non-trek ships

Post ideas and suggestions on new features or improvements here.
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posted on September 11th, 2011, 12:27 pm
dragonmalice wrote:I just starting working on brinigng Babylon 5 stuff into my Fleet Ops mod - so far, Babylon 5, the Omega, and Advanced Omega are working just fine.  There were no issues with the SOD's or textures - and since these were the animated models, I expect all the others will be okay too. 

I have to say, Fleet Ops makes this stuff look really good - you can give Starfuries to the Omegas, and the weapon impacts look great on ships that don't have shields.


That sounds very interesting so you're updating the B5 A2 mod my moving it to the FO platform? Awesome, I look forward to your results.  :thumbsup:
posted on September 17th, 2011, 10:54 pm
The B5 A2 mod would be perfect in the flops engine, if only because so many of the ships double as carriers :p .
posted on September 20th, 2011, 8:20 pm
Last edited by dragonmalice on September 20th, 2011, 9:05 pm, edited 1 time in total.
Majestic wrote:That sounds very interesting so you're updating the B5 A2 mod my moving it to the FO platform? Awesome, I look forward to your results.  :thumbsup:


It could take a good while - also not sure what I'd have to do to get permission to release it.  The plan at this point is one Babylon race, with only a couple avatars - an Earth alliance (with IA support) and a Centauri alliance (post show timeline).  So I'm not going to reuse all the original B5A2 content, or reproduce all the races. The show went pretty far to build toward some sort of future confrontation between the Centauri (and their masters) and the IA, and then blew it with the Excaliber crap.

So far, though, tweaking to the hull, system hitpoints, and damage distribution makes the B5 stuff absolutely viable without shields.  And, yeah, having those Starfuries buzzing around is SO right - if only they could intercept enemy fire...

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posted on September 20th, 2011, 8:26 pm
If you gave the Starfuries point defense weapons you could do that :) (presuming you used missile classlabel stuff for the ordnance of enemy vessels)
posted on September 20th, 2011, 8:47 pm
dragonmalice wrote:It could take a good while - also not sure what I'd have to do to get permission to release it.  The plan at this point is one Babylon race, with only a couple avatars - an Earth alliance (with IA support) and a Centauri alliance (post show timeline).  So I'm not going to reuse all the original B5A2 content, or reproduce all the races. The show went pretty far to build toward some sort of future confrontation between the Centauri (and their masters) and the IA, and then blew it with the Excaliber crap.

So far, though, tweaking to the hull, system hitpoints, and damage distribution makes the B5 stuff absolutely viable without shields.  And, yeah, having those Starfuries buzzing around is SO right - if only they could intercept enemy fire...


I don't know how active he still os, but Ryderstorm posted some pics of b5 stuff he had in FO, and I think he was working on a race mod.  You might try contacting him to see if he will lend you any of his stuff.  It could help your progress alot.

I eagerly await this mod. :woot:
posted on September 20th, 2011, 9:54 pm
I also think Achilles work on the B5A2 mod. You can find him on A2Files and MSFC.

However I think the general rule for them is as long as you credit them they are okay with it.
posted on September 21st, 2011, 12:34 am
Major A Payne might also know - you can find him on armadafleetcommand.com :)
posted on September 21st, 2011, 3:37 am
I've been thinking about the weapons loadout on the Galactica if it had Federation weapons. I'm thinking a pair of Magnan Phasers on the bow then a few topside quantum pulses as it would most definatly meet the power generation requirements. A fighter weapon on the hanger and then the rest would be torpedo weapons since the original relied heavily on missile technology it would easily be converted to quantum and photon torpedo launchers and give them a restricted firing arc too so you don't have port and starboard torpedoes firing through the 'head'. It would have forward and aft torpedoes and I'd put maybe a pair starbase level pulse phaser cannons in the aft arc as well. Veteran would gain all the passive abilities that strengthen the shields, like 'sixth-generation shield generators', 'heavy duty generators, maybe give it 'autonomous defense ai' and 'battle-bridge' definatly i forget about the other passives though, but Veteran Battlestars would be VERY powerful. It could balance by having a higher experiance requirment. For building a standard battlestar how does 3000 dilithium and 2500 tritainium sound? or should it be higher? I'm also thinking a crew complement of maybe 2000
posted on September 21st, 2011, 9:36 am
Last edited by Quatre on September 21st, 2011, 1:27 pm, edited 1 time in total.
dragonmalice wrote:It could take a good while - also not sure what I'd have to do to get permission to release it.  The plan at this point is one Babylon race, with only a couple avatars - an Earth alliance (with IA support) and a Centauri alliance (post show timeline).  So I'm not going to reuse all the original B5A2 content, or reproduce all the races. The show went pretty far to build toward some sort of future confrontation between the Centauri (and their masters) and the IA, and then blew it with the Excaliber crap.

