.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Jamorobo September 21st, 2002 08:35 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Val: Oleg has a thread about switching the ORDER in the designcreation...list the big ships first, kinda like the weapons (preferred 1st, 2d choice, yadda..) .....says that works in the other proportions/QNP mod(s)....I'll try one race and see...

and I got a BIG order for a B5 library, so once I get it. I may be able to e-mail/post zipped .pdf's or doc's of specifics if anyone wants.

<font size="2" face="Verdana, Helvetica, sans-serif">EUREKA!!!!! Of course, now i see what the problem might be, thanx there.

It's the weapon preferance list for the ships. The ai will only buy a ship if they have the weapons specific weapons for ship however unlike in normal se4 where 1 weapon does fine for all sizes of ship, in B5 the ai has been done so each ship size uses only certain weapons so a escort might use BLast cannons, so the ai builds it as they have the tech, however it won't put them on crUsers and send them out, as crUsers selected main weapons in the design creation are heavy bLast cannons and as they are a different family to the normal bLast cannons and the fact that you need the tech, general heavy weapons to get them, means the ai won't buy them. Thats why when i saw enemy escorts etc they had light laser cannons but they didn't have the tech for general heavy weapnons so they could not produce the ships.

I really need to try this out but i haven't got any save games anymore http://forum.shrapnelgames.com/images/icons/icon9.gif

Timstone September 22nd, 2002 12:55 PM

Re: Babylon 5 Mod
 
Ehh... Val? I think you're a bit busy and I don't want to sound very impatient, but when could you finish the next release of the mod?

pathfinder September 22nd, 2002 02:07 PM

Re: Babylon 5 Mod
 
WHY or rather how could the EA research Gas colonization when I removed all references to it out of the AI_research file for them? It keeps coming up.... http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ September 22, 2002, 13:07: Message edited by: pathfinder ]

Fyron September 22nd, 2002 07:50 PM

Re: Babylon 5 Mod
 
Did they finish researching everything that is in the research file? Once they finish the file, they go and research anything that they can. Or, the colonization techs might be something that the AIs will research no matter what. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 22nd, 2002 08:54 PM

Re: Babylon 5 Mod
 
Nope, the EA aren't 1/3 the way thru the research tree yet. Gonna take the dim-bulbs over 68 years (ATM) to research the gas colonization...

They also seem to be skipping around the AI_research file. Skipped a bunch of tech (like ship construction [stopped at lvl 2]) http://forum.shrapnelgames.com/image...s/rolleyes.gif

Update: I did the reversal (large ships 1st, decending order) with the Minabari AI_designcreation and they built a regular cruiser with heavy weapons. They never did build a light cruiser (attack-type ship that is...).More update: Minbari now building Light Cruiser (attack ships) and cruisers, just in small numbers; they are building rather large numbers of destroyers and heavy destroyers....

One other oddity...they went 30-40 turns without building a single ship of ANY kind...not even a colony ship....This was during a period of war with the Hurr..All they built were facilities...

[ September 22, 2002, 22:37: Message edited by: pathfinder ]

pathfinder September 22nd, 2002 11:56 PM

Re: Babylon 5 Mod
 
What effect would there be with dropping un-used techs from the AI_research file(s)? I suspect nothing but just want to be sure.

EG: dropping psychology and ballistics from the Minbari AI_research...

me thinking on re-doing the pathfinder Version of the AI_research files (and AI_designcreation) after new B5 comes out http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 22, 2002, 23:55: Message edited by: pathfinder ]

Nomor September 23rd, 2002 12:08 AM

Re: Babylon 5 Mod
 
Val
If you're reading this you have a zip in your mail box. http://forum.shrapnelgames.com/images/icons/icon10.gif
Quote:

"Don't be afraid to go out on a limb… That is where the fruit is..." http://forum.shrapnelgames.com/images/icons/tongue.gif Vorlon trade negotiations
<font size="2" face="Verdana, Helvetica, sans-serif">

[ September 22, 2002, 23:24: Message edited by: Nomor ]

AGoetz September 23rd, 2002 01:35 AM

Re: Babylon 5 Mod
 
Regarding crashes during the AIs turn :
Had this again Last night, so I loaded up an auto-save just before it, then went through every AI players fleets and trashed 60%+ of their ships. The crash has not yet re-occured.
Some interesting fleets out there - the Centuri had a fleet with 21 Carriers (of various sizes) sitting over one of their worlds (only two actually had any fighters loaded).

