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

Timstone September 4th, 2003 07:47 AM

Re: Babylon 5 Mod
 
Quote by Grumbler:

I haven't ever enjoyed a solo game of B5 as much as I have these two based on your ideas.

Yeah! Great stuff man! Now that's the comment I love to hear. It's very, very good to hear from you again. I'm busy with amother job right now (when does it ever stop), so I can't actively join you with the making of the mod. But I haven't been idle, I have made some progress with our beloved mod.

Quote by Grumbler:

I also have QNP fighter stats if you are interested...

I am interseted, but please don't send them right now. The computer I have with me is a mess. When it's sorted out, I will contact you here.

PLease Grumbler, keep up the good work. Thank you very, very much for keeping alive my enthusiasm.

Fyron September 4th, 2003 10:25 PM

Re: Babylon 5 Mod
 
We could use a couple of replacements for open empires in the PBW game "Babylon 5 Game".

grumbler September 4th, 2003 11:54 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
We could use a couple of replacements for open empires in the PBW game "Babylon 5 Game".
<font size="2" face="Verdana, Helvetica, sans-serif">Alas, I no longer have my preGold game. Next time, if you go Gold, I will be in.

Timstone September 5th, 2003 04:48 PM

Re: Babylon 5 Mod
 
Quote by Grumbler:

Next time, if you go Gold, I will be in.

Sorry, I'll just work a bit less to get the next Version ready. http://forum.shrapnelgames.com/images/icons/icon10.gif

grumbler September 6th, 2003 01:28 AM

Re: Babylon 5 Mod
 
Quote:

Sorry, I'll just work a bit less to get the next Version ready. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Hey! I heard that! http://forum.shrapnelgames.com/images/icons/tongue.gif

grumbler September 6th, 2003 01:38 AM

Re: Babylon 5 Mod
 
A question for y'all:

I have the B5 season 3 DVD, and of course have watched the "severed dreams" ep several times.

One thing that struck me was that when the Alexander wanted to use it's particle weapons, it was from long range (and they were intercepted), but when it wanted to use its laser weapons the CO ordered the Xo to close the range to "right down their throat."

Are we going to folow the series or the B5Wars games in this mod?

Suicide Junkie September 6th, 2003 05:30 AM

Re: Babylon 5 Mod
 
My guess:
After the first volley failed, he'd want to make sure the next one succeeded.
Getting closer means more accuracy, and the potential to target a critical system instead of just hoping for anywhere on the ship.

Suicide Junkie September 6th, 2003 03:17 PM

Re: Babylon 5 Mod
 
Secondary images are in case the primary isn't there.
For the stock files, races pretty much ALWAYS have the basics. The only shipsets that don't are probably the Rock/Paper/Scissors sets I made. http://forum.shrapnelgames.com/images/icons/icon7.gif

It becomes useful when you look at the neostandard, or any mod with expanded hull sizes.
You can say:
Primary := troop infantry (a new, or neostandard image)
Secondary := troop small (a stock image, guaranteed to be there)

That way, you can mix shipsets that have and don't have the extra images in the same game.

Quote:

Does anyone know where you mod the starting facilities?
<font size="2" face="Verdana, Helvetica, sans-serif">Homeworlds get:
1 - Facility with Spaceport ability
1 - Facility with Resupply Depot ability
50% - Mineral Extractor
1 - Organics Extractor
1 - Radioactives extractor
Leftover Space - Research Centers

The game will use whatever facility gives the most points, and is available on turn #1.
For Spaceport/Resupply, it will either take the first or Last facility with that ability in the file, IIRC.

Loser September 6th, 2003 03:54 PM

Re: Babylon 5 Mod
 
Correct me if I'm wrong, Junkie, but if you have the Natural Merchant trait your Homeworld will not start with a Spaceport, and if the game starts with Max Tech you will not have any Research Centers, it will fill the rest of the sapce with Mineral producing Facilities.

