rav8 rav8

Babylon 5 Mod 0.2

Babylon 5 Mod 0.2

b5mod for gc2 1.2

Rav's Babylon 5 Mod 0.2

Six major races, six minor races, over 45 B5 hull models.



Website: b5mod

Download: 27mb zip

New: changes

Info: readme



The Narn Regime is here and the bugs are squashed! Only caveat is that the Zathrus hull style doesn't exist anymore because there is a hard coded limit of six hull styles. It will be a lot longer before the next release - anyone got any suggestions for the tech tree?

EDIT:

Spaxspore has released his media pack, details in this thread.
143,130 views 157 replies
Reply #76 Top
i could, i just didnt know people wanted them, also i dont play with minor races, so i hardly see the minis but if there is enough demand for it, ill start workin on it. Rember i have to convert each file 3 times, thats why sometimes i have to make fixs for some clips because they get lost in the shaffle and i upload a unfinished copy. IE the starbase clip.


Using it and very much enjoying it, Spaxspore. The more media added, the better immersed into the B5 game mod I say. And a humorous one would be great as well. Thanks for all your work.

And thanks to the rest of the B5 modders as well. Great job!


Reply #77 Top
What about missiles, rav8?
And the Minbari had missiles on some of their ships, and EA used missiles extensively(from normal missiles to fusion missiles)
Reply #78 Top
Hi,

I was just wondering if there was an alternate download site?,
as each time I try to download the Mod it says "file not found" .

thanks from a B5 fan
Reply #79 Top
ill upload a mirror on my filefront site when filefront is done with thier maintence
Reply #80 Top
Really struggled to find any kind of detailed information about missiles, a few names but any references to missiles in B5 seemed to be pretty generic. For the moment the missile branch serves as a good baseline so I don't completely throw the game balance out. The branches should be different of course, hopefully very different, but all useful in many situations. The problem I see with making a whole branch specific to a certain race or alignment is that most people wont see it in most games.

0.3 is going to be a bit of a test release as it's the first time I've modded something that changes the game mechanics. Would like to get a few more significant things in so we can really push the robustness of the unscripted ai. And I'll definitely upload the next version to more than one place - it's just so hard to get my housemate to stop playing goddamn bf2

Using it and very much enjoying it, Spaxspore

Ditto! But before you spend heaps of time on vids for the minors - does anyone apart from me want them to be a major once they get a few more hulls? Enough canon ships exist, but then what would the minors be? Offshoots of majors like... the Psi Corps... a rebel Minbari warrior caste faction... independent colonies...?
Reply #81 Top
Once you have final tweaks done, you can create charts and such in a document program and include that as a readme (or use PrimoPDF) to create a pdf file for people to print for reference. Keep it up - I was enjoying the mod until my hard drive died from heat exhaustion (well, it was extremely hot when I had to remove it).
Reply #83 Top
Really struggled to find any kind of detailed information about missiles, a few names but any references to missiles in B5 seemed to be pretty generic. For the moment the missile branch serves as a good baseline so I don't completely throw the game balance out. The branches should be different of course, hopefully very different, but all useful in many situations. The problem I see with making a whole branch specific to a certain race or alignment is that most people wont see it in most games.


Have you access to the old table top game Babylon 5 Wars? If not, I think I have a few sourcebooks I can dig up, maybe add some tech ideas from.

Ditto! But before you spend heaps of time on vids for the minors - does anyone apart from me want them to be a major once they get a few more hulls? Enough canon ships exist, but then what would the minors be? Offshoots of majors like... the Psi Corps... a rebel Minbari warrior caste faction... independent colonies...?


League of Non-Aligned Worlds (Vree, Llort, Brakiri, Drazi, Gaim, Abbai, Pak'ma'ra), Dilgar, Raiders (I guess there are pirate minors, but that is an event), Ancients.
Of course to do those, you'd really need to have tech research based on race.
Reply #84 Top
yea am goin to wait for the next release of the mod beforei make any additional vids
Reply #85 Top
mirror up

http://hosted.filefront.com/Spaxspore/
Reply #86 Top
I have alot of the B5 Wars 2nd edition stuff. If needed I could probably look some stuff up as well.
Reply #87 Top
The later Mass Driver Techs need work. Right now there is almost no reason to research past Pulse Cannon II, as the Dmg/Size doesn't get any better and there isn't any major cost savings.

Also, the first Neutron Cannon has a better Dmg/Size than Neutron Cannon II/III. The cost might rebalance that, but I'm not sure it is enough.
Reply #88 Top
Oh, let me mention how cool this mod is. I've been loving it.

Some thoughts on tech changes:

One of the critical differences of B5 is Jump Gates/Jump Drives. I'm willing to bet there isn't a good way to simulate how they work in B5, but here is a stopgap. If you can have Starbases move ships to other Starbases, ignore all of the following.

Change the Drive Techs -
Remove the automatic +1 speed bumps.
Increase the size and cost of Drives so that only Large+ ships can carry them efficiently (maybe allow them to fit on smaller hulls but make it large enough that it doesn't make sense). I'm thinking ~double the current size and cost.
Make Starbase Components at each Drive Tech Level that give +1 speed increase.