My current defences (as Narn) on the jump points consists of 3 BattleCruisers (Ion Torpedoes), 2 Medium Repair (Energy Mines), 1 Battleship (Particle Beams, Pulsar Mines), 1 Super Carrier (No weapons, but does have a construction bay) carrying 144 Heavy Fighters (Paired Particle Guns) and 1 Destroyer (Plasma weapons and Boarding Parties). This can crush any AI fleet that has so far tried to enter my space - the largest AI fleet destroyed to date in this game had over 30 ships in it, of which 10 were Destroyers.

Is this a bug or delibrate : My 'Stealer' Class Destroyers have taken a few Centuri vessels which I've analysed, from that anaylsis I got Centuri Medium Weapons and the option to research Centuri Heavy Weapons. Should I (as the Narn) be able to build Centuri Weapon systems on my ships? When a Minbari vessel of sufficent size to live long enough to be captured shows up, will I also be able to build Minbari Weapons systems?

pathfinder September 23rd, 2002 01:43 AM

Re: Babylon 5 Mod
 
AGoetz: Not sure about the captured tech. Seems that you could at least use the weapons, engines, etc (if more advanced than yours).

as for the carriers: seen the same in the EA in my current game. few or no fighters in a majority of the carriers..

AGoetz September 23rd, 2002 02:44 AM

Re: Babylon 5 Mod
 
I was expecting that analysing captured ships would advance me in things like Plasma Weapons, getting Centuri Medium Weapons was the one I wasn't expecting.

killer September 23rd, 2002 06:29 AM

Re: Babylon 5 Mod
 
Woo-Hoo!!!!!!!.

It WORKS!!!!!!!

Ahem, parden my moment of joy, thank you Pathfinder.

killer out

pathfinder September 23rd, 2002 06:54 AM

Re: Babylon 5 Mod
 
Minbari are consistently building cruisers, with a few light cruisers thrown in. The reversal of the attack ships in AI_designcreation seems to have worked. I'll convert the rest thru the week.

AGoetz September 23rd, 2002 07:22 AM

Re: Babylon 5 Mod
 
So in the *_DesignCreation.txt files reverse the order of all entries with
Design Type := Attack Ship?
I'll give it a try when I get some time. Wondering if I'd like it if 20+ Dreadnoughts come through a jump point ...

As a bonus, if the AI crashes are from too many ships in one area it would slow down that process as those larger hulls can take quite a while to build (which is the reason why I currently have 10 ship and 16 base mounted ship yards in addition to my planetary yards - it would take the planets too long to build replacement fleets if they were doing it by themselves)

[ September 23, 2002, 06:25: Message edited by: AGoetz ]

Timstone September 23rd, 2002 10:51 AM

Re: Babylon 5 Mod
 
Nitpicker: Yo, AGoetz: it's Centauri not Centuri.

pathfinder September 23rd, 2002 12:14 PM

Re: Babylon 5 Mod
 
AGoetz: Nope, instead of the scout being the first ship listed in AI_designcreation, list the Heavy Base ship first then Base ship, super dreadnought, etc....until scout is listed directly above Escort carrier. I'll try and get that finished tonight, if not tommorow night and post an updated AI when I finish.

[ September 23, 2002, 11:16: Message edited by: pathfinder ]

Val September 23rd, 2002 06:52 PM

Re: Babylon 5 Mod
 
I had actually set it up so racial weapon techs could be captured analyzed and you can start to research their trees. This is based on incidents such as the Brakiri / Narn researching left behind Centauri tech and other such things. But many areas are still cut off unless you actually have the Centauri (or other) Racial trait. Some races (like the Drakh) are 'unstealable' all together.

