Arpeegy's B5W Mod



Welcome to my Space Empire's V mod page. For those of you
who do not know what Space
Empire's V (SEV) is then I suggest you follow the link in this sentence to
check it out. In a nutshell, SEV happens to be one of the most versatile
4X Space Strategy games on the market. If you love deep strategy games
then you cannot be without a copy of SEV. This mod was designed to play,
as closely as possible under SEV programming restrictions, like
the Babylon 5 Wars (B5W) board game created by Agents of Gaming (AOG). This mod
is in the public domain and no monetary gain has come from its creation to the
author. It is simply my love of B5W and Babylon 5 that motivated me to
write it.
You can download Version 1.1 of this mod by clicking the following link: http://www.filefactory.com/file/ah0184e/n/Arpeegy_B5W_Mod_7z
You can download the Version 1.3 update files from: http://www.filefactory.com/file/a169ee1/n/Arpeegy_B5W_Mod_Update_Files.7z simply copy the files into the appropriate B5W mod folders.
To unzip this file you will need to download 7-Zip from http://www.7-zip.org/
This edition includes an Excel Spreadsheet with the B5W Mod tech tree representation. It also includes a file with the raw AI scripts...so please, if you are a programmer help me to improve them. Please check back often for updates.
Note: If you have an earlier version of this mod installed then please remove it and install Version 1.1 in its place. Earlier versions will not be compatible with this one.
To install the Mod:
1. Extract the contents of ArpeegyB5WMod.zip file to SE:V's GameType folder
(..Space Empires V\GameTypes)
2. When starting a new game or using quick start, select "Arpeegy's B5W Mod"
from the list of game types to use the mod
3. Enjoy! Please note that saved games with the mod will automatically
load the mod when you load them.
History:
Version Beta (30 May 2008)
------------------------------
1. Note - Initial public release!
Version BetaII
------------------------------
1. Fix - Removed all extra shipset folders for custom shipsets from the Empires
folder.
2. Fix - Mine & Weaponized Mine placement formulas in the vehiclesizes.txt.
3. Change - Mine Computer Core description to include that Weaponized Mines must
be deployed with another unit using active sensors as part of a defense grid to
be effective.
4. Change - Vessels can now have up to 5 structure or structure self-repair
blocks instead of 4 consistent with B5W rules.
5. Fix - Fixed drone cockpit formulas to work correctly.
6. Added - Drone Life Support.
7. Change - Added Energy Stream mandatory levels to Particle Cannons & Heavy
Particle Cannons to maintain consistency with Particle Beam weapons.
8. Change - Changed Gravitic Shifter's damage formula to reduce its power.
9. Change - Changed Gravitic Mine's damage formula to reduce its power.
10. Change - Changed Gravity Net's damage formula to reduce its power.
11. Change - Reduced the cost of Plasma Weapons to 10,000 per level instead of
30,000.
12. Change - Increased the cost of Gravitational Weapons from 15,000 per level
to 20,000.
13. Change - Increased the cost of Molecular Weapons from 20,000 per level to
30,000.
14. Change - Reduced the cost of Shield Damaging Weapons from 15,000 per level
to 5,000.
15. Change - Reduced the cost of Weapon Overloading Weapons from 15,000 per
level to 5,000.
16. Change - Reduced the cost of Engine Overloading Weapons from 20,000 per
level to 10,000.
17. Fix - Small Gravitic Shields now have a limit of four per unit.
18. Fix - Small EM Shields now have a limit of four per unit.
19. Fix - Small Thought Shields now have a limit of four per unit.
20. Fix - Cargo Bay and Boarding Party formulas fixed to give accurate drone
limitations.
21. Fix - Particle Concentrator operation formulas fixed due to added
enhancements.
22. Added - Particle Concentrator Combo enhancements x2 to x5.
Version BetaIII
---------------------------------
1. Fix - Light Railguns, Railguns, and Flak Cannons can now be added to
Weaponized Mines.