XenoTheMorph September 6th, 2003 04:24 PM

Re: Babylon 5 Mod
 
Quote:

Correct me if I'm wrong, Junkie, but if you have the Natural Merchant trait your Homeworld will not start with a Spaceport, and if the game starts with Max Tech you will not have any Research Centers, it will fill the rest of the sapce with Mineral producing Facilities.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm, that would explain why The EarthAlliance does not have the Homeworld Hub.
They have 'Natural Merchant', possible this is a disadvantage to have in the B5 universe since they loose out on lots of advantages that come with the Hub?
And all for 1 extra research facility http://forum.shrapnelgames.com/images/icons/icon9.gif

Oh Well...

Alneyan September 6th, 2003 05:54 PM

Re: Babylon 5 Mod
 
Thanks Xeno, I tried another Version of B5 and then it worked fine. http://forum.shrapnelgames.com/images/icons/icon7.gif It seems like only the latest Version isn't working with SE:IV, or I am unable to make it work, your choice.

Or rather, the game is running fine, but it doesn't seem to take the mod into account. Hmm, I gather you must have the pre-gold Version or make many changes like you.

[ September 06, 2003, 16:57: Message edited by: Alneyan ]

Fyron September 6th, 2003 07:30 PM

Re: Babylon 5 Mod
 
The mod works fine, but only on pre-gold. http://forum.shrapnelgames.com/images/icons/icon12.gif There are some Gold conVersions floating about, but they are not necessarily the latest Version of the mod.

Alneyan September 7th, 2003 01:21 AM

Re: Babylon 5 Mod
 
I tried to install Babylon 5 Mod (the zip file Fyron mentioned a few Posts ago) but when I launch the game, I have many errors as the game tells me it cannot find some entries in the settings.txt file. When I manually add these entries, I have a hundred more error Messages, this time linked to the weapons and ships. The game still loads, but I can only go to Credits or Quit Game.

I tried with both the Mod Loader and via replacing the stock files, but it still doesn't work. So what I am doing wrong? The mod seems to work fine for everybody else save me. http://forum.shrapnelgames.com/images/icons/icon12.gif (Nothing surprising here) I searched on the forum for help, but as there are more around three thousand Posts in that single thread, you can see why I only read the first fifty Posts. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks in advance if someone can help me out!

XenoTheMorph September 7th, 2003 01:59 AM

Re: Babylon 5 Mod
 
Yeh ouch!

I belive the B5 Mod is only for pre-gold atm. (or some previous Version at least)
Unfortunealely I have deleted my pre-gold game (and the disk is lost in neverwhere http://forum.shrapnelgames.com/images/icons/tongue.gif )
You should have seen the number of quick fixes I did to get the game to run (and the Ai to work at all, mostly due to using to many points!, if they don't get "b5 'something' Race" they don't get almost any tech, including facilities & ships! http://forum.shrapnelgames.com/images/icons/icon10.gif ).
Let alone adding all the needed extra lines! (what is the secondary bitmap used for in the ship_sizes.txt it always seems to be the same one in all the gold files I've seen?) http://forum.shrapnelgames.com/image...s/confused.gif

Well it was actually fun running down all (well most I presume) of the game breakers.

Does anyone know where you mod the starting facilities? (EarthAlliance still seem to not get Homeworld Hubs)

XenoTheMorph September 7th, 2003 07:41 PM

Re: Babylon 5 Mod
 
Does anybody know what the following techs should provide (in slightly less general terms than their names http://forum.shrapnelgames.com/images/icons/icon12.gif )

1. Unique Ship Class
2. Ancient Neurotech
3. Ship Automation

or if you don't know give an amusing guess http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron September 7th, 2003 08:00 PM

Re: Babylon 5 Mod
 
Check the data files?

Dawn Falcon September 8th, 2003 06:58 PM

Re: Babylon 5 Mod
 
Sorry for not getting back to you guys sooner. I was ill and then had PC problems.

I only have gold, but I made a working Version of the latest one (Fyron linked, anyway) for Gold. Some of the AI was a bit wonky, mind you. (TechnoMages didn't work at all, frex).

And I promply lost it when the secondary hard disk I had the SE4 install on died on me.. (grr, but I did need the extra 6GB. Sigh.)

I can and will get round to recreating it, but I'm not sure when I'll be broadband access to HOST it, given I'm going back to Salford Uni and a new shared house next weekend. Sigh.