That should make Starbases act somewhat like Jump Gates (allowing fast travel nearby), and means only large ships and explorers will be able to travel swiftly outside of Jump Gates.


The other element of B5 that is sorely missing is the idea of small fighters being carried by heavier ships. I can't think of any way to simulate that, although I'd love it if there is.
Reply #89 Top
Oh i can defenetly see Drazi being as Major eventually.Why not gather as much info on League and have some of them become Major.Just find more about their larger hulls...if you lack something its quite simple to give in to your inner artist.Just study each League race hull design and let inspiration guide you

Reply #90 Top
Yeah, I've played several games and whenever the mimbari or vorlons get into a war, the other always jumps right in to back them up. And it generally seems to be the centauri or shadows they go after. EA never seems to do anything. The most they ever accomplish is taking out minors. Only one game did any of this go differently, the centauri were the biggest power and managed to wipe out the vorlons, of course this led to mimbar (2nd biggest) and the centauri in a war. It just seems to me that this is a common thing that happens.
Reply #92 Top
Greetings,

Just checking in and letting you know im still alive. I had to spend some time with the women and get over a major tooth problem.

Im working on a splash screen for the mod, im sure you guys will like it.
After that im going to do the Vorlon and Shadow logos, then im going to redo all the logos with the new skills (and programs) that i have.

Your 2-d guy,
Star Dagger
Reply #93 Top
Sounds good

Your
Movie-Guy

Spaxspore
Reply #94 Top
Will the massdrivers tech have new 'cosmetic' effects in the mod?
Reply #95 Top
Great job this project guys. It is one really wanted to work on but have to busy to do.

By the way, I have lots of B5 resources I add to the project if anyone is intrested. I can pull stuff from official B5 media CDs, cards and DVDs.
Reply #96 Top
Thanks for the tips Frunk - I paid closer attention to the damage/size figures, revising the techs to what is listed here: techs

Played around with the ship speeds but it seems impossible (as in hard-coded impossible) to build ships with a speed less than 1. I could greatly increase the size of drives and put their requisite techs at the end of the hull branch...

Thumbnails are at least consistent but actual weapon effects will not match up in 0.3, lots of playtesting will be required for that :)
Reply #97 Top
AH, so finally I know how it came to pass that many people thought I did the logos...
Star Daggers and my alias are quite close.
Didn't want to take credit for them but so far I thought Spaxspore was referring to my personal logo...
Reply #98 Top
nope, i meant star daggers... opps thought u 2 were the same person
Reply #99 Top
I just started to play this mod and I have to say this is most enjoyable. I had bought gc2 for the b5 type story and now I can play it.

I've noticed a few things however. I barely ever find a minor race for some reason compaired to the reg game. Also can new magor races be added. I think some of the minor ones could be added such as the Vree, Drazi and Brakiri. Also perhaps the Dilgar would be an interesting add on.

I would love to see some extra b5 content anywhere on the mod.

Another thing which I could see as being fun is making a mod which gives you a predetermined game/map with the powers already having the planates and most of the tech for each race set. So that the EA is like the EA in the game and the Vorlons are god like and so on. It would be fun to play out the wars with the ships and tech as they are in the actual show and see if we could have done things differently for different outcomes.


Besides these points I'm loving this mod a lot more then the orginal game. =-D Thanks
Reply #100 Top
Glad to help.

I think leaving ships with a speed of 1 is fine, we don't want them to not move at all.

I had another thought on drives and jump gates.

Instead of gradually increasing drive and jump gate bonuses, set them to a +10 Speed across the board. Make the early jump gate/drives hideously expensive and the drives very large. I'm thinking ~5000 each and a size of 20-30. As you move up the techs the cost and size drop until they become practical in smaller ships. Here's a sample using the names you've listed on the tech page as a start. Much tweaking may be necessary.










engine techsspdsize$componenttech $
Proto Jump Engines10305000Reaction Engine100
Early Jump Engines10253200Versal Fusion Engine200
Practical Jump Engine10212000Plasma Engine400
Ion Jump Engine I10181200Garodney Ion Engine800
Ion Jump Engine II1015700Particle Thrust Engine1500
Ion Jump Engine III1012400Beigle-Bryant 9000A Particle Thrust Engine3000
Gravimetric I109200Yentari Graviton Engine8000
Gravimetric II106100Graviton Engine15000
Gravimetric III10450Stalasha Gravimetric Drive20000

Equivalent Jump Gate techs could also be created, either using the engine tree or perhaps a branch of it and/or starbase tree.

The later particle cannon techs look good, but there are some issues when comparing them with the laser techs. Right now it is almost worthless to research laser except to get to the evil techs. To get to equivalent laser techs as particle cannon techs much more research is required and the components still cost more. This doesn't mean they need to be changed. The other way to rebalance between particle and laser is to make barrier tech less practical. If barrier tech is more expensive to research, and/or bulkier, and/or expensive to use it can greatly improve the practicality of lasers in the later stages of the game.