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Accueil » news » forums » Space Empires V » Space Empires V General

Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-03-26 21:56 Space Empires V General

For those of you who are interested. I have now completed the programming for my Babylon 5 Wars mod on the following races: Abbai, Alacan, Balosian, Brakiri, Cascor, Centauri, Corillani, Descari, and Dilgar. The play is awesome so far and plays VERY much like the B5W game. I will start work on the Drazi this weekend. I hope to get them done on Saturday and if I get some time I may get the EarthForce done on Sunday. At this rate I may have a nice beta release within a month, maybe two.

This is a huge endeavor (I will complete all 35 playable races, each with unique technologies, and a few hybrids). So when the beta is done if anyone wants to script AI for it they are welcome to do it. Currently I am simply working on a multiplayer version. When you figure I have to go through thousands of pages of rules to program SEV equivilants I am sure you will understand why I doubt I will handle the AI. Multiplayer is where this game shines anyway.

I'll keep you posted on the progress.

‹ Plasma Missiles -- forward-firing-arc-only... intentional? Best defense against Fighters and Carriers ›
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Re: Babylon 5 Wars SEV Mod Update

Soumis par BlackSwan le Jeu, 2008-03-27 02:03

Good to hear, so here's a teaser of the EA set that should be done in a day or two.

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par battlespud le Jeu, 2008-03-27 05:55

I understand he pain of scriptin, i tried..... and failed miserably Laughing out loud

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Jeu, 2008-03-27 07:34

@Arpeegy: looking forward to this! When the heck do you sleep Laughing out loud

@Blackswan: your ship sets rock. Question about the Interstellar Alliance though: the (small) carrier size is extremely big compared to frigates, was that intentional? It looked seriously oversized in the single encounter I've had with it so far.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-03-27 15:24

Sweet Nova and Warlock. And, of course, another excellent shot of my favorite ship, the Hyperion.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-03-27 15:29

Hi Shrike,

I sleep...I just have not had a weekend for a few weeks. Programming the mod has actually been very fun...and kinda relaxing.

The carrier may look a little big because the Brakiri Avioki's in the IA shipset are used to represent frigates. These are actually cruiser sized vessels in Babylon 5. About the same size as an EarthForce Omega...which is what is being used to represent the carrier in the shipset.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Vince278 le Jeu, 2008-03-27 18:36

I know its asking alot but it would be cool if the middle section of the Earth warships would rotate like they did on the show. Smiling

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Re: Babylon 5 Wars SEV Mod Update

Soumis par battlespud le Jeu, 2008-03-27 21:32

ive seen that happen on the BSG colony ships. shouold be possible here but maybe time consuming eh? i wouldnt waste time on it unless you want to.

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Image de BlackSwan

Re: Babylon 5 Wars SEV Mod Update

Soumis par BlackSwan le Ven, 2008-03-28 01:29

There is only one model of the carrier in the AI set for all three class of ships like in stock.
You could edit the Ships_XFileClasses.txt and make three different sizes of that same model or even better,
wait for the update for the IA set that incorporates stuff that apply from this set that I'll post at the same
time. The carriers will still be larger ships cause, well their carriers. As far as rotating mid section I've
spied upon the Excellent BSG ship set Xfile and seen how it was done for the starbase and wanted try it for
the Omegas, think i can do it but it slip out of my mind, so for now it will have to be another time and update,
maybe after the Minbar and Vorlon sets or sooner if they frustrate me too much. I've got a few half finshed
fleets cause of that and it seems to help to move from one to another. Vorlons are a pain.
@Arpeegy, I knew it was so for this set I'll promoted to a cruser

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Fyron le Ven, 2008-03-28 11:01

The stock vehicle sizes are set up to support 3 sizes of carrier models, so an extra model or two will automatically be used by pretty much every mod, including the stock game. No need to limit yourself to just one model because the stock sets only have one. Smiling

Vehicle XFile Class Name Primary := [%EmpireName%] Light Carrier
Vehicle XFile Class Name Alternate := [%EmpireName%] Carrier


SpaceEmpires.net | Space Empires Wiki

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arkonide le Ven, 2008-03-28 12:03

BlackSwan wrote:
Vorlons are a pain.

I can imagine! Even so, please finish it, the vorlons are one of my favorite shipsets.

The omegas rotating would be amazing!

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-03-28 17:53

BlackSwan did an awesome job on the Vorlon Scout ship he uses for a colony vessel in the IA shipset. So if he is doing a full Vorlon set it will be the bomb.