Still, it mostly worked http://forum.shrapnelgames.com/images/icons/icon7.gif

grumbler September 9th, 2003 04:02 AM

Re: Babylon 5 Mod
 
For my own mod, I did the following:

1. Unique Ship Class: I created a destroyer, cruiser, and battleship/dreadnought that had 1, 2, and 3 self-repair points each. Carriers had some extra launch capacity, and transports/colony ships had extra cargo capacity.

2. Ancient Neurotech: I created a new research facility series with (eventually) ancient-like research facilities.

3. Ship Automation: I just introduced the SE4 series of ship automation capabilities (autopilot and then central computer).

Still have found no use for the Great Machine! http://forum.shrapnelgames.com/images/icons/icon10.gif But it is great chrome!

Still working on things like Centauri Mega-weapons and the like.
Quote:

Originally posted by XenoTheMorph:
Does anybody know what the following techs should provide (in slightly less general terms than their names http://forum.shrapnelgames.com/images/icons/icon12.gif )

1. Unique Ship Class
2. Ancient Neurotech
3. Ship Automation

or if you don't know give an amusing guess http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">

grumbler September 9th, 2003 04:07 AM

Re: Babylon 5 Mod
 
And yes, one of the first things you need to do is seek out and destroy all "natural merchant" racial traits, since they mean that the homeworld hub isn't awarded, and that is deadly.

I replace it with "lucky" myself.

Fyron September 9th, 2003 05:19 AM

Re: Babylon 5 Mod
 
Why not replace it with something useful?

grumbler September 9th, 2003 11:52 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Why not replace it with something useful?
<font size="2" face="Verdana, Helvetica, sans-serif">'Cause nobody starts with "Lucky" and the cost is the same.

All the other 1000 points traits (except maybe "mechanoids") are already assigned to at least one race that has "natural merchants" as I recall.

Fyron September 9th, 2003 11:56 PM

Re: Babylon 5 Mod
 
There are a lot of 1000 point traits. It would be more beneficial to just increase the characteristic bonuses the race has than giving them Lucky. http://forum.shrapnelgames.com/images/icons/icon12.gif

grumbler September 11th, 2003 12:17 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
There are a lot of 1000 point traits. It would be more beneficial to just increase the characteristic bonuses the race has than giving them Lucky. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, no doubt. I just used the simplist solution, not the "best."

If you really want to have the system make sense, you have to re-write a few things. If you want to make it work in the shortest time, use the "grumbler solution!" http://forum.shrapnelgames.com/images/icons/icon6.gif

Jamorobo September 16th, 2003 10:57 PM

Re: Babylon 5 Mod
 
Hello all

well it's been 4 months since i Last posted about the b5 mod. Infact i haven't seen anything on it's development in that time. (Damn those A-levels and summer job and sorting the forms out for uni!)

Hopefully you still remember me.

Right whats happend then in all this time, has there actually been any complete updates to the mod or are we still stuck at squre one? http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 16th, 2003 11:31 PM

Re: Babylon 5 Mod
 
Square one... the mod team sort of dissolved after Val dissapeared the Last time. Some people (such as Timstone) are working (slowly) on other Versions of the mod, but no real work has been done to update the Val-created mod. http://forum.shrapnelgames.com/images/icons/icon9.gif

grumbler September 17th, 2003 02:30 AM

Re: Babylon 5 Mod
 
I really think we need another forum to post the mods we want others to look at.

The game I am playing right now is heavily modded, for my own amusement, but frankly I don't want to go through the hoops needed here to post them, because you cannot keep track of them with the non-descriptive names.

Anyone have suggestions? I think this is the best place to keep all comments (despite the really awkward format) but not the best place to keep the mod suggestions (i.e the files).

[ September 17, 2003, 01:32: Message edited by: grumbler ]

Fyron September 17th, 2003 02:50 AM

Re: Babylon 5 Mod
 
I might be able to set something up on SpaceEmpires.net.

grumbler September 18th, 2003 03:56 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
I might be able to set something up on SpaceEmpires.net.
<font size="2" face="Verdana, Helvetica, sans-serif">Good. I have signed up.

When mods become somewhat "official" we can post them here, but what I would like is someplace to post just bits of a mod so others can see/comment-on/playtest them.