So far, though, tweaking to the hull, system hitpoints, and damage distribution makes the B5 stuff absolutely viable without shields.  And, yeah, having those Starfuries buzzing around is SO right - if only they could intercept enemy fire...

Some ships do have shields (Whitestar, Centauri, Victory Class, Vorlon). But they are not Trekshields that are reduced in strengh. A weapon is strong enough to break through or not.  And they just reduce the direct energy of an weapon, not the kinetic impact.
Some do have distortionfields, which would reduce the strengh of energybased weapons (Omega, Hyperion, Warlock or in short EA).
And I don't know what the Minbary have. Some sort of stealthfield, that is blocking targeting and strong armor. but do they have shields. But it would be nice to see a ship that is evading beamweapons while being bigger then a BigD ;).
And all ships got automatet active pointdefence (exept the whitestar and other "small" ships).

And they have far better armors and bigger and stronger guns (primary and secondary mainguns).

If I use the techbooks, the ships are bigger with less crew, have better guns (with less range), stronger armors, sometimes stronger shields, less buildtime and more energy for everything.
Or in other words, They would be OP if not balanced good in numbers.


Edit:
Bad typo
posted on September 21st, 2011, 11:25 am
Actually Earth ships pulse interceptor weapons to shoot down some enemy weapons. The Point Defense Phaser could be modified to at least work a little.
posted on September 23rd, 2011, 6:01 am
As far as I can recall, NONE of the ships in B5 execpt maybe shadow or vorlon have shields, and I dont think they do either, at least not shields as we know them in trek.

As for the mimbari, they just have a REALLY good ECM system that makes targeting them with sensors impossible, you can hit them or catch them by suprise, but once their ECM goes active your sensors cease to be able to detect them in any usable way (which means you're pretty much screwed).
posted on September 23rd, 2011, 7:41 am
Last edited by Quatre on September 23rd, 2011, 7:44 am, edited 1 time in total.
For Whitestars, Vorlonships, Victory-Class Destroyers and this big old Ship of the Centauri it was shown, that weaponfire don't reach the hull but was absorbed by some sort of energyfield.
For the Centauriship it was even said, that the most energy of the ship is send to the gravitysystem that is also working for the engines and as a shield. And that you can kill the ship just by overloading the shieldsystem.

But the shields are just working against the energypart of a weapon. The kinetic impact hits the ship.

Shadows don't have shields, they use some sort of (biological?) nanotecharmor.

And as I said, EA is using energyfields to weaken energybased weapons before impact.

The Warlock Class also got its own gravityfield, so it is posible, that it had the same sort of shields like the wihtestar and other earthships where upgraded to such systems I think.

And because the Mimbaryships just use some gravityengines for their ships it is very possible, that the ships do use the protecting effect of it. Beside their ECM and some sort of metal-crystal-armor. Which won't protect them from beeing two-shootet by shadows.

But I think it is never said.


And shield in B5 != shield in ST. ;) They use other forms of protecting energyfields which are all clasified as shields and some of them as distortionfields.


But I think for a A2 Mod it is ok to give them all no shields. Because shields work different and don't take all the damage,
posted on September 23rd, 2011, 7:47 am
Actually it's quite easy to set the shield to take all the damage in A2, just gotta adjust the shield protection value to = 1.


But yeah, past that, It'd be intersting to balance the ships without shields, subsystem damage rates for weapons would have to be set  VERY low with really high subsystem values otherwise it would get really silly real fast with the number of disabled ships sitting in space. On the other hand that'd make repair ships really vital, too.
posted on September 23rd, 2011, 11:13 am
Is that value global or per ship.
Something like damagemigration?
Or is that just a value that decides how much of the ship hp are given to the shield and how much are given to the hull.

All the shields just do some damage reduction. But they don't lose strengh when hit.
So not shields should take the damage (maybe some), but the hull.
posted on September 23rd, 2011, 2:24 pm
ShieldProtection is set on a per unit basis :)
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