BlackSwan, no need to update the Brakiri cruiser thing for me. I am simply happy the models even exist. Staying true to Babylon 5 cannon is not necessary...just the look and style of the Babylon 5 ships is nice to have in a game. Now, if you do a Brakiri shipset then by all means move the Avioki up to cruiser status. Eye-wink

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-04-04 17:25

Update: The Drazi are now programmed and fully functional. These will be tough guys to fight...grappling claws and boarding parties and solar cannons will ruin any players best strategy. Mahahaha!

Loyalty above all else except honor.

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Sam, 2008-04-05 09:37

Pah, it's easy enough to deal with them! All one needs to do is drop some green and some purple sashes on separate parts of their homeworld and watch the ensuing carnage from a safe distance.

*edit* Better yet, make that a custom random event which incites riots Laughing out loud

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-04-06 14:09

Funny idea Shrike. I may have to look to see if I can make a random event that would work that way.

Update: EarthForce and Gaim are now programmed. The mod is moving along at a good pace.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-04-06 21:16

Update: Grome and Hurr now programmed.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Lun, 2008-04-07 01:25

soo when u do a release? or a prerelease to bug test?
hehe i like bug testing as most mods i get i have to alter in some way or another... like BSG mod, be great when it all fixed.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Lun, 2008-04-07 19:05

I plan to release a beta to test as soon as I have all 35 playable races represented. The reason for this is so I can make a good first initial attempt to balance the more powerful races using resource costs for their more advanced technologies. I am making no attempt to balance the actual weapon strengths or techs for each race. Instead I am using direct formula conversions straight from B5W. A race will have access to similar technologies that they have in the B5W game...at the same strengths. The B5W game was never meant to have each race play a balanced game. But if I can get the resource costs right then a player using a fully upgraded Shadow cruiser should be paying about ten times the cost of a player using a fully upgraded EarthForce cruiser. A single EA cruiser will be quickly obliterated by the Shadow Cruiser but a fleet of EA cruisers that cost the same as a single Shadow Cruiser should fair well. So far I am VERY pleased with how the mod plays. Some of the techs I still need to work out a few bugs with, or come up with an equivalant benefit that can be programmed in SEV, but other than that the B5W conversion is really fleshing out well in SEV. Plus it is fun to watch the much more B5W sturdy ships duke it out for a lengthy battle...something that is lacking in the standard game where a single hit destroys many ships at greater levels.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-04-11 18:12

Update: The Hyach are now programmed.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Sam, 2008-04-12 03:48

O_O! You're doing the races in alphabetical order? I would have started with the main races, then done the minor ones.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par mrbyte le Sam, 2008-04-12 05:53

Sorry if this is covered elsewhere but I can't find it.
I have downloaded these brilliant empires ...eh now what where do i put them and how do I use them please?

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Romulus68 le Sam, 2008-04-12 07:30

mrbyte wrote:
Sorry if this is covered elsewhere but I can't find it. I have downloaded these brilliant empires ...eh now what where do i put them and how do I use them please?

The Readme.txt shows you were to put them in order to be used. Basically, they go in the Empires directory. They unzip in to their own folder per race. When you start a new game create a custom race, this allows you to choose the new ship sets. If you are playing a mod then the ship sets need unzipped in the Mod's Empire folder as well.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: Babylon 5 Wars SEV Mod Update

Soumis par mrbyte le Sam, 2008-04-12 09:00

Thanks

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Re: Babylon 5 Wars SEV Mod Update

Soumis par ajm5k6 le Sam, 2008-04-12 11:45

I love Babylon 5 and I think this Mod is great. I would love to help in any way that I can, if its not to late. After all I own the entire series. Thanks! my AIM screen name is AJM5k6 and my e-mail is . Thanks!
The courage to endure.

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Fyron le Sam, 2008-04-12 12:00

Romulus68 wrote:
If you are playing a mod then the ship sets need unzipped in the Mod's Empire folder as well.
No, they don't. All you need is an empty folder of the same name, and the files will be filled in from the corresponding stock Empire folder. Duplicating all of the files wastes space and makes it more of a hassle to upgrade the shipset in the future, since you have to remember to update all the mods too. You will also need to edit the shipset to use AI files from the mod.


SpaceEmpires.net | Space Empires Wiki

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-12 14:37

marhawkman wrote:
O_O! You're doing the races in alphabetical order? I would have started with the main races, then done the minor ones.

I thought about doing that first but it actually turned out to be easier doing the races in order. Many of the smaller races have a bunch of the earlier "main" races' technologies. So by doing the little ones in order it has actually made programming the major races that much easier.
Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-12 14:40

ajm5k6 wrote:
I love Babylon 5 and I think this Mod is great. I would love to help in any way that I can, if its not to late. After all I own the entire series. Thanks! my AIM screen name is AJM5k6 and my e-mail is . Thanks! The courage to endure.

