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NEW Babylon 5 Mod 2017 [DWU]

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NEW Babylon 5 Mod 2017 [DWU] - 11/8/2017 7:15:42 AM   


Posts: 8
Joined: 6/28/2015
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Basically I will have something For Thanksgiving and something for Xmas.

Basically I used Babylon 5 Wars source books as a start and worked out a conversion of weapon types and modes as well as a damage model after trying different ways of simulating the same damage. I have completed designs for Mimbari Capital Ship, Earth Force Capital Ship, Narn Capital Ship and Centauri Capital Ship.
Those familiar with B5Wars will understand this: All weapons and damage converted into "Standard mode" damage. Structure on ships is basically space of systems not modeled in B5Wars. Reactors play a role in rate of fire and sustainment of fire for some ships. Stats for weapons and fighters have been worked out but probably need tweaking.
Engines/Thrusters/ Hyperwarp needs to be worked out. Vanilla ships are too fast. Designs automatically put a jump drive and reactors.
Hyper Drives/Jump Gates To simulate Jump gates jump drives (hyper drives) will have it's own unique resource required for the component. Locations of Jump gates basically are places where you can find the resource. Ships will be fairly slow.'
Research - working out trees for Earth/Mimbari Diplomacy - Depends on Scenarios; custom attitudes. Scenarios - Earth-Mimbari war; Dilgar Invasion; Narn-Centauri Wars; Shadow War; Free-Form(random)
1st steps[Oct-November 2017]: Create a mod for Earth Mimbari War and test the systems and combat.

[X] Using Ships of the Fleet 1 and 2 -
[X] Completed and workingcomponents.txt and research.txt
[X] Weapon images and sounds
[X] ship image sets
[X] Fighters, modeled and balanced every B5Wars Fighter
[X] Initial go at racial files
[x] Decide on a timescale (to set firing delays); going off the base game, probably RoF is too high by a factor of 3-6. (e.g., 1000ms -> 6000ms). Note currently RoF seem fine; missile fighters are a problem(unlimited ammo).

Current focus:
[ ] Design Templates (Major types modeled | worksheet complete)
[ ] Rebuild custom Map
[ ] Rescale Ship Images 15%-30% smaller or try auto design scaling
[ ] Update Jump Initiations to be much slower (or comment out vanilla component upgrades)
[ ] Remove Vanilla Component Upgrades causing issues
[ ] Lower or Remove instance of Ship Found Event might be causing tech issues

Optional, as time permits:
[ ] Add Quantium-40 and Telepaths and Spoo as Resources
[ ] Redo characters (do some additional ones using STO)
[ ] 2nd go at Racial Files adjustment

1) I might need to recruit some help from some willing people who have access to Babylon 5 Wars books to do Design Templates. I have 2 spread sheets that I built to use to create designs, one to figure the component mix, and one to figure out engines and their maneuverability in game. I'd probably do a video or online meeting on how to convert ships. In summary you have Components that directly crossover; ones that do not, but take up space and damage, then remaining is armor(internal structure and durability of the ship). All ships have a basic shields and countermeasures that represents inherent weapon interception. Brakiri, White Stars, Abbai, Vorlons, and Shadows have comparable shields(Listed in relevant strength). Abbai is the only race to have Area Shields. Retreat orders will have to be set to either no retreat or %damage to armor.

[x] Reconfigured directories for Weapons effects done. Minbari now shoot purple beams for neutron lasers. Plasma is vicious because I modeled them after torpedoes (speed wise) but are phaser weapons and the Minbari were not using jammers(targeting).
[x] Completed Vorlons and for other races: reconfigured class ships, limited races to 26 designs. Extras in a folder for swap out.
[ ] Some weapons need resizing (Pulses and seeking weapons)
[x] Earth military designs -scaled 50%
[x] Earth civilian designs -scaled 15%-50% (need to rescale Refueling Ship)
[x] Earth Bases
[x] Minbari military designs
[x] Minbari civilian designs(All seem to be more military grade)
[ ] Earth pirate designs
[ ] Minbari Pirates?
[ ] Centauri
[ ] Narn
[ ] Drazi
[ ] other League

< Message edited by soulcatcher357 -- 11/8/2017 7:16:46 AM >
Post #: 1
RE: NEW Babylon 5 Mod 2017 [DWU] - 11/8/2017 11:19:22 AM   


Posts: 64
Joined: 3/11/2015
Status: offline
Are you thinking about adding larger unique stations, if that's possible, to simulate the Babylon station?
Would be cool if you could build wonder sized stations that worked as habitats


(in reply to soulcatcher357)
Post #: 2
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/7/2017 7:01:15 PM   


Posts: 1
Joined: 12/7/2017
Status: offline
I am so fan of this serie.

Thank you for making a mod on it

Good luck !

(in reply to Rosbjerg)
Post #: 3
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