PF and Oleg
Thanks for that little tip http://forum.shrapnelgames.com/images/icons/icon7.gif
I was looking at the older ai and I think the reason it had built larger ships was because Each ship had a broader range of tonnage, so it would just build the biggest ship available.

oleg September 23rd, 2002 07:20 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
AGoetz: Not sure about the captured tech. Seems that you could at least use the weapons, engines, etc (if more advanced than yours).

as for the carriers: seen the same in the EA in my current game. few or no fighters in a majority of the carriers..

<font size="2" face="Verdana, Helvetica, sans-serif">Mofify entries for fighters in AI_constructionvehicles.txt. Make "must have" to be 200 or even more.

pathfinder September 24th, 2002 12:12 AM

Re: Babylon 5 Mod
 
Will do Oleg.

BTW folks, I better finish the AI 'cause I just got latest Version of my other fav game in. Combat Mission (Barbarossa to Berlin).

Lighthorse September 24th, 2002 03:47 AM

Re: Babylon 5 Mod
 
Hey Pathfinder,

How about a game, just received my copy of CMBB in the mail today. I'm installing now.
Plus I have a few missions I will be designing for East Front.

Why do the Narn have light Ion Torpedo for it troop design can only be used against ship.

Lighthorse

thorfrog September 24th, 2002 03:48 AM

Re: Babylon 5 Mod
 
Hey all. Were can I find the latest B5 files for SEIV Gold? I'm having trouble tracking them down?

pathfinder September 24th, 2002 04:03 AM

Re: Babylon 5 Mod
 
automanj: [url=http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=50;t=000002;p=3]http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=50;t=000002;p=3[ /URL]

Look for PDF and his flaming avatar.

OLD Version but it works http://forum.shrapnelgames.com/images/icons/icon12.gif

my AI will work with it but the tech area, components and maybe settings files are out of date (usable but dated).

[ September 24, 2002, 03:06: Message edited by: pathfinder ]

pathfinder September 24th, 2002 04:05 AM

Re: Babylon 5 Mod
 
Lighthorse: mebbe 'cause ah is an idjit DOH! http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Hehe, I am a lousy opponent in CM....keep getting mah butt whupped by the AI....been playing the Germans in QB, June 1941 scenarios......

[ September 24, 2002, 04:15: Message edited by: pathfinder ]

pathfinder September 24th, 2002 12:08 PM

Re: Babylon 5 Mod
 
Latest Version of my AI for the B5 MOD. This should give the "big" ships. Also updated the weapons for Narn Troops/armor plus some "tidying up" of all the AI.

1032861778.zip

Unless this Version has major errors, I'll start working on the neutrals next.

When I'm not getting snot beat outta me in CM:BB http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder September 24th, 2002 03:12 PM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon8.gif

I forgot to do the Brakiri.

1032873025.zip

http://forum.shrapnelgames.com/images/icons/blush.gif

Timstone September 24th, 2002 03:41 PM

Re: Babylon 5 Mod
 
Good work Pathfinder, you keep churning out AI files at an astonishing rate. Keep up the good work. I hope the mod will see it's next release soon.

Jamorobo September 24th, 2002 05:09 PM

Re: Babylon 5 Mod
 
<font size="2" face="Verdana, Helvetica, sans-serif">well there are a few probs with the ai.

1. shaddows are looking for "Emmisive armour tech"

2. Draki or what ever they are called are looking for their race trait which i think is spelt wrong so they can't get it.

3. Vree have no general.txt ----> where do i get it?

I think thats it....

pathfinder September 24th, 2002 05:31 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Jamorobo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by pathfinder:
http://forum.shrapnelgames.com/images/icons/icon8.gif

I forgot to do the Brakiri.