[ September 18, 2003, 14:59: Message edited by: grumbler ]

Atrocities September 18th, 2003 03:59 PM

Re: Babylon 5 Mod
 
What ever happend to VAL? He started this thread, a monster thread by all rights, and poof, he dissappeared. Where in the hell did he go?

Timstone September 18th, 2003 08:28 PM

Re: Babylon 5 Mod
 
Some people (such as Timstone) are working (slowly)

Sorry people. I'm currently busy designing a complete production line for ceramic heaters. Unfortunately it's taking up quite some time (like work always does). But after the message of Grumbler on this thread, I started actively working on the next Version of The Mod again. I must admit that all the work, my relation and the like took a bit too much time. It really mean I could play the games I wanted anymore. But with a new way of living (less work, hehe) I can do all the things I would like to do and contiue work on The Mod.

*Croud goes wild!* http://forum.shrapnelgames.com/images/icons/icon10.gif

So thanks again for the cheers and little Messages I got from several persons. I really appreciate it.

Oh, how would you all feel about three small pics of transports I made earlier? I decided I couldn't implement them in a particular race, so they're left overs. If you all are curious enough I'll post them. Grumbler might have seen them already, I'm not sure.

Fyron September 20th, 2003 08:59 PM

Re: Babylon 5 Mod
 
So I was going to install the File Attachment mod for phpBB on my site, but it says it does not support Nuke Portal sites. :cry: Looks like an alternative will need to be found...

I could always have the files emailed to me and I could post them manually...

Swordsman September 22nd, 2003 12:54 PM

Re: Babylon 5 Mod
 
Hi all.

I'm a new convert to SE4, having played Stars! intermittently for the Last few years. As an avid fan of B5, I've been quite keen to get my grubby little hands on the excellent B5 mod (thanks to all who made it possible) to use with SE4 Gold 1.84. Having seen some of the problems people have been having in this thread, I decided to do some testing, and heres the results for all it's worth.

Firstly heres the downloads I was trying:

* Original 4 Set - B5ModCore30, B5Mod_Update31, B5Mod_Update32, B5Mod_Update33 from Rambie's SE4 Shipyards (http://www.xmission.com/~rstulce/B5Web_Files.htm) installed in that order.
* Original 5 Set - B5ModCore30, B5ModData30, B5Mod_Update31, B5Mod_Update32, B5Mod_Update33 from Rambie's SE4 Shipyards (http://www.xmission.com/~rstulce/B5Web_Files.htm) installed in that order.
* Compilation Set - http://forum.shrapnelgames.com/newup...1052175132.zip Post by Imperator Fyron 2 Sep 03
* Additional Files - http://forum.shrapnelgames.com/newup...1055128545.zip & http://forum.shrapnelgames.com/newup...1055690978.zip Post by FMMonty 4 Aug 03
* Gold Fixes - http://forum.shrapnelgames.com/newup...1022962690.zip Post by PDF 1 Jun 02

I tried installing these in various combinations and heres what I got:

Original 4 Set Only - Errors in Settings.txt on load, can only Quit Game.
Original 4 set & Additional Files - Ok load, AI errors for EA only (see below).
Original 4 Set & Additional Files & Gold Fixes - Seems to work OK!
Original 4 Set & Gold Fixes - Loads ok, but game crashes when reading AI!

Original 5 Set Only - Errors in Settings.txt on load, can only Quit Game.
Original 5 set & Additional Files - Ok load, AI errors in all races (see below).
Original 5 Set & Additional Files & Gold Fixes - Seems to work OK!
Original 5 Set & Gold Fixes - Seems to work OK!

Compilation Set Only - Errors in Settings.txt on load, can only Quit Game.
Compilation Set & Additional Files - Ok load, AI errors in all races (see below).
Compilation Set & Additional Files & Gold Fixes - Seems to work OK!
Compilation Set & Gold Fixes - Seems to work OK!