2. Fix - Resource Gatherers are now all available at level 2 instead of 1.
3. Change - Removed the ability to place Particle Concentrator Combos x3 to x5
from Drones due to kt limitations.
4. Change - All jump drive warp distances were greatly reduced for game balance
issues.
5. Change - Troop Weapon start level was reduced to zero.
6. Fix - Restricted the Energy Pulse Weapon tech tree to the Chaos, Dilgar,
Drazi, EarthForce, Gaim, Hurr, ISL, Ipsha, Llort, Narn, Raiders, Shadows, Streib,
Torata, Vorlon and Walkers racial traits.
7. Fix - Restricted the Point - Defense Weapons tech tree to the Abbai,
Centauri, Chaos, EarthForce, Hyach, Pak'ma'ra and Streib racial traits.
8. Change - Reduced Mass Driver to 150kt in size from 200kt.
9. Fix - Small Emissive armor was placed into correct tech tree area.
10. Change - Added some shield generation capacity to all Advanced Armors.
11. Fix - Minbari were placed in the Crystalline race category instead of
Organic.
Version BetaIV
----------------------------------
1. Fix - Emissive Armor maximum level is now 10 instead of 16.
2. Change - Adjusted shield and shield generation from damage formulas on all
advanced armors to a more balanced level.
3. Fix - All Ships and weapon Platforms had the wrong reactor formulas. The MG
Reactors and above were changed to ">= 1" instead of "= 1".
4. Fix - Improved regeneration properties on all Adaptive Armors for better game
balance.
5. Fix - FIxed error in Engine Overloading Tech line that referred to a tech
line removed from the mod.
6. Major Fix - Redesigned entire tech tree to eliminate dark techs, make it more
user friendly, and to ensure each tech line completes for each racial trait.
7. Change - Changed the Small OEW & Small DEW sensor formulas for B5W
consistency.
8. Added - ELINT Ships to design types.
Version BetaV
----------------------------------
1. Fix - Molecular Pulsar now does pulse damage at level one.
2. Change - Multi Colony module is now 30% more expensive than other colony
modules instead of 200% more expensive.
3. Change - Space Yards now take up 400kt of space instead of 300kt.
4. Change - Decreased Structure, Structure Self-Repair, Shield Generator, Adv.
Gravitic Shield, EM Shield and Thought Shield damage resistance formula to allow
for more effective fighter weaponry attacks.
5. Fix - Damage Type formulas for Normal, Piercing, Matter & Electromagnetic
weapon damage so they work as intended.
6. Fix - Descriptions on shell mounts.
7. Change - Structure can now be placed on Weapon Platforms.
8. Added - Weapon circuitry components.
9. Added - Weapon Amount/Component Amount restrictions consistent with B5W Ship
Control Sheets.
10. Change - Plasma Battery size was reduced and its supply storage was
increased.
11. Fix - Gravitic Shields now must have the Shield Generator installed to be
placed on a unit.
12. Change - Jump Engines of all types now no longer lose tonnage with each
level increase.
13. Fix - Guardian Arrays now provide their benefits to the sector.
14. Added - Laser Targeting System Component Enhancement.
15. Added - Blanket Defense and Offense ELINT components.
16. Change - Component Resource Costs to create further balance between ancient
and younger races.
Version BetaVI
----------------------------------
1. Added - Incorporated Dvoongar's Doctrines into the B5W Mod.
2. Change - System Gravitational Shield Facility now no longer prevents warp
point openings/closings.
3. Change - All Engine formulas adjusted to provide more incentive to research
newer engines.
4. Change - All Reactor formulas adjusted to provide more incentive to research
newer reactors.
5. Fix - Removed Chaos racial trait from Impr. Molecular Weapons tech line.
6. Fix - Formula fixed to give Adv. Molecular Weapons to Chaos racial trait when
Molecular Weapons reach level 10.
7. Change - Chaos racial trait now gets Impr. EP Weapons with level 2 in Physics
and Adv. PD Weapons with level 3 in Astrophysics.
