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Re: B5 MOD General
I am not meaning to stomp on toes it was a question...I did not know the maker of this is AWOL...sorry, I do like the modw just confusing to research something and get nothing
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Re: B5 MOD General
Mottlee,
I definately want to hear about things like research that leads nowhere (which I can "make invisible" without deleting it pending someone else's contribution that uses it). Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them, so I am definately the person to ask if there is spomething there you do not understand (though my answer may be that I do not understand it, either). No stomping on toes is possible with me, as I have no particular dog in this hunt. I just threw in what I did to make it work for me, and if people don't like some of the bits like modular engines they can leave those out. The main focus of the mod right now is to 1. "tweak" the weapons so that they are balanced and all of them are worth researching; and 2. "Racializing" the facilities so that each race has a different set of at least hub facilities but no race ('cept the Ancients) have an advantage. Finishing those two areas, plus smoothing any rough spots (like Stellar Manipulation research going nowhere) will pretty much finish this version of the mod. |
Re: B5 MOD General
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Re: B5 MOD General
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I downloaded everything over again and that is the way it is working for me. I probably should take a couple of hours and put together a "clean" version of the mod in toto. Next rainy day, that is what I will do. In the meantime, here is the latest components and techarea, just to be sure. Some may note that this components file includes ancients components, unlike the last version. I am still tweaking these to make Ancients work (though not as player races, as they will have no research and start with all of their techs, hulls, components, and facilities). |
Re: B5 MOD General
In that case, "Rain, day, RAIN!
edit: Can anyone tell me how to get emails when threads are updated? I can't figure it out. |
Re: B5 MOD General
OK I have researched a "Jump Gate", built same....HOW IN THE HE** do you get it to work???!!! http://forum.shrapnelgames.com/image...s/confused.gif said I have no movement left...Dooh it's a base! Have put a base engine on it, solar sail but no luck...HELP!!!!!!!!!!!!
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Re: B5 MOD General
If solar sails in B5 Mod are like in stock, they don't provide any movement unless you have at least 1 regular movement point's worth of engines. This is an essential feature of the propulsion system in Carrier Battles Mod, incidentally...
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Re: B5 MOD General
The only jump gates that I see are mountable on ships, not bases. Very old versions of the mod did have them mountable on bases, but they can not work without the ship/base having movement points, so it was removed. Are you sure you have the latest version?
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Re: B5 MOD General
Hmmm....I D/L off the link here in the forums...may not be
no ver number so I don't know, in the game there are 2 warp point openers..1 4995Kt and the other is like in stock game altho I can not get above Lvl 1 on it |
Re: B5 MOD General
Did you apply *this file* (babylon 5 v2.zip) as a patch?
Also, did you apply the latest Components.txt and TechArea.txt files posted a few posts down by Grumbler? In these versions, there are 5 levels of Jump Gates. They are 4985 kT and are mountable only on ships, not bases. There are also Jump Drives, whihc are 1000 kT and also only mountable on ships. These are the only two types of components with the "Open Warp Point Distance" ability. |
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