Babylon 5 Space Empires V mod? |
So does anyone know if there is a Babylon 5 Space Empires V mod floating around out in internet land? If not, is anyone working on one? Seems like a natural progression for a game like this one. B5 wars would be cool. But then so would a Star Fleet Battles (SFB) mod.

Re: Babylon 5 Space Empires V mod?
Thats Battlestar Galactica Mod. Not Bab 5 mod.

Re: Babylon 5 Space Empires V mod?
Sheesh way to go kwok.
(Ironic because I'm on that ones mod team)

Re: Babylon 5 Space Empires V mod?

Re: Babylon 5 Space Empires V mod?
I have a components file that is pretty much a direct translation of Babylon 5 Wars, although right now it only has ship and base components.
I also have a custom vehicle sizes file with unique hulls for the EA and Centauri.
I pulled dozens of 3d models from sources around the net (primarily mods for other games). I have working EA and Centauri shipsets, enough ships for a full Narn set, limited Minbari, Brakiri, and Dilgar sets, and a smattering of other League and First One ships. However, since I haven't asked for permission to use them, I won't be posting screenshots anytime soon. The same goes for the data files of various SE5 mods that I've incorporated; since I've been just doing this for my own private use I haven't bothered to ask anybody.
My most recent testing has been focused on fiddling with the economy; right now I'm using facilities from SJ's GrittyGalaxy, but I'm considering reverting back to regular SE5 facilities for simplicity.
I've spent the past month or so building a B5 map using Mongoose's Galactic Guide for the B5 RPG. It's about 50% done. It's very time-consuming but I find testing on an inaccurate map just as frustrating as using a B5 or SW shipset in normal SE4/5; having ships flying around in the wrong solar systems and equipped with the wrong weapons just bothers me. Pretty much all other work is on hold until I get this map finished.
Once the map is done I'll probably do the Narn shipset, then add fighters and satellites. At some point I'll have to snatch up models for revamping ground combat.
Over Christmas vacation I plan on picking up all of my Babylon 5 Wars books from home.
I think this will actually come to fruition unlike my abortive Star Wars mod. There were things I wanted to do with SW that we either can't implement yet or required reconciliation between countless varying sources and I never settled on things to my satisfaction. B5 Wars is a real gem because it presents a single unified source of information that is easily adapted to SE5's mechanics.
Re: Babylon 5 Space Empires V mod?
I've been developing some Earth Alliance ship models from scratch as I have also been interested in incorporating B5 ships into SEV. At the moment I have one completed model and 4 others awaiting texturing, worked on over the course of the last 2/3 months so don't expect a full shipset available any time soon!
To start with I looked around the net for 3d models, and whilst I found plenty, they are all far too detailed to be of use in the game. By this I mean that their polygon count is way to high, and SEV requires low polygon models. One high polygon model doesn't slow the frame rate down in combat too much but imagine a fleet of 100 high polygon models, combat would slow to a crawl.
To keep the polygon count low there are compromises that have to be made, but I feel that the ships I've modelled still give a good representation. I'll post a few screenshots at some point.
Re: Babylon 5 Space Empires V mod?
Have you tried running such combats with higher polygon models? I always hear people say you need low polygon counts, but I've never seen anyone actually test it out to find acceptable thresholds..

Re: Babylon 5 Space Empires V mod?
I've made an Interstellar Alliance ship set with points and faces as hi as 45650. In the space sim 50+ ships played well but
when rendering systems in game with hi count ships there is a lag time.
You can download here (16261 KB);
http://rapidshare.com/files/74665962/Interstellar_Alliance.rar
a pic of some ships
Re: Babylon 5 Space Empires V mod?
I would b interested in aquiring any of your mods,m8, Thanx.
Re: Babylon 5 Space Empires V mod?
The main reason I got SE IV was because of the B5 Mod for it. A B5 Mod for SE V would be excellent!!
Re: Babylon 5 Space Empires V mod?
It's difficult to make a babylon 5 mod work and remain balanced. The only races that would be comparable in strength would be human, narn and centari.
Any other races would be drastically stronger and more advanced than those three. With mimbari at the top, and possibly rangers if you chose to have them as a race.
Forget adding the first ones as a playable race. One vorlon cruiser could wipe out an entire human fleet with little or no effort.
Your lord and master (below Foamy) LordHavoc

Re: Babylon 5 Space Empires V mod?
A mod based on the post Shadow War era should be more balanced, with the Alliance technology is shared.
Why not start playing were the show left off instead repeating it. I also think that all ships should
be expensive with hi maintenance cost to cut down on large fleets as, really the game itself can't handle
them.

Re: Babylon 5 Space Empires V mod?
When you say the game can't handle them, do you mean the poly count brings a computer to its knees? Isn't that rather a graphics card limitation?

Re: Babylon 5 Space Empires V mod?
I think you're forgetting an awful lot of races here. It's true that they never took the first stage in the series, but that doesn't mean they should be disregarded. Have a look over here: http://www.frostjedi.com/vex/html/league_of_non-aligned_worlds.htm

Re: Babylon 5 Space Empires V mod?
Oh, while we're at it, I think these fellows should also be part of any B5 universe: http://www.frostjedi.com/vex/html/technomages.htm
Re: Babylon 5 Space Empires V mod?