1032873025.zip

http://forum.shrapnelgames.com/images/icons/blush.gif

<font size="2" face="Verdana, Helvetica, sans-serif">well there are a few probs with the ai.

1. shaddows are looking for "Emmisive armour tech"

2. Draki or what ever they are called are looking for their race trait which i think is spelt wrong so they can't get it.

3. Vree have no general.txt ----> where do i get it?

I think thats it....
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Fixed the Shadows research and added a Vree General.txt file

Need to be specific on the other. Couldn't find anything wrong with either the Brakiri or the Drazi (no Drach done)

1032881236.zip

I hope Richard doesn't get po'd. Sorry about the number of fixes/uploads (home sick *cough* *snivel*) http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Val September 24th, 2002 06:41 PM

Re: Babylon 5 Mod
 
Ok, I'm taking off this Saturday Morning, so I will make a concentrated effort to finish off the Vorlon and Brakiri weapons, plug in all of PF's and my AI, Simon's latest speech and gen files and the new shipsets.

I have the updated Vree info too - including more for the shipset.

[ September 24, 2002, 17:44: Message edited by: Val ]

Timstone September 24th, 2002 07:02 PM

Re: Babylon 5 Mod
 
Yeah, yeah, yeah! Go Vree (and Val)!

pathfinder September 24th, 2002 07:18 PM

Re: Babylon 5 Mod
 
Val: Now that will be cool! Wheee, now I can get smoked by the Vorlons too http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

thorfrog September 24th, 2002 07:47 PM

Re: Babylon 5 Mod
 
Very cool! How is game play with this so far?

pathfinder September 24th, 2002 08:30 PM

Re: Babylon 5 Mod
 
atomannj: VERY different from the "regular" game. Proportions plus devnull mod and a few twists that Val did http://forum.shrapnelgames.com/images/icons/icon12.gif Can't say how good the AI is....it always surprises me.....like the EA researching jump engines, didn't see them use them tho'. They (Narn, Shadows and Vorlons) seem to be pretty good at assulting planets with infantry/armor and the AI, especially the Grom, are tough on planet defense..

one potential downside (depends on your own opinion) is that MOD has a rather slow pace for infrastructure. I like it but others may not...

The AI I have done so far are pretty rough. Probably need the hand of a more polished AI maker than me (this is my 1st attempt and me only doing research/designcreation)

[ September 24, 2002, 19:32: Message edited by: pathfinder ]

Timstone September 24th, 2002 08:44 PM

Re: Babylon 5 Mod
 
I'm sure my butt will be kicked horibily by the AI or by a human player. But, heck it will be a lot of fun.

[ September 24, 2002, 19:45: Message edited by: Timstone ]

Jamorobo September 24th, 2002 08:47 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
Ok, I'm taking off this Saturday Morning, so I will make a concentrated effort to finish off the Vorlon and Brakiri weapons, plug in all of PF's and my AI, Simon's latest speech and gen files and the new shipsets.

I have the updated Vree info too - including more for the shipset.

<font size="2" face="Verdana, Helvetica, sans-serif">Don't forget to lower the Pulse cannons size http://forum.shrapnelgames.com/images/icons/icon7.gif

Oh and another thing on them, why do u need Phisics 2 and Military science 1 to get them, it seems like an awful lot of research points in getting them. I would suggest Physics 1 and MS 1 as they have less range than lasers which are Physics 2 and probibly are going to be a bit larger (but not as large as they are now http://forum.shrapnelgames.com/images/icons/icon7.gif ). I think i remember somthing about Earth purchasing pulse weapons off the narns during the Earth-minbari war before they had the Laser and Laser/pulse arrays they have now.

Also i've been looking at the usefulness of Chaff missiles and really there not much use for the amount of space they take up.

