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Showing results 26 to 50 of 318
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Posts Made By:
grumbler
Forum:
Space Empires: IV & V
October 3rd, 2005, 04:03 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I found it still available at http://www.xmission.com/~rstulce/B5Web.htm
but will send it to you via gmail as well.
Forum:
Space Empires: IV & V
October 3rd, 2005, 03:58 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Yep, forgot to change that trait when I re-activated the Ancients. You can change it to "Lucky" for the nonce.
Forum:
Space Empires: IV & V
October 3rd, 2005, 03:57 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
My guess is that i left in some saved maps. Delete them.
Forum:
Space Empires: IV & V
October 2nd, 2005, 12:48 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
a. The Ancients are not player-races (they have no research to do) and are just there as a an AI-controlled threat. In one of the versions I failed to include a bridge for the Vorlons ...
Forum:
Space Empires: IV & V
September 30th, 2005, 07:52 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Just curious; is anyone actually playing this mod except me?
Forum:
Space Empires: IV & V
September 19th, 2005, 10:30 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I pointed out some time ago that my mod was not based on B5wars, which I don't have, but rather on the TV show, modified to fit the game's format.
Feel free to change around weapons to your...
Forum:
Space Empires: IV & V
September 17th, 2005, 08:54 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Oh, and if anyone is actually playing this mod, they will note that I redid the satellites rather significantly, reducing them to about a fifth of their former size (so they are like other units, not...
Forum:
Space Empires: IV & V
September 13th, 2005, 09:15 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Yes, the weapons are designed for 2 primaries per ship, plus secondaries on larger ships and PD mounts on all ships designated "heavy" (Heavy Destroyer, etc). You can think of each as being a...
Forum:
Space Empires: IV & V
September 5th, 2005, 10:40 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Already found a mistake - somehow I deleted the component "military ship" and that makes the AI_DC not work properly.
The components.txt that fixes this is attached.
Forum:
Space Empires: IV & V
September 4th, 2005, 11:07 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Oh, and I cannot speak to the "optimal" nature of the [race]_AI_General files - all I did was to make the changes neded to make them work. I don't think they account for racial points very...
Forum:
Space Empires: IV & V
September 4th, 2005, 11:02 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Okay, it is done (as far as I am concerned, barring fixes). AI am attaching the zip with the "Beta 2" files for the 1.9 version of the Mod. All the weapons have been racialized so that there are no...
Forum:
Space Empires: IV & V
August 14th, 2005, 09:49 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Update: All the weapons are created and assigned, and the components.txt loads! http://forum.shrapnelgames.com/images/smilies/happy.gif
I had to retreat a bit on the AI_research, as I found a...
Forum:
Space Empires: IV & V
August 12th, 2005, 11:13 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
http://forum.shrapnelgames.com/images/smilies/rant.gif Too late. You are correct, but I have taken the mod this far and just want to complete it as is.
Lots of room for tweaking once the damned...
Forum:
Space Empires: IV & V
August 12th, 2005, 11:07 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Ironically, it is the four-year anniversery I am trying to beat. I really hope Val will swing by on the fourth anniversary (if not sooner) and say "cool."
Forum:
Space Empires: IV & V
August 10th, 2005, 07:56 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Timstone,
Sorry, I keep meaning to send the email but get sucked off into just doing the production.
My plan is this: I will finish the "complete version" with a sorta-kinda plan for Improved...
Forum:
Space Empires: IV & V
August 8th, 2005, 10:49 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Okay, after a few false starts i am in production mode on the weapons for each race. Maybe 25% done. I have also gone and "commented out" the race types, races, and technologies that are not...
Forum:
Space Empires: IV & V
August 5th, 2005, 10:51 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Sorry, folks, I have been at conferences for most of the last month. I must admit that I do not understand some of JohnFutch's errors, but am REALLY glad someone is starting this from scratch, as I...
Forum:
Space Empires: IV & V
July 30th, 2005, 06:53 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I have not played with the Hyperspace map in a long time - I had almost forgotten it.
Next game, I will use it. I like how it makes "borders" less significant and forces players to keep forces...
Forum:
Space Empires: IV & V
July 28th, 2005, 09:54 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Tim,
Gravitic weapons didn't really exist in the mod as it was and I couldn't think of anything unique for them to do, so I dropped them (yeah, they could push or pull, but that seemed a fairly...
Forum:
Space Empires: IV & V
July 16th, 2005, 01:13 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Any comments on the race/weapons matrix? Changes are easy at this point, but become virtually impossible once the race weapons are assigned to components, techarea, and AI_Research files.
Forum:
Space Empires: IV & V
July 9th, 2005, 02:27 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I have finished all the weapons templates for basic, full, improved and advanced (except advanced molecular weapons - I need to rethink what advantages they should have) and started to sort the races...
Forum:
Space Empires: IV & V
July 3rd, 2005, 09:23 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
IF, thanks, i remembered this kind of thing being discussed, but didn't know the name of the result. The PvK mod is just what I was looking for.
I think I have somehow buggered up the...
Forum:
Space Empires: IV & V
July 1st, 2005, 02:44 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I have found the bugs in the Shagtoth (now ShagToth) as well (another capitalization inconsistency) and have made the new improved and advanced weapons. I hope to have another version of...
Forum:
Space Empires: IV & V
June 26th, 2005, 08:57 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
No one has improved weapons (yet) - I was trying to make sure what we had was balanced (especially versus armor) before commiting myself to doing all the extra work of differentiating weapons by...
Forum:
Space Empires: IV & V
June 24th, 2005, 11:50 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Yes, but only for the larger ship sizes (1000 kt and above), bases, and satellites. The idea is that smaller ships use smaller, shorter-ranged-but-faster-firing weapons, while the larger ships get...
Showing results 26 to 50 of 318
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