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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

zircher November 6th, 2001 07:55 PM

Re: Babylon 5 Mod
I think I'll give the Hyach a go. Both Steve and Mike are creative, if terribly slow, modellers. Regular Hyach Posts might motivate Mike (the LW user) to post more Gaim designs.

Check out http://zircher.iwarp.com/fots_3d/fotsb5.htm to see what his vision of the Gaim is. [Might be difficult to make an SE4 race set out of them.] FYI, all the models are built from scratch with the exception of the Narn Frazi which was taken from a mesh and retextured. Won't be seeing much more of the Narn in the gallery, by turn three all of their colonies are blockaded and major industries smashed. It's good to be the Emperor. :-)

Master Belisarius November 6th, 2001 08:12 PM

Re: Babylon 5 Mod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rambie:
I'd love to see the Gaim, or the Hyach, in the MOD! I haven't written an AI yet, Mephisto did a great job on the EA set and maybe he'd be willing to help out.

I think we'd all like to see any many races in the MOD as possible, so ask your friend who'd good at Lightwave. I've got some Drazi and Vree models that I could send him if he's interested in making any ship sets.


If somebody need/want AI files for aggressive Races with Organic and/or Temporal habilities, I would love to fit the Aquilaeian/Pyrochette files for the B5 mod.

I can't commit a full new AI (I'm lack of time), but as I said, could fit the current AI files for the mod.

ZeroAdunn November 6th, 2001 09:22 PM

Re: Babylon 5 Mod
Man I love those images, I love B5 too. I made all the races for SEIII but sadly I have very poor 3D skills and a crapy 3d modler/renderer.

Anyone got any of these shipsets ready? I'm dying to download them!

Rambie there are some problems with your shipset, The Hyperion (what class is that ship anyways?) is actually smaller than the Nova class destroyer. And a whitestar is smaller than The Hyperion. The ShadOmega (omega-X whatever) is the same size as the Omega.

Thats all....

thorfrog November 6th, 2001 11:19 PM

Re: Babylon 5 Mod
This is great to see this much interest!

Val November 7th, 2001 09:08 PM

Re: Babylon 5 Mod
It would be great to get as many races defined as possible, even if someone only wants/has time/is able to do the 3d rendering, I'm sure we can find people that are interested in doing the AI. Not to mention Master Belisarius' excellent AIs that could be adapted over to the B5 Mod. I don't think there are many temporal races in B5, but that doesn't mean a new race couldn't be added or one of the lesser defined ones could be used.

If we can get an idea as to who wants to do what race, then we can hopefully avoid double work and get to a finished Mod that much quicker.

Also, I have finished the basic map (attached B5.map) for the B5 universe Mod. I based it on the Agent's of Gaming Bab5 Wars game map.

I still need to fill out the systems with planets and I am trying to keep with the B5 history (with habitable planets where they mention them). Does anyone know if there is a way to generate random solar systems within a map that is already created?

As of right now I have all the worm holes 'stacked' in each system to be more like the jump gates in B5. What I would really like to do is put a delay on the jump points. Does anyone know if this is possible? Would we be able to add an effect/ability like like "Warp Point - Jump Delay"?

ZeroAdunn November 7th, 2001 10:08 PM

Re: Babylon 5 Mod
Sadly there is no way you can generate systems within in the map editor.

Here is one of my favorite sites for b5 ship info: <A HREF="http://hyperspace.isnust started talking about the tech/components. That is probably going to be the most time consuming part, and the part we would need the most help with. On the brighter side it will be the easiest one to integrate multiple works into a single file. We are probably going for racial specific tech trees to keep certain techs in certain races hands alone, so there isn't a Drazi player cruising around with a Vorlon Lightning Cannon.


Love the Hyach ship, really neat style! The only thing I have about the Hyach is a blurb from B5 Wars and a ship sheet silhouette. It is a battle cruiser and features a spinal mounted laser. If you want it, let me know. Looking forward to seeing the final product!

zircher November 13th, 2001 08:38 PM

Re: Babylon 5 Mod
&gt; Love the Hyach ship, really neat style!


&gt; The only thing I have about the Hyach is a
&gt; blurb from B5 Wars and a ship sheet
&gt; silhouette. It is a battle cruiser and
&gt; features a spinal mounted laser. If you
&gt; want it, let me know. Looking forward to
&gt; seeing the final product!

I'm undecided as to whether I consider AoG's stuff usuable or not. [Leaves out comments about butchered game mechanics and spitting on people.] I've only see one picture and I'm not impressed. On the other hand, Max Blagg is a member of the FOTS_3D group, I do like his work, and he did design some of AoG's models (unfortunately not the Hyach.)

I might give the dripping snot cruisers a try. But, I saw nothing in the show that backs up that particular technology. Need to do more research. Anyone got episode 95, Secrets of the Soul, on tape? Any description (or screen shots) of Hyach technology would be appreciated.

[My Bad, gave credit to the wrong person.]

[This message has been edited by zircher (edited 14 November 2001).]

thorfrog November 13th, 2001 08:44 PM

Re: Babylon 5 Mod
How about we put together a list of weapon systems to be included for this B5 mod. Basic start of the tech tree.

General Tech - tech open to all races
Laser Weapons-
-Light Laser cannons (long reload, strong)
-Heavy Laser cannons (Long reload, very strong)
-Lite/Heavy pulse lasers (to hit bonus)
-L/H particle lasers (quicker reload)

-Small & Large missile types

Planetary Bombardment
-Mass drivers (Political backlash penalty)

Plasma (armor penetration)
-cannons (long reload)


Earth Alliance
-Defense Grid Energy Projectors (weak d

-Railguns (long range)

-Twin Particle arrays (to hit bonus)

-Ion Cannons
-Gravimetric Defense Grid

-Energy Mine (fighter defense, small, to hit bonus)

Defense shield
-Electromagnetic Defenses

-Gravitic Neutron Cannons (shield piercing, long reload)
-Gravitic Fusion Beam Cannons (shield piercing)

-Cannons (shield piercing)

-Minbari Stealth Device
-Defense Shield Grid

Slicer Beams (shield piercing, armor piercing)
Jump Point Disrupter
Bio-Organic armored hull
Shadow Shields (phased shields)
Tractor Beams
Phased Hyperspace Cloaking Dev
Death Cloud

Vorlon Shields (phased shields)
Tractor Beams
Vorlon Sensor Jammers
Super Death Ray (planet destroying)
Death Ray Cannons (high damage,sp,ap,long reload)
Flame Beams (shield piercing)
Lightning Guns (armor piercing)

Val November 13th, 2001 10:49 PM

Re: Babylon 5 Mod
Looks like a good start for the tech lists. We also have to remember to add all the non-military techs that made the B5 universe what it is.

Not sure if this is a given or not, but we should have the techs have different levels (just like in SE4) to represent a 'prototype' Heavy Laser as well as an 'advanced' model Heavy Laser.

thorfrog November 13th, 2001 11:14 PM

Re: Babylon 5 Mod
I like the idea of proto type and advanced. I figured levels were a given.

Additional tech would be like gravity drives, artificial gravity, rotating sections, self repair units, ect.

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