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NEW Babylon 5 Mod 2017 [DWU]

Posted: Wed Nov 08, 2017 5:15 am
by soulcatcher357
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/ ... _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

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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Wed Nov 08, 2017 9:19 am
by Rosbjerg
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

RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Thu Dec 07, 2017 5:01 pm
by P0L1
I am so fan of this serie.

Thank you for making a mod on it [&o]

Good luck !

RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 11, 2017 10:27 am
by CliffKinsey
Thank You Thank You THANK YOU!

RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:15 pm
by soulcatcher357
Earthforce Alliance


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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:17 pm
by soulcatcher357
Minbari Federation



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:19 pm
by soulcatcher357
Narn Regime



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:20 pm
by soulcatcher357
Centauri Republic



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:23 pm
by soulcatcher357
Drazi Freehold



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:25 pm
by soulcatcher357
Vree



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:26 pm
by soulcatcher357
Brakiri



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:28 pm
by soulcatcher357
Pakmorah



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:30 pm
by soulcatcher357
Abbai



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:31 pm
by soulcatcher357
Dilgar Imperium

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

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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:32 pm
by soulcatcher357
Shadows



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Mon Dec 25, 2017 7:35 pm
by soulcatcher357
Vorlons



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RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Sat Apr 07, 2018 2:02 am
by soulcatcher357
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.

RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Sat Apr 07, 2018 2:09 am
by soulcatcher357
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.




RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Sun Apr 15, 2018 12:28 am
by soulcatcher357
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.

RE: NEW Babylon 5 Mod 2017 [DWU]

Posted: Sun Apr 15, 2018 7:02 pm
by RogerBacon
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.