AI Settings Errors:

During load and after end turn - Could not find field x in record "Settings" for the following:

Ships don't move through minefields
Ships don't move through restricted systems
Clear orders on encounter enemy
Clear orders on encounter all
Percentage of total satellites to keep as planetary cargo
Percentage of total drones to keep as planetary cargo
Number Of Anti-Ship Drones Per Target
Number Of Anti-Planet Drones Per Target
Maximum Anti-Ship Drone Target System Distance
Maximum Anti-Planet Drone Target System Distance

After end turn - Could not find field x in record "Fleet Settings" for the following:

Percentage of Fleets to use for defense

I am unsure as to which downloads I should be using, which downloads contain what, and what impact they have on the game (being a newbie and all). I take it I should be using the Compilation Set, plus the Additional Files. I don't know about the Gold Fixes, it fixes the AI (seemingly), but also contains Components.txt, QuadrantTypes.txt, Settings.txt, and VehicleSize.txt, so I don't know what else it is changing, and it's probably a little old. Also note that I only started the game, and ended a turn to see what happens, I haven't got around to play testing yet.

If sensible values were entered for those missing in the AI files, would this be fine? I assume the only drawback would be that the AI would not know to use drones (being a new feature in SE4 Gold)? Personally I wouldn't mind being fair to the AI and not using drones either if that meant I could use the mod.

Any feedback would be appreciated.

Cheers,
Alex

oleg September 22nd, 2003 03:43 PM

Re: Babylon 5 Mod
 
All these error Messages indicate you have classic Babylon5 mod. It will not work with Gold-SE. You need the Gold Babylon5 Version. Check again the dowbnload sites. Some should have Gold-Bab5.

Swordsman September 23rd, 2003 07:03 AM

Re: Babylon 5 Mod
 
I've had a look around, but can't seem to find anything yet.

Forgive my ignorance, but it wouldn't just be a matter of adding the neccessary entries in the AI files?

Fyron September 23rd, 2003 10:56 PM

Re: Babylon 5 Mod
 
And making a lot of changes to several other files too. For instance, the word "drone" has to be added to a lot of vehicle allowed and targetting type entries in Components.txt. But, that can be taken care of in seconds with find-replace all. http://forum.shrapnelgames.com/images/icons/icon7.gif

You will also need to add a Drone Attack strategy to all AI strategy files, as well as the DefaultStrategies.txt file in the Data folder.

grumbler September 23rd, 2003 11:56 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Swordsman:
I've had a look around, but can't seem to find anything yet.

Forgive my ignorance, but it wouldn't just be a matter of adding the neccessary entries in the AI files?

<font size="2" face="Verdana, Helvetica, sans-serif">There are more than just a few entries needed! http://forum.shrapnelgames.com/images/icons/shock.gif

I am going to try to get my B5 Gold Version (not definative, but at least working) published somewhere. Right now, I cannot get my cheapass Earthlink account to upload files except with password protection.

The required mod is only 1.7 GB (given that you have everything else) but I cannot seem to hang it anywhere that will make it available.

Swordsman September 23rd, 2003 11:58 PM

Re: Babylon 5 Mod
 
Thanks for the feedback and suggestions.

I added the entries in the AI files so there were no errors. Playing it however the 2 neutral (I think) races I found hadn't built any ships, and I was only getting 1 of each resource per % of trade alliance, so I guess things aren't working quite right. I think I will just have to play a bit more, have a look at some modding tutorials, and try to figure it all out.

I did like how the number of engines required to make a ship move changed depending on the size, and number of population really does matter with production now.

Swordsman September 24th, 2003 12:00 AM

Re: Babylon 5 Mod
 
That would be greatly appreciated if you could manage it grumbler http://forum.shrapnelgames.com/images/icons/icon7.gif

grumbler September 24th, 2003 12:21 AM

Re: Babylon 5 Mod
 
IF, I am emailing you the file. Maybe you can either test it or have someone who has Gold test it (it works for me, but that tells me nothing).

Note that this is all unofficial. I have changed the components (especially engines and fighter components) significantly, the facilities majorly, and the Ai somewhat. Users will also find results for Ancient Neurotech and Unique Ship Class that are purely experimental - I haven't finished games with them myself.

Swordsman September 24th, 2003 01:02 AM

Re: Babylon 5 Mod
 
You did mean MB not GB didn't you?

I have 1.84 Gold, and wouldn't mind testing, and could possibly convince a friend. However I don't know if we'd be experienced enough players to be able to pick out every problem that we should.

Quote:

Originally posted by grumbler:
IF, I am emailing you the file. Maybe you can either test it or have someone who has Gold test it (it works for me, but that tells me nothing).