Nomor September 24th, 2002 10:23 PM

Re: Babylon 5 Mod
 
JAM: Re Fighter weapons and equipment:

There is a major rethink on all the current fighter weapons regarding their kT size and Damage resistance, and Weapon Range and damage caused. http://forum.shrapnelgames.com/images/icons/icon6.gif

However all the races will need to be modified.(Not in 1.49.31) http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

This will have a knock on effect for point defence and anti fighter missiles, which in turn will have to be modified, so don't be in too much of a hurry to get rid of your chaff just yet, it may well save your bacon. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder September 24th, 2002 10:56 PM

Re: Babylon 5 Mod
 
NOmor: Yeah, I vividly remember my Shadows (early Version) fighters ripping a LARGE (70+) well equipped Minbari Fleet a new one with NO Shadow losses. Something like 10 Shadow light (or was it medium?) fighters with a moleclar slicer (fighter Version) cannon with range better than the Minbari laser/particle beams (before I did the MInbari designcreation/research files).

Jamorobo September 24th, 2002 11:42 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
NOmor: Yeah, I vividly remember my Shadows (early Version) fighters ripping a LARGE (70+) well equipped Minbari Fleet a new one with NO Shadow losses. Something like 10 Shadow light (or was it medium?) fighters with a moleclar slicer (fighter Version) cannon with range better than the Minbari laser/particle beams (before I did the MInbari designcreation/research files).
<font size="2" face="Verdana, Helvetica, sans-serif">-yep they are a bit killy, When you get partical weapons lv 1 as EA all the ship weapons go 1 space where the Uni-pulse cannons for your fighters go 3 spaces !!!

-Anyway, could you please list which of the extra not-finnished-yet races are in the race folder and which are in the neutrals folder, as if i put mostly any of the non-finished races in my race folder it comes up with "cannot load ..... xxx_portrait_battlecruiser" for most of them! Which makes me unhappy as i wanna loads of enemys to fight insted of just 8. http://forum.shrapnelgames.com/images/icons/icon9.gif

-Also what setting do you lot use for B5 games as i don't really know what to use for a good B5 game.

-Whats going on with the "natural merchants" trait as at the moment it is a BIG advantage to races like EA.

-Pathfinder, did u say you tweeked the narn? As if you did well done, i can see their score right now and each turn it's storming away from me and the rest of the ai's. http://forum.shrapnelgames.com/images/icons/icon10.gif I havent found them yet but there seems to be alot of damaged ships coming back to the minbari homeworld where 1 of my ships is resting, i guess the narns are the other side of them then http://forum.shrapnelgames.com/images/icons/icon10.gif

[ September 24, 2002, 22:45: Message edited by: Jamorobo ]

pathfinder September 24th, 2002 11:56 PM

Re: Babylon 5 Mod
 
Abbai and Raiders are not quite done yet...I am simply fiddling with them. Sorry I didn't mention that. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif

I don't think any of them are neutrals. Unless I am slipping into senility, I haven't messed with the neutrals yet.

Hehe, all I did to the Narn was take the ion torpedo (anti-ship only weapon) away from their troops. Bet they are equipping their frigates/corvettes with ion torpedoes, those things are NASTY!

All the AI had psychology and gas colony stripped out of research, they may still research it but it won't be by design! http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

I usually set 2000 points, full resources (large homeworlds), no events (don't want the distraction when testing), medium difficulty...usually no bonus but sometimes high, depends...medium galaxy, 1 homeworld to start, basic start (in order to check the research, sometimes the AI does it's own thing!)...

Grom, Hurr, Gaim, Yolu, Llort are neutrals

Raiders are a "main" race but incomplete IIRC. Can't remember what state the Abbai are except mostly incomplete ...

[ September 24, 2002, 23:12: Message edited by: pathfinder ]

pathfinder September 25th, 2002 04:35 AM

Re: Babylon 5 Mod
 
Question on AI_Construction_ships: Why are there 2 entries for fighters. The first (usually entry #5 is planets=2/fighters=0 then entry #11, IIRC, has planets=2/fighters=200? Which does the computer use?