Can you program scripts? If so, once I get all the races programmed for multiplayer you are welcome to make AI scripts for the mod so it will play in single player. Other than that any ship models will be good since I do not plan to do those either...instead I will use ships already created in the community. BlackSwan has done some excellent shipsets that will be great for this mod. Other than that, when I release a Beta you are welcome to help me test and debug it.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-12 14:44

Latest Update: The Ipsha are now programmed. These bad boys have some NASTY electromagnetic weapons...but lack jump engines. A little trade off: Powerful weapons but no ability to open new warp points.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par ajm5k6 le Sam, 2008-04-12 17:21

I can't do scripts. I tried but failed miserably. I could do all of the components and stuff like that. If you have that covered I guess I will just work on the Beta with the rest.

The courage to endure.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-04-13 18:06

Update: The Kirishiac are now programmed. They were a tough one...took a minute.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Lun, 2008-04-14 22:36

Update: Kor-Lyans are now done. These guys are a purly missile, proximity, and particle weapon race. They are fun as heck to watch in battle. More missiles than you can count with tones of anti-missile missiles as well. It is like watching fireworks all over the place. Will be an interesting race to defend against...better think high PD weapon placement. PD plays a pretty big role in B5W...so REALLY don't be stingy with it if you go up against the Kor-Lyans.

The more of this mod I build the more excited I get to play it. This thing is really taking shape. Mahahaha!

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par ajm5k6 le Mar, 2008-04-15 09:00

Did you program any of the major races yet? Earth Force? Minbari? Narn? I have some ideas that might help. I have been watching the show and I think I could help.

Do you have AIM?

The courage to endure.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mar, 2008-04-15 21:13

ajm5k6 wrote:
Did you program any of the major races yet? Earth Force? Minbari? Narn? I have some ideas that might help. I have been watching the show and I think I could help.

Do you have AIM?

The courage to endure.

I am programming the races in alphabetical order so I do have the EarthForce done. The Minbari are coming up soon. At last count I believe I still had about 16 races to program with the Llort being the next project. I am doing as strict of a conversion that I can do using SEV from the B5W rules. So the game mechanics are pretty well established. It would be very difficult for me to explain my conversion formulas at this point to others...so it is just easier for me to program the races. Once that is done I will leave it to the community to build AI if they want to be able to play this mod in single player. Otherwise it will be an awesome multiplayer mod.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par ajm5k6 le Mer, 2008-04-16 20:50

Nice, could I hit you up for specifics. Are their going to be troops? How are you handling the race's ages and the like. What about weapons? Pulse Cannons and Particle beams?

I am very curious.

The courage to endure.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-04-16 21:04

Update: The Llort and Markab are now programmed.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-04-16 21:38

ajm5k6 wrote:
Nice, could I hit you up for specifics. Are their going to be troops? How are you handling the race's ages and the like. What about weapons? Pulse Cannons and Particle beams?

I am very curious.

The courage to endure.

Troops/units will be outfitted with their races weaponry. They will also have racial bonuses specific to their race. e.g. Kirishiac were a dominant ground force followed by the Gaim...thus their bonuses reflect this strength in their ground troops. All racial weapons are being built in the mod...to include their B5W damage rates, range penalties, combat bonuses, etc. So you name a weapon, it is in the mod. Every type of particle beam and cannon have been programmed. These weapons also have PD features if they had PD features in the game.

Weapon sizes are reduced from other mods and the standard game to allow a player to build a realistic B5W ship (e.g. a Light Particle Beam takes 5 structure spots on a ship...so you could pack a ship with them...how effective that would be is up for debate as they are REALLY short range weapons...it would be death to a fighter squad and no seekers would touch it). All components increase in structure strength (not size) with levels to allow for ship staying power.

Damage types are as consistent with B5W as I can make them so expect raking, piercing, flash, etc damage. Mines can be outfitted with smaller weapons to produce a wide variety of mines just like in B5W. Instead of running into all explosive mines you can now have the pleasure of running into explosions followed by particle beam fire, etc. Makes mines pretty nasty. All components reflected on a B5W ship control sheet are now in the game to include structure...a nice way to absorb hits without getting your vitals gutted...especially with raking and piercing fire, which works beautifully.

Reactors and Engines are needed just like in B5W for supplies and ordinance. SEV engines are now Thrusters. Ships will need to be built with extra supplies and reload racks to keep their weapons operational...some weapons do not carry ammo, thus no supplies/ordinance = no boom, boom.

Drones have been outfitted to act as either big missiles, piloted drones (think the large Drazi fighters) or breaching pods (this makes security stations a must if you do not want to lose your ships...especially to ground combat specializing races...like the Gaim).