Re: Babylon 5 Space Empires V mod?
Even with stock models hundreds of ships in combat is a drag on the game,
I'm sure you've seen what I mean. By handle I don't mean just rendering poly counts
but turn processing and tracking. So why have fleets of hundreds, drop a zero all around
and have better game play and more strategy. As far as the races go there are more than
enough for a B5 mod that you don't need Shadows or Vorlons. A Pak'ma'ra ship set now that
would be interesting....
Re: Babylon 5 Space Empires V mod?
Dumbing down gameplay just to make combat run a few frames/second smoother is for lame RTS games, not 4x.
Re: Babylon 5 Space Empires V mod?
With 10 (human) players, you are forced to interact and form alliances no matter how many ships are involved.
And yes, reducing unit numbers does in fact dumb things down, because its easier to think about and manage 20 ships than 200... Complexity is part of the game's nature. Further, when you are limited to really small numbers of units, you change the nature of warfare. Rather than each unit just being part of a large force, each one individually becomes more important. With small force numbers, the loss of each unit matters; with a larger scale, ships are more disposable. With sandbox empire-building games like SE, the point is to run a large interstellar empire, not some tiny taskforce. Small taskforce sizes are more appropriate for games like Homeworld, where you really are just one small band of survivors. Reducing the scale of fleets by 10 in SE would not be a move in the right direction.
Back to B5... the B5 mod that was created for SE4 also tried to implement the B5Wars stuff, and it turned into a horribly complicated, un-completable mess. The biggest mistake was trying to implement every race, with every single weapon/etc., from the B5Wars source material. A far better approach would be to create more narrowly-focused races, with maybe 2 or 3 unique weapons representative of their style. Don't worry about the statistics from B5Wars; focus more on creating a simple, well-defined set of rules with resulting complexity, rather than a complex set of rules. Take a look at mods such as Carrier Battles SE4 or Gritty Galaxy SE5. There aren't very many weapons available, but all of them fill very different, unique roles. Combined with a standardized set of mounts applicable to all of these base weapons, you still get a good range of weapon sizes to choose from. You don't need to implement 20 weapons per race to make a strategically interesting data set.
Re: Babylon 5 Space Empires V mod?
To set up my B5ism game on PBW, I needed only three tweaks to CBmod:
1) Use the FTL map (which has hyperspace, where each square is 10LY on the galactic map)
2) Limit fighter bays to one per ship (to encourage warships with fighter bays, or equivalently carriers with support guns).
3) Use B5 shipsets.
Little Skirmishes...
Warships launching support fighters before charging in with beams blazing.
And danger in hyperspace...
As you might expect, there is random movement tides in hyperspace, so any ship left with less than 3 movement due to engine damage will be unable to get home.
Leaky armor unfortunately means that most of those hundred ships will be left drifting and helpless if the Minbari player decides to attack 
The Important things to note here:
There is no iron fist control over designs. Ships won't be exactly like in the series, but neither will the politics or the map or the results of war. This is not a movie, and canon is NOT an issue. General atmosphere, but most importantly, Fun is what you should focus on.
Re: Babylon 5 Space Empires V mod?
There is a function to get specific component counts by name, so you don't need to tag slicer beams individually. Check out the Docs\SE5_Modding.pdf file for the available functions (they are all grouped together, so searching for one will reveal the related ones).
SJ's Hyperspace map merely involved a grid of inter-connected systems in the center to represent hyperspace for the quadrant. Each hyperspace quadrant was connected to its neighbors by warp points. Each regular system on the map was then connected to this grid, based on its map coordinates. The regular systems were not directly connected to each other with warp points.

Re: Babylon 5 Space Empires V mod?
You should check here: http://www.spaceempires.net/home/forum-76.html
Re: Babylon 5 Space Empires V mod?
I just wanted to make a comment on the 200 vs 2000 ships... Remember Starbases and BaseStations both take up ships from those 200/2000. So If you are playing a Large Galaxy (I usually do) with 10-14 players then those 200 ships will be used up pretty fast when you play like I do and have a Starbase at every planet for first line protection (my WP's are my second line I rarely use fighters). So even 20 planets with 1 station each makes it so you only have 180 ships left to expand/wage war with, etc. I don't even stockpile my ships when I play with larger then 2000 ships. I'll have maybe 3-5 at each planet for extra defense and sometimes I'll place 10 or more on a warp point to make people have a bad day when they come through. So I personally wouldn't play a game with only 200 ships UNLESS I was playing in a REALLY small galaxy. My large galaxies often have 200+ systems and each of those systems could have several usable planets. So limiting a large game to only 200 ships... I say thats ludicrous.
PS) I look forwards to seeing an B5 Mod for SEV. Right now I've seen some of the shipsets built and I've added them to my "Normal" game (which is Balance Mod).
Re: Babylon 5 Space Empires V mod?
Re: Babylon 5 Space Empires V mod?
Terribly disappointing. If people weren't distracted with bombing the crap out of cities, we could have all kinds of awesome stuff in space by now.
Too bad we'll be stuck smacking each other around on this mudball for 392 more years.
Re: Babylon 5 Space Empires V mod?
Terribly disappointing. If people weren't distracted with bombing the crap out of cities, we could have all kinds of awesome stuff in space by now.
Too bad we'll be stuck smacking each other around on this mudball for 392 more years.
True, did you know that if the US swapped the funding for NASA and the Army for one year, we could reach Mars quite quickly.
(Pretty sure it's like 20bil on their army right now)
BTW, Australia Rules!
BTWBTW, what program do you use to program SJ?
Re: Babylon 5 Space Empires V mod?
our army should have more than that.
Re: Babylon 5 Space Empires V mod?
Like on the show, it would only be winnable if all the younger races banded together. 






Re: Babylon 5 Space Empires V mod?
Indeed, there is one under development.
Learn more here:
http://www.spaceempires.net/home/forum-76.html
-----
Space Empires Depot | SE:V Balance Mod