 300+, stats list them as 1 planet, 0 ships and 400+ units).
I've just downloaded the newer AI file listed in this thread, will be having a look at that later.
Suicide Junkie
August 28th, 2002, 07:08 PM
Armor doesn't appear to be destroyed first - I've had vessels shot full of holes and still have most of the armor components intact.<font size="2" face="Verdana, Helvetica, sans-serif">No, it dosen't http://forum.shrapnelgames.com/images/icons/icon7.gif
What type of armor were you using, anyways?
The light armor has more hitpoints, but the heavy armor blocks a greater % of the damage.
The key thing about armor, is that it only REDUCES damage, and does not block it completely.
When you ship gets shot at, you get little holes in your armor, and weapons can slip through.
For better protection, add more/heavier armor. Researching tougher Versions of the armor you do have also helps a little bit.
If you are just using structural supports instead of components named armor, you will find they are often hit late in the battle, but can distract enemies. They may waste valuable shots trying to vaporize a crippled ship, instead of shooting at the live targets. http://forum.shrapnelgames.com/images/icons/icon7.gif
Timstone
August 28th, 2002, 08:23 PM
Hi all,
Well I seem to have the same problem as killer. I've DL'ed the files on Rambie's site. I have SE 4 Gold.
Where oh where can I DL the correct Version of the Babylon 5 mod?! http://forum.shrapnelgames.com/images/icons/confused.gif
pathfinder
August 28th, 2002, 08:57 PM
TimStone: No finished AI yet.
I have only scratched together an AI for a few of the races (AI_designcreation and AI_research).
Found here: Originally posted by pathfinder:
Here are some AI I made for the B5 MOD. They are compatible with both 1.49 and Gold Versions of the B5 MOD. They will NOT work outside of the B5 MOD. They are very much a work in progress and are not final nor are they "official" or "canon".
Have fun!
1030228380.zip (http://forum.shrapnelgames.com/newuploads/1030228380.zip)<font size="2" face="Verdana, Helvetica, sans-serif">In the shipset forum.
[ August 28, 2002, 19:59: Message edited by: pathfinder ]
pathfinder
August 29th, 2002, 12:43 AM
jimbob: emailed that SEIV spreadsheet to ya.
Hope it helps.
Da path
Question(s): I have the Drazi and Raiders to make a basic Race-AI for and the LNAW. Any suggestions for the LNAW as to which Race's weapons/tech to design and research for? They are a group of several B5 races (Abbai, Brakiri, Gaim, Vree). Be a real bear to research for all of the tech (take forever)...
[ August 29, 2002, 01:04: Message edited by: pathfinder ]
pathfinder
August 29th, 2002, 01:05 AM
AGoetz: Yeah, All the AI have a generic AI (no special racial techs researched or designed in AI_designcreation. That is why I went ahead and cobbled together some AI based on the techarea (data) and component (data) files. As far as weapon & damage characteristics, beyond my abilities to modify.
as for some of the AI not expanding: the neutrals won't. as for the "main" races doing that, seen it too but sometimes they expand, sometimes not; not sure why.
[ August 28, 2002, 16:06: Message edited by: pathfinder ]
AGoetz
August 29th, 2002, 02:03 AM
Pathfinder : My AI complained a few spelling mistakes in your Centuri AI files, things like 'Ecm' instead of 'ECM' and Weapon Platform instead of 'Weapon Platforms'. Haven't played with it long enough to see if it helps, but if my current game, the Vorlons (and two others, but can't remember who) are still sitting on just one planet according to the score card while I've got Cruisers sitting on my Jump Points.
On armor, will have to put a test together, but I'm reasonably sure I had about 15 Light Armor components on a Heavy Destroyer - and still had about 5 of them after the fight with the ship being a cripple.
pathfinder
August 29th, 2002, 02:05 AM
AGoetz: Thanks, I'll correct the spelling. Also, be aware that the Vorlons and Shadows can only colonize thru conquest or trade. They should, however, have scouts roaming around.
Fixed the Centauri. Ran min-tests and they seem fine (no obvious errors anyways).
[ August 29, 2002, 01:33: Message edited by: pathfinder ]
killer
August 29th, 2002, 04:29 AM
Jimbob,
Where did you get your copy of the B5 Mod?
killer out
jimbob
August 29th, 2002, 04:39 AM
From the SEIV Play By Web site, under downloads. The ship set is in downloads right when it opens (sub-section 'shipsets' is the default when the page opens), and the 3 additional mod files are in the sub-section 'mods'. The files are pretty hefty.
Just go to this address and make yourself an account: http://seiv.pbw.cc
edit: mE typinf id good...
Hope that helps.
[ August 29, 2002, 03:41: Message edited by: jimbob ]
Fyron
August 29th, 2002, 04:43 AM
Or from http://www.xmission.com/~rstulce/B5Web.htm
killer
August 29th, 2002, 04:44 AM
I've tried
It keeps rejecting my regester attempts
killer
August 29th, 2002, 04:45 AM
Thats where I got it from
Suicide Junkie
August 29th, 2002, 05:17 AM
On armor, will have to put a test together, but I'm reasonably sure I had about 15 Light Armor components on a Heavy Destroyer - and still had about 5 of them after the fight with the ship being a cripple. <font size="2" face="Verdana, Helvetica, sans-serif">AGoetz: Do you really mean to tell me you are upset with the performance of 15kt of armor on a 350kt ship?
