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Showing results 51 to 75 of 318
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Posts Made By:
grumbler
Forum:
Space Empires: IV & V
June 24th, 2005, 11:38 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
b5grumbler@gmail.com will do as my email address. I am glad you are looking at the General_Readme.txt. I will see if I can come up with some descriptive text.
Forum:
Space Empires: IV & V
June 21st, 2005, 06:39 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Could not get gmail to take the attachment (I need to bone up on gmail again) http://forum.shrapnelgames.com/images/smilies/fear.gif so I am attaching it here.
Note that ONLY the following races...
Forum:
Space Empires: IV & V
June 20th, 2005, 11:53 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Well, "cockpit' is a game concept. you want to include it because the "leaky armors" can allow the control system of fighters to be hit that way. What it really is is a receiver for the Vorlons...
Forum:
Space Empires: IV & V
June 20th, 2005, 11:42 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Okay, you just have an early/ bad version of the vehiclesize.dat file. I am uploading the whole thing (probably not tonight, I have to work tomorrow but then tomorrow night) and that should fix the...
Forum:
Space Empires: IV & V
June 20th, 2005, 05:29 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Yes, it is somewhat like the Proportions Mod in that developing your space empire takes many turns.
On the plus side, each turn does not take long because you don't have lots of decisions!
And...
Forum:
Space Empires: IV & V
June 20th, 2005, 05:23 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
The unique patrol ship has always worked for me exactly as designed (i.e. with built-in LS and CC), just as have the Unique Scout and the Unique Fast Courier. Do the latter two work correctly for...
Forum:
Space Empires: IV & V
June 20th, 2005, 05:14 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Raiders are not a working race yet. They will not have any tech and very few facilities and components, as they are not a B5 standard race.
Forum:
Space Empires: IV & V
June 20th, 2005, 05:11 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Ship yards have been subsumed into colony hubs. Your real ship construction will be in orbital yards - the colony hubs just give you the ability to construct in space.
Forum:
Space Empires: IV & V
June 20th, 2005, 05:08 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Yeah, there may still be a few places where Antimatter is spelled AntiMatter (capitalization DOES count). I thought I had found all of the instances, but it may be occurring in a race I have not...
Forum:
Space Empires: IV & V
June 18th, 2005, 11:46 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Try creating a subfolder called "new" under "sounds" and copy (not move) all the sound files to it. Let me know if sounds work then.
Forum:
Space Empires: IV & V
June 18th, 2005, 11:44 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
You do not need supply depots - they are part of the colony hub.
Forum:
Space Empires: IV & V
June 18th, 2005, 11:41 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I have been busy with the end of the school year, but will do that this weekend. I still do not have the Ancients working exactly right but can send a clean copy of everything else.
Forum:
Space Empires: IV & V
May 28th, 2005, 09:01 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Really? I dropped the "manufacturing" tech and left in engineering and physics, so you should have just armor size and number (heavy 0, light 4, etc).
I downloaded everything over again and that...
Forum:
Space Empires: IV & V
May 27th, 2005, 03:05 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
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...
Forum:
Space Empires: IV & V
May 25th, 2005, 04:07 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Well, to be honest, beause there are literally thousands of posts on this mod, and I have tried to do as little damage to the original mod as possible while making the improvements I think the mod...
Forum:
Space Empires: IV & V
May 22nd, 2005, 07:37 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Tim, things are going well as the school year winds down. All I need now is some playtest feedback on the mod, and I am ready to wrap it up (pending whatever you want to do).
Forum:
Space Empires: IV & V
May 20th, 2005, 12:43 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Cloaking you should nevcer see (it requires physics level 3 and 2 is the max level for physics)
Shields does not exist in the techarea file (yours should have 13 changes noted at the top - if not,...
Forum:
Space Empires: IV & V
May 14th, 2005, 10:53 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Examples would be useful. Everything is researchable or findable in the version i am running myself, except a few non-active race techs and some leftover SE4 techs like crystalline which i left in...
Forum:
Space Empires: IV & V
May 1st, 2005, 10:20 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Well, my version assumes that you want to devote 30%, 40%, or 50% of the space on most ships to engines. Given that the rest of the command and control stuff generally takes about 10% of the hull...
Forum:
Space Empires: IV & V
April 24th, 2005, 06:20 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
The problem with black hole-type effects in this mod is that colony ships are usually too slow to escape them, with the AI will continue to send colony ships into the black hole until its entire...
Forum:
Space Empires: IV & V
April 17th, 2005, 10:08 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
I understand what you are arguing, but my point is actually a bit different.
What I am saying is that one of the signature elements of this mod is precisely that it does away with the whole supply...
Forum:
Space Empires: IV & V
April 15th, 2005, 07:40 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
IF, it is a signature part of the mod that supplies are restored after each turn. I have not touche it for that very reason. It would take some justification to make any change, but that just means...
Forum:
Space Empires: IV & V
April 14th, 2005, 09:52 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
"Personally, I do not like this system, as it eliminates supplies from being a necessary strategic consideration... "
But that is the point. In the show, supplies were NOT a major strategic...
Forum:
Space Empires: IV & V
April 13th, 2005, 08:49 PM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Regrettably, it is not possible for units to require maintenance, but I agree 1000% with your feelings on the futility of organics production as the mod stands. I have played with the rads...
Forum:
Space Empires: IV & V
April 13th, 2005, 09:31 AM
Replies:
5,004
Babylon 5 Mod
Views:
670,059
Posted By
grumbler
Re: B5 MOD General
Excellent point, IF. Make sure you start with one of the pre-existing empires and just modify it to get you to the race points you want. You must be a B5 Standard Race (none of the other racial...
Showing results 51 to 75 of 318
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