I could go on, and on. Basically, if you enjoyed playing B5W then you will REALLY enjoy this mod because they play VERY similar. As I program, I try to fix all the bugs I find, but I expect beta testers will locate them as well since the scope of this mod is huge and it is hard for one person to catch them all. As I have play tested the races I have been impressed with the game play. This mod will add many dimensions to game play, strategy, and tactics. Space battles between two fully outfitted, and equal tech race ships, is not a fast affair. These ships can take a pounding...which is good since only VERY few races have access to gravitic or em shields. Armor will be your friend...and I have added all armor variants from B5W to the game.

New, Young, and Ancient races are represented. I am going to try and find a balance using costs associated with building and maintaining the ships. Thus, one Shadow Cruiser should cost the same to build and maintain as a fleet of EarthForce Cruisers...which would be needed to destroy the single Shadow Cruiser.

Oh yea, jump engines are in the game as well...whew, I'm leaving now because otherwise this post would never end. Eye-wink

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Ender le Jeu, 2008-04-17 07:43

Sounds really exciting. Have you thought how to represent the hyperspace in-game? If you are interested I have some ideas that I hope are doable.

Edit: Hmm, perhaps I will share these ideas even if you are not interested. Perhaps someone with proper skills will be.

Hyperspace travel: it certainly can be done using a dedicated system or systems for hyperspace. I am going to show you possible implementations, perhaps on the verge of what is doable.

1. The dedicated system would be a nebula system with random movement, let's say 8 or even more sectors per turn, to make such travels risky. To make defending warp points leading in and out of hyperspace almost impossible there should be an event that closes all those warp points at the end of every turn and creates new random ones from hyperspace to every other system, next. To make it even more risky there should be a black hole in the system.

2. Unfortunately in this first option there would still be a possibility to cross the hyperspace in one turn thus avoiding its dangers. To overcome it two systems for hyperspace and asymetrical random warp connections could be used. There is an event in-game that closes a warp point leading in but leaves one leading out, this way creating an asymetrical connection. At the end of every turn such random connections would be created in every system but two, leading in to the first one of the hyperspace systems and, in case of the second one, leading out to every system but two. These two are the hyperspace systems, obviously, and they should be connected by a random asymetrical connection leading from the first to the second one.

3. The next possibility is to use jumpengines from BSG mod and additionally fixed asymetrical connections as jumpgates for ships without jump engines. This option would demand three systems to represent the hyperspace. Two would be similar to the former ones but with fixed asymetrical connections. Unfortunately I see a problem with doability of the engines. You see, these jumpengines form BSG mod are not suitable for simultaneous games, as far as I know. Even if it is not the case they should have an ability to open warp points only to and from the third system. I am not sure whether it is doable. The advantage over jumpgates for players using jumpengines would be that jumpgates could be defended outside of hyperspace as normal warp points are whilst warp points created by jump engines being short-lived and random would be impossible to defend. These engines should be really big, though, suitable only for big ships. It would be their drawback. It would be a great conversion if somebody was able to implement this three system option.

-------------------------------------------------------------------
Claim victory in your heart and the Universe will follow

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-04-17 19:46

Ender wrote:
Sounds really exciting. Have you thought how to represent the hyperspace in-game? If you are interested I have some ideas that I hope are doable.

Edit: Hmm, perhaps I will share these ideas even if you are not interested. Perhaps someone with proper skills will be.

Hyperspace travel: it certainly can be done using a dedicated system or systems for hyperspace. I am going to show you possible implementations, perhaps on the verge of what is doable.

1. The dedicated system would be a nebula system with random movement, let's say 8 or even more sectors per turn, to make such travels risky. To make defending warp points leading in and out of hyperspace almost impossible there should be an event that closes all those warp points at the end of every turn and creates new random ones from hyperspace to every other system, next. To make it even more risky there should be a black hole in the system.

2. Unfortunately in this first option there would still be a possibility to cross the hyperspace in one turn thus avoiding its dangers. To overcome it two systems for hyperspace and asymetrical random warp connections could be used. There is an event in-game that closes a warp point leading in but leaves one leading out, this way creating an asymetrical connection. At the end of every turn such random connections would be created in every system but two, leading in to the first one of the hyperspace systems and, in case of the second one, leading out to every system but two. These two are the hyperspace systems, obviously, and they should be connected by a random asymetrical connection leading from the first to the second one.

3. The next possibility is to use jumpengines from BSG mod and additionally fixed asymetrical connections as jumpgates for ships without jump engines. This option would demand three systems to represent the hyperspace. Two would be similar to the former ones but with fixed asymetrical connections. Unfortunately I see a problem with doability of the engines. You see, these jumpengines form BSG mod are not suitable for simultaneous games, as far as I know. Even if it is not the case they should have an ability to open warp points only to and from the third system. I am not sure whether it is doable. The advantage over jumpgates for players using jumpengines would be that jumpgates could be defended outside of hyperspace as normal warp points are whilst warp points created by jump engines being short-lived and random would be impossible to defend. These engines should be really big, though, suitable only for big ships. It would be their drawback. It would be a great conversion if somebody was able to implement this three system option.

