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Re: Babylon 5 Mod
I can repost the sounds if needed, check to see if you have that sound file.
As to the Shadows not colonizing - that is going to be the 'downside' for being an Ancient race - they will have unique facilities on their homeworlds that will give them quite a bit of power - though ship building may be better off on bases. The Ancients will also get some Intel abilities that the younger races won't have (some intel projects are being removed completely from the younger races). The Ancients will still be VERY deadly, I just thought it would be more 'realistic' if they were limited to manipulating the younger races rather than building their own worlds - and yes, I do know the Vorlon's have more than one homeworld, so maybe I will let them colonize, just have it take a while. |
Re: Babylon 5 Mod
Still no luck downloading the core files. Your homepage does not respond to the downloads and the files on SJs page are corrputed...
[ June 11, 2002, 13:54: Message edited by: [K126]Mephisto ] |
Re: Babylon 5 Mod
Val: http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif I have only barely started mapping/planning the research & designcreation files....been concentrating on finding the "why" on those RCE's I been getting.... http://forum.shrapnelgames.com/images/icons/blush.gif
Rich: Yeah, the Vorlons and Shadows are very slow to expand and their birthrate is pitiful when they do colonize, or so I have found in my testing so far (except of course when I play as the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif ) [ June 11, 2002, 00:32: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Gaaaa.... http://forum.shrapnelgames.com/images/icons/icon8.gif
I keep getting weird errors....says research file doesn't match techarea file and gives a bunch of weapons for regular SEIV....then next try I get errors about Brakiri files missing and LNAW files missing and they weren't the races addedd at start....sounds like something is corrupt http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon8.gif added the AI_default research.txt file to the EA folder and renamed it...problem went away... [ June 11, 2002, 04:43: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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I've gone and tried unzipping and unraring the files in the B5mod subdirectory, and they seem to be working locally. Did the download complete normally? The files should be: B5CORE.Rxx 3,000 KB each B5CORE.R04 1,993 KB B5mod149.zip 640 KB B5modcore.zip 17,303 KB |
Re: Babylon 5 Mod
Val,
During my latest game, when I out score all the other races, they all declare war on me. No problem, but I can still deal/propose a trade of organic for other resources with them. Once the AI players is at war with you, they shouldn't trade with human player. If they didn't agreed to trade every turn with me, I would be in a hard way to maintian my production. Lighthorse |
Re: Babylon 5 Mod
Lighthorse: I've seen that in regular games too....seems silly but it can be done....go figger http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Started a singelplayer Game with only 4 normal AI's (no neutral AI) but one AI have still only 1 planet (all Other have at Last 10 planets) and now I also get a Range Check Error from this AI.
How can I get the Name of the AI that makes the problems? I use SEIV Gold 1.67 to play the B5GoldMod. |
Re: Babylon 5 Mod
Is this in Gold or pre-Gold? I thought this sort of thing was fixed in Gold, but maybe I didn't try mineral trades.
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Re: Babylon 5 Mod
Swartzbart: When the RCE happens in the background you see what race it is is going through its turn (race number 2 for example). If you have a save game just prior to the RCE you could go and start game again at that turn then go to the menu that you can save game or save empire from, choose player and there you can see which player it was (in my example who player 2 was) taht had the RCE.
[ June 11, 2002, 11:17: Message edited by: pathfinder ] |
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