You only had 4% of your mass devoted to defenses!
Put at least 5 times more armor on your ships, and they should work much better.
Some comments on the mod:
- Harm missile X This disrupts weapons for 78 turns, yet combat only Lasts 35 at most. I think that's just a wee bit of overkill.
Even Harm Missile 1 will disrupt weapons longer than the battle Lasts.
These need to be scaled way down.
- Many of the descriptions are still missing; there are many with a description of "0"
[ August 29, 2002, 04:43: Message edited by: Suicide Junkie ]
AGoetz
August 29th, 2002, 05:20 AM
Killer : the files that I got were (from memory)
B5ModCore30.zip, B5ModData30.zip and I've recently added the AI file listed earlier in this thread. I got the B5Mod files from Rambie's web site. To get them to work, I unzipped their contents to a B5Mod directory off the main directory for SEIV and then edited the 'Path.TXT' file (it tells you what to change). Then run SEIV like normal and you'll get the B5 screen instead of the normal one. Create a race (it didn't come with any pre-defined player races) and off you go.
Suicide Junkie : I'm still getting the hang of this mod, I'm used to the normal SEIV armor where 1 armor unit gives at least 30kT protection. I'm still at the stage of going, engines - check, big guns - check, reactor big enough - think so, ecm and sensors - check, point defense - check, how much room is left - cannot fit another gun in that, fill it with armor.
[ August 29, 2002, 04:24: Message edited by: AGoetz ]
Suicide Junkie
August 29th, 2002, 05:48 AM
When you get up to heavy armor, 10 components on a ship that size would be reasonable.
The light armor is a completely different story http://forum.shrapnelgames.com/images/icons/icon7.gif
You should probably decide ahead of time aproximately how much space you want to spend on each Category of component (engine/weapon/defense). Then you'll end up with a good, balanced design.
AGoetz
August 29th, 2002, 07:19 AM
PathFinder : I don't think the AI can handle the Shadows and Vorlons if they aren't allowed to colonize. Even under Human control that rule would make it very difficult to expand. Probably even worse under multiplayer - Vorlon fleet is spotted approaching other players world, other player decides he can't get enough reinforcements there in time and just abandons the planet. The Vorlon player then has to travel deeper into the other players space while the other player has dozens of planets able to produce defences.
pathfinder
August 29th, 2002, 12:14 PM
AGoetz: Not sure what Val did to make the Vorlons and Shadows essentially neutrals. We'll all have to wait until he shows back to get that and other things changed/fixed (like the harm missile and peircing missile).
One of reasons he MAY have done that was because of my reports of how powerful the Shadow tech is.
[ August 29, 2002, 11:16: Message edited by: pathfinder ]
Timstone
August 29th, 2002, 07:45 PM
Hmm... I've tried everything to make the mod going on my computer, but to no avail!
I've DL'ed the folowing files:
B5ModCore30.zip
B5ModData30.zip
AIFiles.zip
Having installed these files and tying to start the game gives nothing but freaking errors! So I tried husling the freaked files with the same files from the preceding Version of the B5Mod.
BTW, I'm playing with SE 4 Gold.
This fixes the errors, but that way I can't build any ships. And the components are available to every race (I chose Centauri and I also got the Alliance weapons). And many, many, many techs aren't just implemented yet, but this doesn't concern me.After this I got the luminous idea of upgrading the previous Version of the B5Mod. So I DL'ed:
B5Mod.Update30.zip
This did't do the trick either.
I've stopped trying to get it to work correctly.
The main complaint of this little piece of text is that the files you can DL at Rambie's site aren't working.
I know it's work in progress, but please don't let us DL files that don't work.
P.S. It's great to see that people are so actively busy with improvements to this great mod.
This mod and the Ultimate Mod of Hadrian are the two mods I'm really waiting for. Keep up the good work!! http://forum.shrapnelgames.com/images/icons/icon10.gif
Jamorobo
August 29th, 2002, 07:55 PM
Well the b5 mod isn't made for se4 gold, only for normal se4 ( someone could tell u how to change the files to gold Version )
Also what Version of gold r u using as more probs might of been created with the latest patch.
Anyway where have u downloaded from? rambies site or the PBW website? If u haven't downloaded from the PBW website do. just incase it's the downloads at the rambie site that are the prob as i Downloaded it from PBW for my normal se4 and it works fine.
oleg
August 29th, 2002, 07:59 PM
Few more cosmetics to Minbari shipset: new Tinashi picture for carrierheavy, new Sharlin picture for baseship, new spacestation, plus a long list of Minbari design names (minbari.txt). I also took a liberty to make models for troops. They are loosely based on AOG miniatures :
1030643746.zip (http://forum.shrapnelgames.com/newuploads/1030643746.zip)
oleg
August 29th, 2002, 08:04 PM
Timstone, you must also download shipssets from PBW site. I have no idea why it is not yet on Rambie' site. It really creates a lot of complaints from people new to this mod. Frankly, I even think it is a good idea to temporaly redirect all trafic from Rambie site to PBW untill all ship sets are present.