-------------------------------------------------------------------
Claim victory in your heart and the Universe will follow

I toyed with the idea of representing Hyperspace but this is not really done in the B5W game...at least not alot. It would add another element to the game, but I do not know if I will have the energy to do it. All good ideas though...maybe someone can add it to the mod once I get the beta testing done. I toyed with using the BSG warp point model but it is scripted to close all warp points each turn. I do not want all warp points closed each turn so I simply copied a similar design jump engine that can both open, and close, a warp point. Thus a fleet can jump through in turn 1, then close the warp point on turn 2, preventing enemy ships from using the warp point for transit. Since warp points are a major feature of B5W it is good to have the system warp points remain and then when a race researches jump engines they can choose to destroy their system stationary warp points, if they wish, and then open new ones as they need them.

Loyalty above all else except honor.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Ender le Jeu, 2008-04-17 20:12

Would it be possible to make this jump script this way that in a single turn one part of the jumpengine opens the warp point, ship moves automatically on the other side and then the second part closes it? This way would be more close to B5 reality.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-04-17 20:35

Ender wrote:
Would it be possible to make this jump script this way that in a single turn one part of the jumpengine opens the warp point, ship moves automatically on the other side and then the second part closes it? This way would be more close to B5 reality.

The Jump Engines work that way now in single player mod (not automatically, the player must activate each sequence)...but in simultaneous mod it will not work that way. I don't know if it can be scripted...I don't see why not...it may take some toying with to figure out.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Ender le Ven, 2008-04-18 05:38

If it were possible to know coordinates of the leading out location of a created warp point such a script would even not be necessery as one could order the movement in a order queue. Is there a way to know it?

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Ven, 2008-04-18 05:41

Not unless you can script it to open in a specific location. There was a post someone did about modifying the random ship movement event to be usable as a jumpgate function.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Ender le Ven, 2008-04-18 05:55

Ah, and one could order the closure of a warp point that does not exist, yet, this way. Is this location at which a created warp point opens random?

Edit: Marhawkman, as far as I know this modification was unsuccessful.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Ven, 2008-04-18 07:47

Yes. The destination is chosen based on two things.

1: angle from destination. IE it will always be located on the side facing you.

2: whether or not "wp can be anywhere" is true. if not true it will be in one of the 2-3 outer rings. If true it can be anywhere, even the center of the system, if there's no object there already. It will however be on the same "side" of the system.

After searching for nearly 20 minutes.... I realized that it was posted in a different forum. Not sure how well it works, though.

here: http://home.spaceempires.net/ftopict-4440.html

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Ender le Ven, 2008-04-18 08:39

Jawdropping! Wow, thanks marhawkman, I was not aware of this thread as it was quite fresh. It looks like it could be done, after all, even without using warp points!

Now we just need to find someone who has abilities and willingness to script it Smiling

Heroes, we are waiting for you!

Hmm, perhaps I will become a hero myself... Eye-wink

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-04-18 15:19

Ender wrote:
:jawdrop: Wow, thanks marhawkman, I was not aware of this thread as it was quite fresh. It looks like it could be done, after all, even without using warp points!

Now we just need to find someone who has abilities and willingness to script it Smiling

Heroes, we are waiting for you!

Hmm, perhaps I will become a hero myself... Eye-wink

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So it does appear your idea can be done...in theory at least. I say try and be a hero and if you design the code we can adopt it in the B5W mod. It would be a much better solution than mine.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-04-18 21:39

Update: The Minbari are now programmed...and they are way cool.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par ajm5k6 le Sam, 2008-04-19 08:44

You programed the AI? Nice.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-19 12:59

Not AI. Just their multiplayer components/configurations.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-19 20:22

Update: The Mindriders and Mitoc are now done.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-04-20 14:12

Update: The Narn and Pak'ma'ra are now done.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-04-20 21:36

Update: The Raiders are now done...whew, that was a long day.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-04-23 18:52

Update: The Shadows are now done.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Jeu, 2008-04-24 03:05

how much longer to go? wana give it a try

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-04-24 18:54

Depending on how much time I find to work on it...I am estimating about 3 to 4 weeks until a beta release. It will be worth the wait if you are a B5W fan. Eye-wink

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Races without ship set

Soumis par Shrike le Ven, 2008-04-25 04:13

How do you go about the races for which you have no ship set yet? I imagine you use slot overriding for any designs anyway. But does that mean you introduce differences accross the races? Let'say a Minbari scout has 9 armor slot, is it possible then that a Narn scout gets only 3? Most players (like myself) will not be familiar with B5W so an overview of race strengths vs weaknesses and any other impact like the ship and unit designs would be very welcome.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Fyron le Ven, 2008-04-25 11:02

One should never rely on slots to create mod balance... Instead, any such armor limitations should be present in the mod data itself. It is far to easy to dick around with slot layouts and custom shipsets, especially in multiplayer games.


