Babylon 5 Wars SEV Mod Update |
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.
Re: Babylon 5 Wars SEV Mod Update
I understand he pain of scriptin, i tried..... and failed miserably 

Re: Babylon 5 Wars SEV Mod Update
@Arpeegy: looking forward to this! When the heck do you sleep 
@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.
Re: Babylon 5 Wars SEV Mod Update
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. 
Re: Babylon 5 Wars SEV Mod Update
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.

Re: Babylon 5 Wars SEV Mod Update
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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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. 
Vehicle XFile Class Name Primary := [%EmpireName%] Light Carrier
Vehicle XFile Class Name Alternate := [%EmpireName%] Carrier

Re: Babylon 5 Wars SEV Mod Update
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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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 
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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.
Re: Babylon 5 Wars SEV Mod Update
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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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?

Re: Babylon 5 Wars SEV Mod Update
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.
Re: Babylon 5 Wars SEV Mod Update
Thanks
Re: Babylon 5 Wars SEV Mod Update
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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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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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.
Re: Babylon 5 Wars SEV Mod Update
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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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
Re: Babylon 5 Wars SEV Mod Update
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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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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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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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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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.
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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 
Heroes, we are waiting for you!
Hmm, perhaps I will become a hero myself... 
Claim victory in your heart and the Universe will follow
Re: Babylon 5 Wars SEV Mod Update
You programed the AI? Nice.
The courage to endure.
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how much longer to go? wana give it a try

Races without ship set
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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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Babylon 5 Wars SEV Mod Update
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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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 
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Babylon 5 Wars SEV Mod Update
Hmmm... How did you set up the races?
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you made a racial trait for each one? Cool! 
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Screenshots man... screenshots. 
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Hmm... That giant telepathic computer?
what of the Technomages?

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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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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

Re: Babylon 5 Wars SEV Mod Update
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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It's in development.
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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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Nope. SEV scatters races at random. Positioning simply isn't possible.

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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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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Babylon 5 Wars SEV Mod Update
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...

Re: Babylon 5 Wars SEV Mod Update
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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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Babylon 5 Wars SEV Mod Update
BTW how many system names are in your file? About 260 is best.

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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 
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Babylon 5 Wars SEV Mod Update
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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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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Cool! So what's left?




Re: Babylon 5 Wars SEV Mod Update
Good to hear, so here's a teaser of the EA set that should be done in a day or two.
