.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Bronze - Save $8.00
winSPMBT: Main Battle Tank - Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #101  
Old December 21st, 2001, 06:53 AM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: Babylon 5 Mod

How exaxtly are you doing you virtual Emissive armor ability?

Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though.
Reply With Quote
  #102  
Old December 21st, 2001, 08:08 AM
Rambie's Avatar

Rambie Rambie is offline
Sergeant
 
Join Date: Jul 2000
Location: Centerville, Utah, USA
Posts: 316
Thanks: 0
Thanked 0 Times in 0 Posts
Rambie is on a distinguished road
Default Re: Babylon 5 Mod

quote:
Originally posted by ZeroAdunn:
OMG Rambie, I thought you were dead. Well maybe not. I must say though I really like your shipset, it is by far my favorite shipset for SEIV so far.


Thanks for the comments. I worked hard on the Narn and EA sets to try to make them the best I could.

No, not dead... well not yet anyway. I'm just busy with school and work. I've got to learn Cisco router programming, Visual Basic, and keep all my other tasks at work up to date at the same time, PLUS I'm working on a Bachelor degree full time... let's just say that sleep and I haven't been seeing much of each other the Last month.

Val has a few other things he wants me to do with the EA set but it's moving in the right direction.

If you haven't seen it I have a possible B5 intro screen on my web page. I think it has the right amount of energy and emotion that a intro screen needs... and explosions!

SJ, I like your ideas. Keep up the great work.

[ 21 December 2001: Message edited by: Rambie ]

__________________
Rambie
www.xmission.com/~rstulce
Reply With Quote
  #103  
Old December 21st, 2001, 10:18 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

quote:
How exaxtly are you doing you virtual Emissive armor ability?
Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though.
There is no limit. You could build a 99% armor ship (still needs command & control to be legal)

The regular armor is unlimited, but for the ones with abilities I'm planning to make a "Primary" limited to one per ship, with as many "Addons" as you want.
The primary armor has a big ability, and the addons have much smaller amounts.
Only a primary fits on an escort (giving say 100 points)
A dreadnaught might hold a primary and 5 addons, (giving 100+ 5*20 = 200)
That allows the small ships to have a noticable ability effect, without making huge ships invincible.
NOTE: the addon armor will have the same physical hitpoints and size, just a reduced emissive ability.

quote:
How exaxtly are you doing you virtual Emissive armor ability?
My virtual emissive is Shield generation + Crystalline effect, where both have the same value.
The "shield" provides a maximum emissive capacity, and the crystalline cools the armor down between shots. Its not perfect, but on the average it will work reasonably well.
This is why I wanted the shield animations to be glowing/electric hull effects
Reply With Quote
  #104  
Old December 21st, 2001, 04:39 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

The intro screen Rambie is talking about is also in the Current Mod as the Intro screen.

Another thing worth mentioning about damage is that all components have been scaled up to allow all races to have some ‘repair’ ability. So those engineers can be frantically working on repairing the smaller drives or weapons while their otherwise dead ship is floating in space. We had also talked about adding repair teams, security teams and so forth to give a crew element to the ships.

I also want to wish everyone a happy and safe holiday and thank everyone for their contributions, interest and support on this Mod!
Reply With Quote
  #105  
Old December 21st, 2001, 06:11 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: Babylon 5 Mod

I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?

What you mean you are scaling up components?

Yes repair crews and security teems seem like a good idea to me. You could just make them different crew quarters components,
1: Security (adds crew devence bonus)
2: Repair (repairs ship, possibly larger component to preven mussuse)
3: ???
Reply With Quote
  #106  
Old December 21st, 2001, 06:54 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

Looking for my suggestions on 'Crew' components. Med Team, Intel Ops Team, Shipboard Telepath, PSI-Core Team, Research Team & IPX Team were some ideas. Also, maybe other bonuses that will up price of ship.

The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values.

[ 21 December 2001: Message edited by: Val ]

Reply With Quote
  #107  
Old December 21st, 2001, 09:44 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

quote:
I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?
I'm starting off with 4 classes of basic hitpoint raising components. (IE inert armor, ignoring the fancy mid to ancient techs)

Structural Supports: IMG = Stacked Variety Armor (P&N's ablative armor)
- Starts from 1KT, $7, 180 HP
- Can hold the ship together even after severe damage, but most components will have already been burned away.

Light Armor: IMG = Flat Gold Armor
- Starts from 10KT, $100, 1500 HP
- High HP value, but relatively easily pierced. Best protects the small internal components such as crew quarters & light engines.

Midrange Armor: IMG = Emissive armor
- Starts from 50KT, $1000, 6,000 HP.

Heavy Armor: IMG = Ringworld gravity plating
- Starts from 100KT, $3000, 10,000 HP
- Low HP value for armor, but is extremely hard to pierce. Can protect even large external weapons.

Reinforced armor will either be a mount for boosted hitpoints, or a real armor "never pierced" ability at 10x the price or so.

I'm open to suggestions, especially on terminology.
Reply With Quote
  #108  
Old December 22nd, 2001, 12:53 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

Here is Mephisto's latest Narn AI (and an updated EA Speech file)

Narn_AI.zip

This is not included as part of the full Mod (below) yet, but will be part of the next major upload we make.
Reply With Quote
  #109  
Old December 22nd, 2001, 01:18 AM
zircher's Avatar

zircher zircher is offline
Sergeant
 
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
zircher is on a distinguished road
Default Re: Babylon 5 Mod

Sorry, but I absolutely hate the text used on the Vorlon Intro image. It took me a few momement to figure out what it was (besides annoying.) The double image effect of the text was not a good idea. Neither is the ability to see through the front face of the text. Having to guess at the letters by looking at their sides totally takes away from the fact that you are supposed to sending a message. Perhaps if the front face was black or dark green, it would give the appearance of solid text and not ribbons or chaff.

I liked the background image, but make the text solid (perhaps translucent) and leave the image in the backgound.
--
TAZ
Reply With Quote
  #110  
Old December 22nd, 2001, 02:13 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Babylon 5 Mod

"The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values."

Umm.. if you scale up BOTH the resistance and weapon values, by the same amount- how does that change anything?

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:01 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2017, Shrapnel Games, Inc. - All Rights Reserved.