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Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Ven, 2008-04-25 17:25

I guess this would only be feasible in case the choice of race were limited to the ones in the B5 mod itself? Can the mod data cater for individualized ship differences under such controlled circumstances? In this kind of mod I would think that it would be a plus, but it needs to be clearly documented for the players. I can see a riot breaking out when someone discovers belatedly that their multiplayer adversary is capable of putting twice as much armor slots to use than he or she can on their frigates Laughing out loud

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-04-25 22:50

Each race has a pretty good description in their racial traits area. I am also attempting to balance the race costs in the racial traits area. Thus a VERY minor race like the Mitoc only costs 500 racial points while the Shadows costs 5000. Minbari are currently 4000, the Centauri, EarthForce, and Narns are each 3000. Many of the League races are 2000. And the minor races range from between 1000 to 1500.

The different racial techs will be what determines the ability of a race's ships. For example, the Vree use turrets and are the only race with access to them. They also use Antimatter weapons (short range weaponry with a real punch), but so do a few other races so some of these technologies are shared. The Shadows use Molecular Slicers, Bio Drives, and have energy diffusers. No other race has access to these techs. You can purchase a racial trait enhancement that gives your race light molecular slicers and energy diffuser 2s...this allows players to mimic the EarthForce Shadow Omega hybrids. I also have an enhancement for the Vorlon/Minbari hybrids (White Stars). I have many weapon package enhancements listed as "Pirate" technologies. Access to different thrusters is also limited by racial traits, etc. Every piece of tech can be race specific. Gaim have bulkheads...no other race has bulkheads. You get the picture.

For folks who do not know B5W, they will just have to play around with the game to get a feel for the weapons and each race's style of play. Obviously, a race like the Mitoc could reasonably never win against a race like the Shadows. The balance in this mod will be in resource costs...not weapons and tech. The ancient race technologies make the younger races look like ants...thus the younger races will need to be able to field MANY more ships to defend against an ancient. Maybe a Mitoc player could swarm a Shadow player using sheer numbers of very cheap ships and win...we really won't know until someone tries it. Maybe an all out Mitoc invasion could get past the Shadows if the Shadows could not support a large fleet of ships to counter a Mitoc invasion...it would be fun to try out once. Eye-wink

I wished this mod was done but I still have A LOT of work to do. I have about 8 or 9 more races to program and then I need to tackle a few more data files to make it all work the way I want it. Once that is done I can release a Beta for testing. Hopefully in 4 weeks if all goes well. Otherwise folks will just have to be patient...this task is huge. I already have close to 400 different tech components/weapons built. I am not leaving out any B5W tech that I can find. Some of them I have to modify since SEV does not allow for EVERY B5W game rule...but I am getting the techs pretty darn close. I am happy with it so far...and can't wait to play it.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-04-26 19:04

Update: The Streib and Torata are now complete.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Dim, 2008-04-27 12:22

Hmmm... How did you set up the races?

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Lun, 2008-04-28 18:50

marhawkman wrote:
Hmmm... How did you set up the races?

Update: The Torvalus are now done.

I set up the races using the racial traits text files and then I limited the components to each race in the components text file. When I get the beta out you will be able to see how I did it.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Lun, 2008-04-28 22:32

Update: The Triad are now done (took 3 days to program). These are by far the most powerful race in B5W. They should be interesting to fight against...even other ancient races will have their hands full.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Mar, 2008-04-29 05:30

you made a racial trait for each one? Cool! Smiling

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mar, 2008-04-29 21:18

Yep, a racial trait for each race. I also have many other racial traits that I am calling "enhancements" that will allow a player to pick things like Interstellar Alliance package, which would give access to some minor Vorlon and Minbari hybrid technology...necessary for building a White Star. I have one for the Shadow hybrids...so a person could make a Shadow Omega cruiser. I have a couple pirate add-ons...to enhance the Raiders trait, or add weapons to a different race. And much more. I have the Vorlons, Vree, Walkers, and Yolu to complete then I can work on the various other game text files...such as unique discoveries, etc. I am going to change the unique discoveries to Lorien gifts, Ancient artifacts, and younger race technology plundered after battle, etc.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Crian le Mar, 2008-04-29 21:56

