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and i certainly have some complaints around 4.0-- mostly economic. they basically made the game idiot proof with all the passive bonuses. getting 10k + income on a resource isn't even very challenging.
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
so i understand the one issue there, but not why... i mean. maintenance costs can go to 3-5 energy on some ships and AI is fine with that. so why is it good with spending on those, but not these...
it's why i say the AI is inflexible, though. if it's got the resources in abundance, it should be just fine with building ships. but it's not.
on average each empire had 2 new resources, but i'd also tweaked vanilla resource costs and fundamentally changed the way the AI determines how many ships and of what size they want when-- that last one mainly to try and get the AI to better compete with humans who will happily go 100%, 200%, even 500% over their command limit. that, and to get ai to build cannon-accurate ship size ratios for certain shipsets (and diversify what ships they prefer in general)-- ie, B5 races mostly like dreadnoughts etc.
so my approach has been to take a step back, remove the new resources for the moment and get it to work otherwise. then add in new resources one at a time.
they broke aux components, so the AI no longer will add them to ships-- nor will the auto-build out function.
so things like the multi-phased shields for the star trek paths or the integrity fields and auto-repair aux components for B5 tech paths... they no longer use them. which... yeah. that completely screws it up.
so i'm hoping they will fix that.
I have thought about that, just having the AI not use those resources. but that would also kill one of the more strategic elements of it.
I've tried to make as much as I can actually destroyable, including stations. and I centralized resources so it's more the majority are coming from a handful of sources like finite strip mines-- also a crew resource that is meant to slow ship building and put real pressure on empires during wars.
so you can target orbital shipyards to destroy ship building, target strip mines to target resources, or get into a war of attrition that will strain economies and populations etc etc.
take those resources away from the AI and it really limits what you can do.
mind you, it's i guess less that it's dumb and more that it's to rigid. it makes decisions in a binary fashion, yes or no.
it'd also be frustratingly difficult to remove them from everything. like as upkeep and cost for armor components.
the bigger mod i've been working on, it would be possible to do a full babylon 5 game as i tied unique weapons to ship set-- ie, races get the canon weapons and associated with their shipset race. but it's not technically a solo b5 mod. there are also weapons paths for star trek, star wars, and that old game master or orion.
what's held it up so long is the AI economy. I can't get them to freaking build ships with the new resources... i swear the AI in this game sucks. the AI economy approach isn't bad in itself, but then the AI seems to make decision in a binary, on/off fashion. so if not everything is perfect in the files they just flat out stop making ships at all-- even if they've massive resource income and reserves.
also have the new models I'm not sure how to break down, and other new technologies not totally sure how to integrate because they're pretty extensive.
power core and computer systems are defined first in the ship size file (that says what components a ship NEEDS, then in the component templates,
since this ship set neither changes or adds new ship sizes or ship sections, i'd guess this is an issue with another mod you're using.
My big project... god, the past year and a half now... has been building out a big mod that includes weapons/techs as well as ships that are sized/armed more to cannon. i also tied the weapons to ship sets so you get the cannon weapons for that race.
the caveat is it's not just babylon 5, but also star trek weapons/ships, star wars, and master of orion ships/weapons/tech etc. you pick one of 9 starting seed weapons and then you're locked on that path as it opens up more related weapons and tech.
most ships sets I was building in compatibility patches for, but my own i just revamped and resized them all. so they're all in the mod.
goal is no two empires will be the same. different weapons, different some unique ship sections. some like beams some bolts. some cruisers, others dreadnoughts. while also making war more than just refitting your fleets to hard counter.
hundreds of new technologies alone. all weapons with unique visuals and sounds.
for vanilla ship sets they're mostly random, but tied them to mod shipsets so you get cannon weapons/techs associated with those ships. also rescaled ships so they more reflect their cannon size differences and customized their sections. built in compatibility patches for many existing shipsets (while adding new models to them).
idea was they are "early" ships are these 3, and the true vorlon ships are more advanced models you unlock.
Maybe there are plans to create a white star ship somewhere?
I do have an advanced omega that I just made last month for my bigger mod. I'm going to eventually start updating these smaller stand alone shipset mods with those new models when I get a chance.
I also made "fighter squads" for many, just single models of a squad of fighters. was going to add them likely as corvettes or something to these mods, as esp with earth force if you like corvette swarms, they look a lot better than the standard earth force corvettes.