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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Val October 7th, 2002 05:02 AM

Re: Babylon 5 Mod
 
Lighthorse
If it isn't too much trouble, yes keep track of it and send me a text file if you can, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

IF
Dang, that was something I DID fix, but must have been lost in the great flood... I'll revisit and revise them for the next one.

Nomor
Not a clue, never saw that before (the Abbai thing). I have seen the fighter thing happen before and had fixed it in the generic AI, I will look into it and see (as I am sure PF will as well http://forum.shrapnelgames.com/images/icons/icon12.gif )

PF
Thanks, I'll d/l tonight and add them to slots in the Abbai set. I think the Gaim set also has an old Markab ship in it that I made. The Pak'ma'ra are big on Plasma weapons.

Timstone
The system file below also includes the WPOpen/Close animation I was starting to work on (although right now all it is is an empty jump gate.

All
Do y'all want me to upload a 'basic' shipset for the Abbai, Gaim, Drazi and other incomplete races being used in this game?

I've also uploaded something else I'm working on - B5 Quadrants, Systems & Stellar Ability types. So, now you can make a 'B5 Standard' Quadrant that will have at least one O2 planet in each system, replaces Nebulea with HyperSpace sectors, increases the odds of habitable systems, decreases black holes, HyperSpace (neb), Destroyed Stars, Bi/Tri-Nary Systems. If you are playing the PBW, you can put these in a copy of the mod folder (I have a B5Mod, a B5ModPBW & a B5ModTest folder in my SE IV Folder to keep it from getting mixed up) and check them out.

Systems.zip

Edit - Forgot to mention: the new systems will also give far less of a chance of Ruins starting in a system an Empire may start in.

[ October 07, 2002, 04:08: Message edited by: Val ]

pathfinder October 7th, 2002 05:34 AM

Re: Babylon 5 Mod
 
Ack....also forgot the battleship and fleet pic.

I'll zip and post here (Pak'Ma'Ra set). I also ginned up a new AI_general and AI_designcreation and AI-research for them.

Val: I also e-mailed most of the DOGA files for the Pak'Ma'Ra to you at the B5 email address.

[ October 07, 2002, 04:35: Message edited by: pathfinder ]

pathfinder October 7th, 2002 05:52 AM

Re: Babylon 5 Mod
 
Placeholder Pakmara shipset and some of the AI files (general, design, research, ship-name) for the B5 MOD.

1033962576.zip

Nomor October 8th, 2002 12:45 AM

Re: Babylon 5 Mod
 
Re: Abbai Portrait glitch. I had this once with the Drazi on a previous Mod install and forget now how I resolved it. http://forum.shrapnelgames.com/image...s/confused.gif
However it may be relevant to know that I was using the "Quick Start" Version as EA, although I can't see how this matters. It may just be down to a corrupted zip down load http://forum.shrapnelgames.com/images/icons/icon9.gif , as no one else seems to have encountered it? I'll try a fresh download of the minor files. http://forum.shrapnelgames.com/image...s/rolleyes.gif
But Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif

Yes to: Do y'all want me to upload a 'basic' shipset for the Abbai, Gaim, Drazi and other incomplete races being used in this game?

[ October 08, 2002, 00:49: Message edited by: Nomor ]

pathfinder October 8th, 2002 02:02 AM

Re: Babylon 5 Mod
 
Nomor: I just ran into that "swap the race portrait" with Abbai...they have that UGLY Hurr race portrait showing in-game atm...something IS fubar with the neutrals....

TerranC October 8th, 2002 02:10 AM

Re: Babylon 5 Mod
 
what's the status for a finished Version or at least a working gold Version?

Nomor October 8th, 2002 02:19 AM

Re: Babylon 5 Mod
 
PF: Yippee... I mean glad I'm not alone. http://forum.shrapnelgames.com/images/icons/icon12.gif I've had Markab, Llort, and Hurr as Abbai.

Val: 2x Elric's coming your way via usual channels http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks for link.

[ October 08, 2002, 01:56: Message edited by: Nomor ]

pathfinder October 8th, 2002 02:33 AM

Re: Babylon 5 Mod
 
Terran C: Gold can work, just takes some work via adding appropriate lines to AI_fleet and AI_settings files. After loading the latest Version of 1.49 (1.49.31) B5 MOD (found in Vals sig). There is a bit of a tutorial on how to do that (same as any other 1.49 to Gold conVersion.

As for "official" Gold B5...a ways off yet (no I do NOT have a clue as to HOW long).

Update: hehe, having fun with Abbai. Just finished a place-holder shipset for them http://forum.shrapnelgames.com/images/icons/icon12.gif

*yawn* This will have to do for the Abbai:

Abbai B5 placeholder racestyle/shipset.

1034052611.zip

[ October 08, 2002, 05:52: Message edited by: pathfinder ]

pathfinder October 8th, 2002 06:59 AM

Re: Babylon 5 Mod
 
Val: Emailed ya the Abbai stuff.

AGoetz October 8th, 2002 08:14 AM

Re: Babylon 5 Mod
 
Does anyone have a rough idea on when the .32 files will be ready and the game will start?


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