Screenshots man... screenshots. Eye-wink

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Mod Designer

Re: Babylon 5 Wars SEV Mod Update

Soumis par Fyron le Mar, 2008-04-29 23:28

Shrike wrote:
I guess this would only be feasible in case the choice of race were limited to the ones in the B5 mod itself? Can the mod data cater for individualized ship differences under such controlled circumstances?
The modder can set up customized slot layouts, but he has no control over what actually gets used in games. The only exception is using a slot override file and bypassing whatever comes in shipsets themselves (the uncontrollable nature of shipsets is why we requested the override file in the first place). One could set up customized vehicle sizes for each race, and have them call different slot layout configurations from the override file. This would keep slot layouts defined by racial trait, rather than arbitrary shipset. It is the only way to go to maintain any semblance of balance or control.

Quote:
I can see a riot breaking out when someone discovers belatedly that their multiplayer adversary is capable of putting twice as much armor slots to use than he or she can on their frigates :D
Actually using armor slots as a limiting factor is bad mod design IMO. The only purpose for slots should be to provide more than enough slots for any ship design. There is nothing regarding limiting components to X per ship that you can't accomplish via component count requirement functions in the actual mod data files (the best setup is percentage based restrictions rather than flat limits).


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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Mer, 2008-04-30 02:30

Hmm... That giant telepathic computer? Smiling what of the Technomages?

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Mer, 2008-04-30 05:04

The mod can't be a true B5 mod without them! But I wonder how their powers of illusion can be translated into weaponry fit for SEV. They should have about the best scanners and sensors in the mod though. Come to think about it, something like planet cloaking ability as discussed in another thread would be fitting for them too.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-04-30 17:53

Technomages would be cool...maybe as an enhancement somehow. The B5W rules never did a Technomage rules set so this would be something that was all new to the B5W series. I am staying as true to B5W as possible using SEV limitations.

I read the posts of ship layouts, etc. Component limitations are being done using component counts. When I get to ship files I will use percentages for things like cargo/engines. Ship designs will be left to player imaginations to maintain SEV fun...e.g. I am not making special ship templates for each race to ensure that a Sharlin war cruiser only has X items. All races have a tech tree to build upon so EarthForce will not start out with Heavy Lasers...they must build up to them, etc. So an early years EarthForce cruiser will have early years EarthForce equipment...perhaps Light Laser Cannons, Light Railgun, and early basic sensors. This gives the Ancients an advantage since their early equipment is MUCH better than a younger races equipment. This advantage is removed slowly as the younger races advance in technology. But the Ancients will still always have the technological edge...that is what makes them ancient. They are also WAY expensive to play/purchase the racial trait so if you do not want ancients in the game simply set the starting racial points to low.

I envision rules for games with ancients being played with house rules/other game variations done something like this: Only X amount of players can choose to play an ancient race (we'll say two for this example). The remaining X players must play a young or new race (we will say 8 players for this example...so 10 players total). When a young/new race makes contact with an ancient they are now on that ancient's team until the end of the game/that ancient is defeated. Each ancient can only have X amount of young races to "manipulate" (in this example split 8 by 2, thus the first four players to make contact with each ancient is on that ancient's team). The game is played until all opposing races are defeated or the ancient is defeated. If all ancients are eliminated then play to last team standing.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Mer, 2008-04-30 17:58

In the example above, if you REALLY want to make it fun have the Ancients be played by SEV power players. And have the younger races played by moderate/newbs. Thus an ancient is also equipped with ancient "knowledge" that they can pass down to their "puppet races" to ensure their version of the galactic philosophy is enacted (they win). Now the game serves to not only build fun but also to train more expert SEV players. Which benefits the entire community because the games get better players.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Black_Knyght le Jeu, 2008-05-01 01:29

Maybe I missed something somewhere - WHERE is this mod posted, IF it's posted yet?

I'm a HUGE B5 fan, and I'm dying to sink my teeth into this one.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Jeu, 2008-05-01 01:40

It's in development.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Jeu, 2008-05-01 03:40

have u considered making a custom galaxy layout for it to with named systems and such? would even be possible i guess to have each race start in the right place to with a bit of patience...

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Jeu, 2008-05-01 03:55

Nope. SEV scatters races at random. Positioning simply isn't possible.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Jeu, 2008-05-01 04:49

I had been thinking along the same lines, but marhawkman is right. Also, using the same map for every game would be like giving the "ancient race" trait to all players for free. Way too unbalancing and bound to make repeat games tedious.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Jeu, 2008-05-01 05:06

well.. actualy was thinking of starting with races you want, and i know they place randomly... but... they can ll build colony ships and then colonise apropriate systems, then abandon and scrap homeworlds.
save as a scenario maybe and have players pick it up from there with the premade empires in correct locations.
obviosly the date would be a bit wonky tho considering turns it would take to get right places...

