Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

NEW Babylon 5 Mod 2017 [DWU]

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> NEW Babylon 5 Mod 2017 [DWU] Page: [1]
Login
Message << Older Topic   Newer Topic >>
NEW Babylon 5 Mod 2017 [DWU] - 11/8/2017 7:15:42 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Babylon 5 Star Control Mod ALPHA Release 0.3 Earth and Minbari
4/14/2018 at TBD EST.

BABYLON 5 STAR CONTROL<click to download (327mb)


* https://www.reddit.com/r/DistantWorlds/comments/77m8y2/babylon_5_weapons_and_ship_conversion_updatein/
If you need to reach me quickly try posting here.

-removed optional and original graphics files to save space
-resolving some tech tree bugs
-generate a new galaxy(map and scenario needs to be rebuilt; damn all my work went to hell)
-unresolved crash due to 1 race generating as pirate
-probably a bunch of bugs
-includes bits n stuff UI

Will be working Minbari/Earth Map This Weekend, and an Update every Friday in April 2018.

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 (Earth, Minbari, Centari, Narn, Drazi, Brakiri done| worksheet complete)
[ ] Rebuild custom Map
[x] 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?
[x] Centauri
[x] Narn
[x] Drazi
[x] Brakiri
[x] Vree
[x] Abbai
[ ] other League

[ ] Help Files
[ ] Post Ship Design Spreadsheet

[image][/image]




Attachment (1)

< Message edited by soulcatcher357 -- 4/14/2018 6:00:39 PM >
Post #: 1
RE: NEW Babylon 5 Mod 2017 [DWU] - 11/8/2017 11:19:22 AM   
Rosbjerg

 

Posts: 88
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   
P0L1

 

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
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/11/2017 12:27:28 PM   
CliffKinsey

 

Posts: 2
Joined: 2/17/2016
Status: offline
Thank You Thank You THANK YOU!

(in reply to P0L1)
Post #: 4
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:15:28 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Earthforce Alliance





Attachment (1)

< Message edited by soulcatcher357 -- 12/25/2017 9:16:28 PM >

(in reply to CliffKinsey)
Post #: 5
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:17:54 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Minbari Federation






Attachment (1)

< Message edited by soulcatcher357 -- 12/25/2017 9:18:20 PM >

(in reply to soulcatcher357)
Post #: 6
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:19:28 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Narn Regime






Attachment (1)

(in reply to soulcatcher357)
Post #: 7
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:20:44 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Centauri Republic






Attachment (1)

(in reply to soulcatcher357)
Post #: 8
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:23:38 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Drazi Freehold






Attachment (1)

(in reply to soulcatcher357)
Post #: 9
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:25:19 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Vree






Attachment (1)

(in reply to soulcatcher357)
Post #: 10
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:26:48 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Brakiri






Attachment (1)

(in reply to soulcatcher357)
Post #: 11
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:28:24 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Pakmorah






Attachment (1)

(in reply to soulcatcher357)
Post #: 12
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:30:15 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Abbai






Attachment (1)

(in reply to soulcatcher357)
Post #: 13
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:31:26 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Dilgar Imperium

Just realized I have the B5Wars dilgar book with color photos that look better than this.




Attachment (1)

< Message edited by soulcatcher357 -- 12/30/2017 9:34:41 PM >

(in reply to soulcatcher357)
Post #: 14
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:32:16 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Shadows






Attachment (1)

< Message edited by soulcatcher357 -- 12/25/2017 9:33:52 PM >

(in reply to soulcatcher357)
Post #: 15
RE: NEW Babylon 5 Mod 2017 [DWU] - 12/25/2017 9:35:03 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Vorlons






Attachment (1)

(in reply to soulcatcher357)
Post #: 16
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/7/2018 5:02:51 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Babylon 5 isn't really in the time zone of the 1st scenario I'm doing, but I used Babylon 4 visual and design for the Defense Base and Large Spaceport. Ideally, probably a Babylon Station should be a wonder and add diplomatic and trade bonuses.