8. Change - Order racial trait now gets Impr. Laser Weapons with level 3 in
Astrophysics and Adv. Molecular Weapons with level 1 in Stellar Manipulation.
9. Change - Order racial trait increased 500 points in cost.
10. Change - ISL racial trait now gets Adv. EP Weapons with level 1 Stellar
Manipulation and Adv. Laser Weapons with level 2 Stellar Manipulation.
11. Change - ISL racial trait increased 500 points in cost.
12. Change - Reworked component resource cost in an attempt to further balance
Ancient vs. Younger races.
13. Change - Adjusted short range to 30 and medium range to 90.
14. Change - Raised limits on units in each sector of space to Satellites = 200,
Mines = 1000, and Drones = 200.
15. Change - Shadows racial trait increased 1000 points in cost.
16. Change - Triad racial trait increased 500 points in cost and reproduction
penalty reduced to -5.
17. Change - Vorlon racial trait increased 500 points in cost.
18. Change - Walkers racial trait increased 1000 points in cost and reproduction
penalty reduced to -5.
19. Fix - Drone Computer Cores now require warheads to be placed with them on a
drone.
20. Fix - Class-D Missile Rack ground attack formulas.
21. Fix - All small & ground thrusters now go to level 5 not 3.
Version BetaVII
----------------------------------
1. Fix - Formulas for planet create/destroy and star create in the
Extra-dimensional Jump Engine.
2. Fix - All Engine components were made 40kt in size. Some had been
accidentally left at 50kt.
3. Change - Robotoid Factory changed to support space yard construction rates on
a planet.
4. Change - System Robotoid Factory changed to support space yard construction
rates in an entire system.
5. Change - Security Station boarding defense increased.
6. Change - Marine Barracks boarding defense increased.
Version Beta VIII
----------------------------------
1. Change - System Robotoid Factory now provides benefits to Player and their
Allies.
2. Change - System Mineral Scanner now provides benefits to Player and their
Allies.
3. Change - System Eco - Farm now provides benefits to Player and their Allies.
4. Change - System Radioactives Collider now provides benefits to Player and
their Allies.
5. Change - Ultra - Recycler now provides benefits to Player and their Allies.
6. Change - System Computer Complex now provides benefits to Player and their
Allies.
7. Change - System Citizen Databank now provides benefits to Player and their
Allies.
8. Change - Urban Pacification Center now provides benefits to Player and their
Allies.
9. Change - Ship Training Facility now provides benefits to Player and their
Allies.
10. Change - Fleet Training Facility now provides benefits to Player and their
Allies.
11. Change - Sector Cloaking Facility now provides benefits to Player and their
Allies.
12. Change - Replicant Center now provides benefits to Player and their Allies.
13. Fix - Facility group for Robotoid factories is now Space Yard and increased
their production bonus formula.
Version Beta IX
------------------------------------
1. Fix - A typo in the requirements evaluation formula for the Antimatter
Converter which prevents it from being a part of the tech tree.
2. Fix - Cargo Bays can no longer be placed on drones.
3. Change - Medium Lightning Array CF is now limited to one per unit and its
tonnage space/structure is now 12.
4. Change - All thrusters now require an engine component to allow usage.
5. Change - Rock, Ice, & Gas Colony components tonnage space/structure formulas
increased by 50.
6. Change - Colony components increased in cost.
7. Fix - Changed text in Thruster requirements to read "thruster" not "engine"
in vehicle sizes file.
8. Change - All ships now have a minimum and maximum thruster limit.
9. Change - Only colony ships can carry colony modules.
10. Change - Medium Drones now begin at 180 kt instead of 150 kt.
11. Change - Large Drones now begin at 260 kt instead of 200 kt.
12. Change - Drone Launcher and Catapult cargo space increased.
13. Change - Mod Selection graphic changed to one provided by Donald Jensen.
Thanks Donald!