BTW I have deliberately left out anything (AI_research & AI_designcreation) on the LNAW as I do not know how to handle them. They are a mix of several races and could, theoretically have ALL those races techs....

[ September 25, 2002, 03:38: Message edited by: pathfinder ]

Val September 25th, 2002 05:24 AM

Re: Babylon 5 Mod
 
The LNAW could potentially be the most horendous AI, as the racial techs are covered for 6 or so races!

I've updated a few of the Neutral AIs as time went by, also have a slightly diffrent Hyach AI for ship design (geared a bit more towards the laser side of things). I may (with PFs permission) go through some of the other AI weapon choices per size class and tweak a little (but this will be the Last thing on my priority list - first things first on Sat).

I may be moving some of the other incomplete ship sets into the Neutral Category for the time being, use that as our "future growth" races http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 25th, 2002 05:29 AM

Re: Babylon 5 Mod
 
Val: Ok by me, never considered the AI stuff I did as the final product; at most a rough draft. Mostly did them for me own purposes (spice things up a bit http://forum.shrapnelgames.com/images/icons/icon12.gif ).

[ September 25, 2002, 04:30: Message edited by: pathfinder ]

Val September 25th, 2002 05:31 AM

Re: Babylon 5 Mod
 
Always a quick reply from you http://forum.shrapnelgames.com/images/icons/icon7.gif

Hope we don't lose you to that other game for too long!

I'm outta here for tonight (leaving work now 11:30pm time here for Nomor's sake), I may log in at home, else I'll try to give an update Friday/Saturday.

[ September 25, 2002, 04:34: Message edited by: Val ]

Fyron September 25th, 2002 05:33 AM

Re: Babylon 5 Mod
 
So... I've been gone for a bit. When are we planning on starting that PBW game up? When will the new Version be ready? What is Jimbob's PBW nick?

Val September 25th, 2002 05:35 AM

Re: Babylon 5 Mod
 
I'm hoping to get it done this weekend, I actually took some time off http://forum.shrapnelgames.com/images/icons/icon7.gif So maybe start PBW next week one day? Wednesday to be safe?

pathfinder September 25th, 2002 05:35 AM

Re: Babylon 5 Mod
 
Naw.....it's a good game as is SEIV. Just a different type (wargame). Keeps me from being bored http://forum.shrapnelgames.com/images/icons/icon12.gif (has a most excellent scenario editor, easy to use).

Hehe, just finished "upgrading" the AI_Construction_ship files for the main races (200 fighters for each fighter entry...hopefully no more empty carriers http://forum.shrapnelgames.com/images/icons/icon12.gif ). That's why I asked about the "empty" fighter entry in AI_state of Defend...

Val September 25th, 2002 05:39 AM

Re: Babylon 5 Mod
 
Post all your 'updated' AI by Friday night if you can http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm out!

pathfinder September 25th, 2002 05:43 AM

Re: Babylon 5 Mod
 
Val: Okies, I'll do a brief test tommorow and then zip and post/email.

http://forum.shrapnelgames.com/images/icons/shock.gif Just looked at the TDM (EA) anywhere from 500-1500 fighters listed in AI_Construction Vehicle! Depending on what the AI_state is..... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 25, 2002, 04:49: Message edited by: pathfinder ]

pathfinder September 25th, 2002 05:48 PM

Re: Babylon 5 Mod
 
*Bangs head on desk*

Found multiple errors in EarthAlliance_Research.txt (typos and 2 double spacings). Was wondering why they quit researching ship construction ....DOH! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ September 25, 2002, 17:15: Message edited by: pathfinder ]

Val September 25th, 2002 06:45 PM

Re: Babylon 5 Mod
 
PF, can you resend me your address, I'm going to copy the Mod Music CD for you this weekend too http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone September 25th, 2002 06:57 PM

Re: Babylon 5 Mod
 
Val: You mean that you do all this stuff on your work?!
Wow, does your boss aprove that, does he know?


All times are GMT -4. The time now is 06:08 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.