(in reply to Rosbjerg)
Post #: 17
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/7/2018 5:09:23 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Going to focus this weekend on Earth-Minbari Map and Scenario This next week.

Then Next, Shadows, custom resources, scenario map for Narn and Centauri.

Then after that, Vree, Abbai, Pirates, Miscellaneous Races, Dilgar, and a Dilgar war map/scenario.

Then after that tweak and add a Medium-Large Map Scenario.




(in reply to soulcatcher357)
Post #: 18
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/15/2018 3:28:50 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Completed the Vree and Abbai Ship Designs.

Having to start from Scratch creating a map is going to take me more time. Still in Progress.

(in reply to soulcatcher357)
Post #: 19
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/15/2018 10:02:57 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
Nice looking ship sets. I notice the Vree has a "cruiser2.png" I see you are forward thinking for people who want to use this mod with the Bacon mod.

(in reply to soulcatcher357)
Post #: 20
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/20/2018 2:15:09 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
If anybody wants I do have alternate designs for bacon mod.

(in reply to RogerBacon)
Post #: 21
RE: NEW Babylon 5 Mod 2017 [DWU] - 6/10/2018 5:58:13 PM   
Malenfant

 

Posts: 1
Joined: 6/10/2018
Status: offline
I would love to play this mod, but as soon as I launch a game it crashes to desktop. Any fixes for that?

Thank you for your work by the way.

(in reply to soulcatcher357)
Post #: 22
RE: NEW Babylon 5 Mod 2017 [DWU] - 6/12/2018 6:02:21 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Sorry about that.

Note running with any custom map will not work. Use random map. That's a limitation of the DWU engine (otherwise I couldn't do this mod).

Are you running any other mods with it? It doesn't work with Baconmod at the moment(That replaces the Distant Worlds .exe). What size galaxy and how many races? Specifically which races were you trying to run? Minbari, Centauri, EarthForce, Narn, and most League races should work. The other races don't have completed designs yet. I've done the most testing with Humans vs Minbari no pirates.

Also switch to default vanilla theme then to my theme. That seems to work better.

Which game mode options you selecting?

(in reply to Malenfant)
Post #: 23
RE: NEW Babylon 5 Mod 2017 [DWU] - 7/6/2018 5:35:20 PM   
Omnius


Posts: 833
Joined: 6/22/2012
From: Salinas, CA
Status: offline
I love Babylon 5 and recently bought the game so I can try out this mod plus the Star Wars one. Is this Babylon 5 mod playable yet? Has there been a scenario or two created for us to enjoy? Am learning the game and can't wait to try out some mods of my favorite sci-fi themes. A shame no one did Dune or Farscape.

(in reply to soulcatcher357)
Post #: 24
RE: NEW Babylon 5 Mod 2017 [DWU] - 7/6/2018 11:29:20 PM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
It's playable with a new map, just the main 4 races and a few of the league races(they have ship designs and racial files and tech complete). Do not add shadows or vorlons or random. I am working on tech tree changes and scenarios at the moment.

Open to any suggestions.

Note, loading a custom map doesn't work (vanilla game bug) because I have different resources.

A few visual bugs I need to fix... particularly the drazi so many different types of beam weapons I used one beam weapon as a torpedo before I realized torpedos spin. LOL.

FYI- the ABBAI are ALMOST OP because of their better shield tech, but they hardly do damage.

(in reply to Omnius)
Post #: 25
RE: NEW Babylon 5 Mod 2017 [DWU] - 7/8/2018 2:30:06 PM   
Omnius


Posts: 833
Joined: 6/22/2012
From: Salinas, CA
Status: offline
soulcatcher357,
Sounds like fun, I'm still learning the base game and it's nice that you're still working on this B5 mod. I hope you'll add some of the characters from the series.

(in reply to soulcatcher357)
Post #: 26
RE: NEW Babylon 5 Mod 2017 [DWU] - 4/22/2020 10:11:43 AM   
logopatico

 

Posts: 24
Joined: 10/15/2019
Status: offline

(in reply to Omnius)
Post #: 27
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> NEW Babylon 5 Mod 2017 [DWU] Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.922