14. Change - Space Yard tonnage space/structure increased to 500 kt.
15. Change - Repair Bay tonnage space/structure increased to 250 kt.
16. Change - Self-Repair tonnage space/structure increased to 50 kt.
17. Change - Range and To Hit increases were added to most weapons.
18. Change - Missile defense bonus and damage resistence formulas changed to
coincide with missile levels.
19. Change - Racial Trait costs rebalanced based on beta game information.
20. Add - Added more information to Racial Traits descriptions to ensure at
least one RACE is picked by a player.
21. Add - Salvage Racial Trait was added to the mod.
22. Fix - Unit Weapons with identical names as ship weapons had "Unit" added to
their name.
23. Fix - PlanetSize text file changed to be compatible with version 1.77 SEV.
24. Fix - Inserted Bridge and Auxillary Bridge command component code to fix
1.77 version "super weapon" bug.
25. Change - Colony modules were changed to racial tech.
26. Add - Added colony modules that are not racial and can be researched.
Version Beta X
------------------------------------
1. Change - Reworked the Empire folders in preparation for AI.
2. Add - AI files for each empire.
3. Add - Shipsets for each empire.
4. Add - 50 Quickstart Race options.
Version Beta X.2
-----------------------------------
1. Change - All unit computer cores now hold some ordnance to assist AI in
designing functional units.
2. Change - All unit cockpits now hold some ordnance to assist AI in designing
functional units.
3. Change - Self Destruct Device updated to reflect SEV ver 1.79 enhancements.
Version 1.0
-----------------------------------
1. Change - Cost of Sphere World and Ring World placement generators was
reduced.
2. Change - Multi Colonization modules are now established for minor, younger,
older, and ancient races.
3. Add - Created Advanced Facility Techniques racial trait.
4. Fix - The way damage percent was being calculated was fixed for all damage
types. Weapon damage should be scored as intended for all weapons now.
5. Fix - Changed the word "unit" to "vessel" in component text related to ships,
bases, etc.
6. Change - How armor is placed on vessels by limiting placement to one.
7. Add - Mounts for armor to allow increase for armor protection amounts...have
no idea how the AI will adapt to this change. But multiplayer will improve.
8. Change - Bulkheads can now be placed in Inner and Outer hulls in addition to
armor slots.
9. Change - Upated B5W Mod AI to latest BM1.19a/1.20 scripts...as much as
possible.
10. Change - Replaced Andromedian shipset with Blackswan's Vree shipset.
11. Change - Starting colony tech was adjusted to meet Ender's colonization
vision and prevent military rushes against minor races in game beginning.
12. Add - Eliminated redundant colony tech once racial colony tech of same type
is researched.
13. Change - Raised cost to research non-racial and multi-colony techs to
approximate Ender's colonization vision.
14. Change - Cost of non-racial colony techs was adjusted to reduce price only
if the non-racial colony type was of the same type as the racial colony tech.
15. Change - Cost of multi-colonization modules was equalized with normal colony
modules.
16. Change - All engine and reactor types had their ordnance/supply generation
amounts adjusted to equal their storage capacity per turn.
17. Change - Solar Collectors supply generation doubled due to change #16 above.
18. Change - Adjusted settings.txt to new BM1.19a norm.
19. Fix - Fixed the Neutral009 AI Main file so it would recognize the correct
flag texture bitmaps.
20. Fix - Fixed the Neutral010 AI Main to use the correct flag sets.
21. Change - Switched out the Goblyns shipset with the Toltayan shipset by
Kwayne.
22. Change - Switched out a few flag textures for better ones.
23. Change - Switched out the Lorien shipset with the Goa'uld shipset by
Isopsycho.
24. Change - Switched out the descari shipset with the Karpoozi shipset by se5a.
Had to adjust Karpoozi colonyship and baseship to work with mod.
25. Add - Minigate Mod to B5W.
Version 1.1
-----------------------------------
1. Add - Transcendence tech line was incorporated into the mod to allow for
colony tech change below.
2. Change - Coding for non-racial colonizers was changed to reduce resource cost
based on starting colony tech selection instead of racial preference.