As it is mentioned, current Bab5 is for pre-Gold, but it can be easily fixed once you get all races. contact pathfinder for latest Gold AI.
pathfinder
August 30th, 2002, 12:14 AM
*groan* http://forum.shrapnelgames.com/images/icons/icon12.gif
Do I need to do a mini-tutorial on the B5 MOD? http://forum.shrapnelgames.com/images/icons/tongue.gif
Basically (and I do mean BASICALLY) the only differences are in the settings.txt and fleet.txt files. Settings a a coupla lines (about defenses IIRC) and fleets has 3-4 lines about drones that are required to use B5 AI with GOLD. PDF did a Gold conVersion a coupla months ago, not sure if it is the mOD forum though.
If one feels brave, one could copy a GOLD Version of those two files into each race folder and then rename it (eg EarthAlliance_AI_settings.txt or EarthAlliance_AI_fleets.txt).
Also to properly use the mod, the mod folder should be a separate folder within the SEIV folder (similar to TDM or DevNull). This because the MOD uses VERY diferent techarea.txt and components.txt files in the data folder.
As for the AI I have been posting, they are simply designcreation.txt and research.txt files for the races that have so far been included and will work for both 1.49 (non-Gold) and Gold Versions. I hope to have these files done for the main races this week-end and the neutrals done by next week-end. My AI files can be found in the SEIV races forum.
Hope this helps.
And be advised that I can't keyboard very well so my AI have misspellings (which can cause error Messages). I THINK I have caught them all, but who knows http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
[ August 29, 2002, 23:15: Message edited by: pathfinder ]
oleg
August 30th, 2002, 01:58 AM
Just to stir up some inflamatory (I'm MoW in disguisse http://forum.shrapnelgames.com/images/icons/icon10.gif ) discussion:
I do not like the current state of Babylon5 mod.
The proprietor of Bab5 mod - Val, stated that his policy is to keep Bab5 to pre-Gold and once it is more or less "fixed", upgrade to Gold. It is several months since Gold has been released and judging from immense influxe of people in Last few months and some polls on this forum, Gold is more or less a "standard" SE for most of us. Now, imagine the frustration of a new Shrapnel' customer who is so exited about this new toy but suddenly is put down by a string of silly errors... If Bab5 Mod was a commertial product, all marketing people shall be sucked... the people responsible for sucking has been sucked... no South African lamas has been injured...
Anyway, look on any other mod - TDM, P&N, Proportions, Devnul - all new Versions are based on latest SE patch (1.78). It is time to draw the line and fully focus on latest SE Gold patch
It is easy for experienced player to convert pre-Gold Bab5 to Gold Version, but what is the point ?
Gold SE gives so much more versatality in modding that clenching to 1.49 has no sense whatsoever. Drones are one example, but look at all new mods based on just new mount abilities ! Not to mention that emiisive armor in 1.49 and 1.78 are two different beasts. Same goes for engine destroying weapons or new types of damage (1/4 to shields, 2 to shields). Really, lets move on and make decent 1.78 upgrade that will not make new players to pull hair in despair !
AGoetz
August 30th, 2002, 02:08 AM
I think you may have a problem with the mod and limitations of the SEIV engine. There are places in designing ships where I can generate Range Check Errors, the two I've noticed so far are in number of Engines (try putting 33 engines on a ship) and Weapon Damage (try looking at a Massive Vorlon Planet Killer).
When a player does these the program just spits out a Range Check Error box, but what happens when the AI tries to do something like these? Could it be the cause of the occasional Fatal Exception?
pathfinder
August 30th, 2002, 02:14 AM
AGoetz: Yeah, we had a heck of a time with engines earlier. An RCE would be made when the AI would try to fit/use Lvl 6 engines (can't remember which--fission advanced or fusion advanced). Not sure what Val did to get that one gone. That why me no wanna try and figger that kind of problem out...don't fully understand the how's and why's. While research and to a lesser extent designcreation are tedious, it doesn't take much knowlkedge in programming to figger them out http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
August 30th, 2002, 03:07 AM
More than 255 move points from engines on a ship (not final movement rate) causes a RCE.
AGoetz
August 30th, 2002, 04:10 AM
If that case, may I suggest that the ships have a maximum number of engines set?
What is the highest move engine value - if it is 8 then set a max of 30 engines would work.
pathfinder
August 30th, 2002, 04:12 AM
Hmmm...just read something. Average PBW game is 150 turns? OY....B5 MOD stuff (research, building) takes a LONG time http://forum.shrapnelgames.com/images/icons/icon12.gif me be just getting started at turn 250 http://forum.shrapnelgames.com/images/icons/shock.gif
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