Note that this is all unofficial. I have changed the components (especially engines and fighter components) significantly, the facilities majorly, and the Ai somewhat. Users will also find results for Ancient Neurotech and Unique Ship Class that are purely experimental - I haven't finished games with them myself.

<font size="2" face="Verdana, Helvetica, sans-serif">

grumbler September 24th, 2003 03:07 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Swordsman:
You did mean MB not GB didn't you?

I have 1.84 Gold, and wouldn't mind testing, and could possibly convince a friend. However I don't know if we'd be experienced enough players to be able to pick out every problem that we should.

<font size="2" face="Verdana, Helvetica, sans-serif">Sorry, MB it is! http://forum.shrapnelgames.com/images/icons/blush.gif

I am not all that interested in feedback, per se, so much as I am in allowing Gold players to simply be able to play.

It struck me that there is no reason not to simply email you thr zip file (other than the time it takes for my Norton Antivirus to scan the zip, which is about 10 minutes), so I am sending you a copy as well.

Let me know what doesn't work.

grumbler September 24th, 2003 03:39 AM

Re: Babylon 5 Mod
 
IF, I got a message that delivery failed. Send an email so that I can get an accurate email address.

Swordsman, my email says you got the file. Can you confirm?

Swordsman September 24th, 2003 03:54 AM

Re: Babylon 5 Mod
 
Thanks grumbler, the file came through fine. I'll put it in tonight and give it a go.

I assume it will be fine extracting the files over top of Fyrons recent compilation?

Swordsman September 24th, 2003 04:01 AM

Re: Babylon 5 Mod
 
Sorry, I'll just shut-up and read the readme.txt file now (what a novel idea!) http://forum.shrapnelgames.com/image...s/rolleyes.gif

grumbler September 24th, 2003 04:05 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Swordsman:
Sorry, I'll just shut-up and read the readme.txt file now (what a novel idea!) http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">The readme is crude, so comments on that will also be welcome.

This seems all so hard since Da Path left the path! http://forum.shrapnelgames.com/images/icons/icon9.gif

Swordsman September 24th, 2003 04:10 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
The readme is crude, so comments on that will also be welcome.

This seems all so hard since Da Path left the path! http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I'm afraid Da Path was a little before my time, having only found this forum a few weeks ago.

I'm willing to help out where I can though, being inspired by the B5 DVD's http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg September 24th, 2003 11:00 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
IF, I got a message that delivery failed. Send an email so that I can get an accurate email address.

Swordsman, my email says you got the file. Can you confirm?

<font size="2" face="Verdana, Helvetica, sans-serif">Can you upload it on these forums ?

Fyron September 25th, 2003 12:48 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Swordsman:
I've had a look around, but can't seem to find anything yet.

Forgive my ignorance, but it wouldn't just be a matter of adding the neccessary entries in the AI files?

<font size="2" face="Verdana, Helvetica, sans-serif">There are more than just a few entries needed! http://forum.shrapnelgames.com/images/icons/shock.gif

I am going to try to get my B5 Gold Version (not definative, but at least working) published somewhere. Right now, I cannot get my cheapass Earthlink account to upload files except with password protection.

The required mod is only 1.7 GB (given that you have everything else) but I cannot seem to hang it anywhere that will make it available.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Go to the Mods/Scenarios forum (the first Category) on Intel forums and upload it there. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 25th, 2003 12:50 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by grumbler:
IF, I got a message that delivery failed. Send an email so that I can get an accurate email address.

Swordsman, my email says you got the file. Can you confirm?

<font size="2" face="Verdana, Helvetica, sans-serif">Hotmail does not allow file attachments larger than 1 MB... just upload to the forums. http://forum.shrapnelgames.com/images/icons/icon12.gif

G-Machine September 25th, 2003 06:49 PM

Re: Babylon 5 Mod
 
Just wanted to say, that I am currently playing the game, I established this name so as to remain anonymous. However, I have invested a lot of my research points into developing the great machine technology. Unfortunately now that I have the technology, I can't use the g-machine weapon on the g-machine weapons platform. The only time the weapon shows up is when i am creating a ship. Any help would be greatly appreciated. Could we maybe send out a tiny little patch to all the members of the game, to fix this little glitch.
Thanks


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