3. Change - Swapped out the SG1 style jump gates with BlackSwan's B5 style jump
gates.
4. Change - Balanced the costs and tonnage of small unit armors.
5. Change - AI scripts were adjusted to help AI deal with armor changes since
version 1.
Version 1.2
-----------------------------------
1. Change - Space Yards were increased in costs.
2. Change - Adaptive and Advanced armor placement limits were increased to four
of each type.
3. Change - Advanced armor shield type provided is now consistent with racial
type.
4. Fix - Adaptive armors now provide some general damage resistence in lieu of
specific weapon damage resistence which did not stack.
5. Change - Glancing Ram was reduced in cost and damage potential increased.
Also removed seekers from its list of valid target types.
Version 1.3
-----------------------------------
1. Change - Stellar Manipulation components reduced in cost slightly.
2. Change - All Jump Engines reduced in cost and regeneration abilities removed
since they were not functioning correctly.
3. Change - Purchase of Chaos or Order traits will now result in Older Race
colonization technology if a minor or younger race was selected.
4. Fix - Carriers were not accounting for 30% of drone space correctly.
5. Change - Drone supply usage per turn increased four times to limit drones to
their intended role of system patrol craft, requiring starship support for
extended system travel.
6. Change - Retrofit Max Percent Difference in Cost changed from 50% to 70%
allowed.
7. Change - Combat to Hit Defense increased for fighters, sats, and drones.
8. Change - Slug Cannon was added to the Kirishiac unit weaponry.
9. Change - Missile/Torpedo/Bomb tonnage structure and defense modifier
increased.
10. Change - Adjusted component cloak levels.
11. Change - Medium - Light Hull Construction is now obtained at Light Hull
Construction level 3.
12. Change - Medium Hull Construction is now obtained at Medium - Light Hull
Construction level 4.
13. Change - Railgun Shells, Ship Turrets, Base Turrets, and Unit Turrets
reduced to 5000 cost per level.
14. Change - All Organic and Crystal tech lines reduced 10000 in cost per level.
15. Change - All Laser Weapon tech lines reduced 10000 in cost per level.
16. Change - All Molecular Weapon tech lines reduced 10000 in cost per level.
17. Change - Bombardment Weapons reduced 10000 in cost per level.
18. Change - All Temporal, Psychic, Organic, and Crystalline Weapon tech lines
reduced 20000 in cost per level.
19. Fix - The word "engine" was replaced with the word "thruster" in
vehiclesizes.txt descriptive texts.
20. Fix - Fixed non-damage producing damage types so they no longer strip armor
and shields.
21. Fix - All jump engines now require pairing with a repair component.
22. Change - Purchase of Technomage, IML, and/or ISL traits will now result in
Younger Race colonization technology if a minor race was selected.
Special Thanks to:
J. Michael Straczynski - Creator/Writer/Executive Producer of Babylon 5.
Warner Bros who own all copyrights and trademarks to Babylon 5.
Agents of Gaming (AOG) who created and published one of the best games of all
time...B5W. They also own all Copyrights/Trademarks to the B5W name and game.
See the Readme.txt file for more credits and thanks.
Volunteers Needed:
Finally, anyone interested in improving upon this mod please contact me at
arpeegy@arpeegy.com. In this way,
working together, we can insure one complete and "unofficial" B5W Mod with each
update.
Some areas requiring volunteers:
1. Updated UI Graphics...my amateur UI pictures were done to establish a B5
feel...they need work.
2. AI Scripting...without a volunteer(s) to script AI this mod will forever be a
multiplayer only mod.
3. Babylon 5 Models...thanks to BlackSwan the community has some B5 models to
use in this mod (see the Readme.txt file for details). The community needs more
volunteers to step forward and provide more great B5 ships.
4. All I ask is the B5W feel needs to remain...the rules were inspired from
AOG's B5W game, to deviate too far from those rules will ruin the mod. Outside
of that, any creative input would be appreciated.