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Re: Babylon 5 Mod
Components use whatever component image is called for in Components.txt. The game does not display a different component image based on atmosphere type. Stock SE4 only makes use of 3 of them, based on planet type. The pics for other atmospheres are not used, ever.
[ April 08, 2004, 20:37: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
AHHH!!! Crap! You're right. Damn, me stupid. Must be all those numbers. I've been quite busy with The Mod today. And the jungle Val created is not a pretty sight and a place to get lost in very easily. Must have beer, must sleep...
See ya all tomorrow! Fyron: thanks for setting this stupid error of mine straight. Thumbs up! [ April 08, 2004, 20:42: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Hey Pathfinder,
First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess. I would like to download the complete Babylon 5 mod too. I do not mind if it > 80 MG either. Hope to see the latest Babylon 5 mod install on SE4 PBW site too. Great Work Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
Lighthorse: Some tweaking left yet. But a patch and full Version will go up somewhere this week-end (I hope).
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod? |
Re: Babylon 5 Mod
Fyron or SJ:
Concerning those images of the various colonies in the Events directory. I really would like them into the Image Mod too (in the componets directory). When I select a colony component, I can right click on it to see the actual pic, but there's no small pic displayed. I can insert the image myslef, but it would be better if all the components and facilities I gave up earlier were inserted into the Image Mod. |
Re: Babylon 5 Mod
Quote:
Ancients have to setup for full tech start correct: 1 homeworld facility, 1 shipyard, 1 ancient advanced military facility (instead of depot), 1 agricultural facility, rest are mining facilities. Guess I could put a restriction of 1 homeworld per planet for the homeworld facility. Anyone got a clue on how I could restrict the setup? EDIT: Restrictions not allowed in facilities.txt? [ April 09, 2004, 10:46: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The AI, in all its silliness, puts the starting facilities according to a very strict scheme. Here they are according to Fyron's modding guide:
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Re: Babylon 5 Mod
Anyone got objections to stripping the Advanced Military Outpost of spaceyard ability? This seems to be the only way I can get homeworld "facility" during a full tech start-up for the standard or "young" races. I did get rid of the aggressive mining facility BUT still unable to get rid of 1 advanced military outpost (instead of homeworld)... http://forum.shrapnelgames.com/images/icons/icon9.gif
[ April 09, 2004, 15:40: Message edited by: pathfinder ] |
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