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  #81  
Old December 10th, 2001, 11:29 PM

Val Val is offline
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Default Re: Babylon 5 Mod

SJ and I are still talking about ideas for Engines/Reactors, so it will still be a little bit.

So far, what we're thinking is using reactors to power/supply the engines and weapons, but we are just trying to figure out how to make it generate the points fairly for the different classes.
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  #82  
Old December 17th, 2001, 02:25 AM
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Default Re: Babylon 5 Mod

So how's it goin? Any files ready for download. I would really like to get a look at this mod.
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  #83  
Old December 17th, 2001, 04:12 PM

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Default Re: Babylon 5 Mod

We'll try to get something posted this week. Having some trouble with setting it up for AI to use the new mod components.
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  #84  
Old December 17th, 2001, 06:45 PM

tesco samoa tesco samoa is offline
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Default Re: Babylon 5 Mod

Are you limiting armour to certain ship classes ??
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #85  
Old December 17th, 2001, 07:56 PM

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Default Re: Babylon 5 Mod

SJ is actually doing the armor work and from what I've seen it looks good. Armor is going to be more like structural mass for a ship so the ship can take a huge beating, but there is still a chance of hitting something vital.

Where I am having trouble is with the Engines. Since we are using a Q-N style I have engine categories ranging from Light to Massive, but I am having trouble with making the AI pick a good mix of classes, maybe if I just make them pick the class best for a ship size and limit each shipsize group. Any ideas?
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  #86  
Old December 17th, 2001, 09:18 PM
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Default Re: Babylon 5 Mod

quote:
Where I am having trouble is with the Engines. Since we are using a Q-N style I have engine categories ranging from Light to Massive, but I am having trouble with making the AI pick a good mix of classes, maybe if I just make them pick the class best for a ship size and limit each shipsize group. Any ideas?
Try giving the engines a useless ability, such as "organic extraction", or "star-unstable"

Light: minerals extraction (the facility ability)
Medium: organic extraction
Large: radioactives extraction
Heavy: Planet - shield generation
Massive: Star - unstable

For each Category of ship, you can then make the AI use some of each, and you can vary the proportions as you go.

Alternatively, you could give all engines all 5 abilities, and have them stand for certain characteristics, such as fuel efficiency, speed efficiency (thrust/size, so AIs won't pick an engine twice as big because it provides 10% more movement points), etc.
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  #87  
Old December 17th, 2001, 11:49 PM

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Default Re: Babylon 5 Mod

Just so y'all have the meat and bones of the Mod, here it is:

B5Mod.zip
(It's about 7.5 Megs)

This includes:

1) EA, Narn, Minbari, Vorlon, Shadow, Hyach and Centauri shipsets. Along with available AI, Empires and Design Names.

2) Edited Data Files:
  • CompEnhancement.txt - New mounts for sats, WPs and Mines
  • Cultures.txt - Used Jourin's culture mod
  • DefaultColonyTypes.txt - New colony types added
  • DefaultDesignTypes.txt - New design types added
  • EmperorNames.txt - Now includes Emperors and leaders from B5 Universe
  • EmperorTitles.txt - Added a variety of titles and included all B5 titles
  • EmpireNames.txt - Includes Empires from B5 universe
  • EmpireTypes.txt - Added a variety of types and included all B5 types
  • Settings.txt - Some adjustments
  • SystemNames.txt - Used all the B5 system names (well over 200) for randomly generated universes
  • VehicleSize.txt - Added all the NeoStandard sizes and created a subfolder with VehicleSize.txt files for Q-N and standard SEIV movement and NeoStandard and SEIV standard shipsets for individual tastes
  • TechArea.txt - Raised the following levels to make compatible with VehicleSize file : Ship Construction - 15, Base Construction - 5, Fighters - 5, Troops - 4

3) Maps: B5.Map - Still WIP map of B5 universe. Put on hold while working on components, but fun to see.

4) Modinfo file that works with SEIV ModPicker Utility.

5) Changed Intro Screen with B5 Art

Things that are not in it... yet:

1) Updated Components - Including:[list][*]New Weapons - 10 different families[*]New Engine Types - For Q-N style of play[*]New Reactor Types - To supply power (supplies) to ship[*]New Armor - Done in a whole new way![*]New Targeting/Tracking/Sensors/Cloaking - For a B5 feel

2) Finished Map

3) Scenarios

4) New Victory/Defeat/HumDead pics - Not yet finished

5) Alternate Sounds - These go with the components, so no point in wasting space

6) Anything else y'all would like to see that hasn't been mentioned yet

So, right now this pretty much works like a regular game of SEIV, but with a B5 feel, races and some tweaks. Once other data files are changed and AI is updated, I'll repost.


Everyone, please give some feedback on what is here so far, and what direction you want it to go in. Also, any suggestions or corrections are welcome!

Finally: Looking for volunteers for Hyach AI (for standard SEIV) and anyone who would like to continue with helping this along.

[ 18 December 2001: Message edited by: Val ]

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  #88  
Old December 17th, 2001, 11:55 PM
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Default Re: Babylon 5 Mod

quote:
Originally posted by suicide_junkie:
PS: to shipset designers
Could you design the "shield" effect to look like a hull bLast of some sort?



Is there an example of this in the current B5 mod file?
--
TAZ
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  #89  
Old December 18th, 2001, 03:37 PM

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Default Re: Babylon 5 Mod

These 3 files will point the Centauri, Narn & Minbari to the correct Design names in the mod rather than the generic ones.

AI_DesignName_Fix.zip

Here are three sample components for the engines (Fission, Fussion & AntiMatter)

EngineSamples.zip

Also, any ideas for B5 style facilities y'all would like to see?

[ 18 December 2001: Message edited by: Val ]

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  #90  
Old December 18th, 2001, 07:59 PM
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Default Re: Babylon 5 Mod

Here's a non-artist's impression of how the Vorlon armor might look in B5.

Vorlon_Shields.bmp

For the younger races, just use a white flare, or something. It'll work like an intro to the hull impact animation, since the "shield" effect will only subtract 2 or 3 points of damage, and thus both are guaranteed to appear in order .
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