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Jeu, 2008-05-01 06:33

I don't know this B5W thing, but I did find at least one description of a Technomage ship: http://www.b5tech.com/miscracesgroups/technomage/technomage.html

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-05-01 19:08

solanrix wrote:
have u considered making a custom galaxy layout for it to with named systems and such? would even be possible i guess to have each race start in the right place to with a bit of patience...

I have not made a custome galaxy setting but I have changed the system names to correspond with all the known systems in the B5W universe from the map found in the B5W rules compendium.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-05-01 19:09

Shrike wrote:
I don't know this B5W thing, but I did find at least one description of a Technomage ship: http://www.b5tech.com/miscracesgroups/technomage/technomage.html

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Thanks. I will check into it.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Jeu, 2008-05-01 19:12

Black_Knyght wrote:
Maybe I missed something somewhere - WHERE is this mod posted, IF it's posted yet?

I'm a HUGE B5 fan, and I'm dying to sink my teeth into this one.

Me too. Eye-wink But you must be patient a few weeks longer. I still have the component files for the Vorlons, Vree, Walkers, and Yolu to finish programming. Then I have to change some other game files to work like I want them to work. Then I will release the Beta for debugging.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Ven, 2008-05-02 02:54

BTW how many system names are in your file? About 260 is best.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-05-02 15:26

marhawkman wrote:
BTW how many system names are in your file? About 260 is best.

I just counted the system names and I am happy to report there are 267 names.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Ven, 2008-05-02 22:18

Update: The Vorlons are now done.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Sam, 2008-05-03 14:22

Update: The Vree are now done.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Shrike le Dim, 2008-05-04 06:51

A lot of the B5 ships, bases and other objects have already been rendered or converted into 3DS models and textures by others. Maybe someone with knowledge of 3DS or Lightwave can use this to reconvert to whatever format SEV requires? See http://homepage.eircom.net/~bcelestia/ for the 3DS packages and background info. These are actually packages that should work with a free space simulator found here: http://celestia.sourceforge.net/. The good news: according to the legal section here http://celestia.sourceforge.net/ the models can be used freely for non-commercial use Laughing out loud

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Dim, 2008-05-04 17:52

Update: The Walkers are now done. All I can say about them is WOW, just WOW. These ancients are incredibly powerful.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Lun, 2008-05-05 01:23

hhmm are walkers more powerfull than vorlon\shadows?

are u doing a 3rd space species? they would obviosly be the most powerfull by far... 1 fighter kill a white star with one hit...

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Re: Babylon 5 Wars SEV Mod Update

Soumis par Arpeegy le Lun, 2008-05-05 20:37

solanrix wrote:
hhmm are walkers more powerfull than vorlon\shadows?

are u doing a 3rd space species? they would obviosly be the most powerfull by far... 1 fighter kill a white star with one hit...

The Walkers are MUCH more powerful than the Vorlons and Shadows. As far as Babylon 5 lore goes the most powerful ancient is Lorien (not used as a race...but I will use him for ancient tech discoveries on planets...gifts from Lorien), followed by the Triad, then Walkers (although they and the Triad would probably tie in powerful tech), then the Shadows, then Vorlons, then Kirishiac, then the Torvalus. The Walkers could move entire stellar bodies via their extra-dimensional jump drives...this is how they won their war versus the Kirishiac. They moved the Kirishiac moon from orbit, which caused there planet to lose its axis, then the Walkers returned the moon in a different orbit to balance the planet. The resulting tidel waves and other gravitic disturbances caused the Kirishiac to surrender immediately...they now knew the Walkers had only been playing with them up until that point.

All the ancients in this mod are FAR more powerful than the younger races. Do not look for balance in weaponry/tech. Any balance obtained will be from resources needed to build/support a fleet. Of course in a game using 5000 racial points someone playing a younger race could purchase many other advantages that an ancient player could not due to the cost of racial traits. I have not tested the walkers versus a younger race yet but I suspect it will take 20, or more, younger race cruisers to defeat a single Walker cruiser.

I do not plan on doing a 3rd space species at this time because the B5W rules never did them. I want to keep the mod true to B5W rules.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par solanrix le Mar, 2008-05-06 01:08

so what exactly is this b5 wars u talk about? there a link to it?
am currently watchn the entire series on dvd so am interested.

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Re: Babylon 5 Wars SEV Mod Update

Soumis par marhawkman le Mar, 2008-05-06 03:36

Cool! So what's left?

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  • Significant Issue with Weapons
  • AI Scripting Technical Details
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