Thread: Babylon 5 Mod
View Single Post
  #4406  
Old January 6th, 2005, 04:28 PM
grumbler's Avatar

grumbler grumbler is offline
Sergeant
 
Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
Thanked 0 Times in 0 Posts
grumbler is on a distinguished road
Default Re: Babylon 5 Mod

Do I understand correctly and Ragnorok-X is starting the mod agains from scratch? New facilities means new AI files, etc.

We (Timstone and I) had a complete, stable, B5 mod that was up-to-date on everything except weapons (and even then we had an idea for what space/weight the weapons for the various ship sizes should be). The AI files (modified Pathfinder) worked and produced effective ships and colonies. The existing weapons worked but were not optimized.

I don't undertsnad why this entire effort is being duplicated. Tim, did you lose the files I sent (or did I not send them all)? Frakly, I think if someone is starting over again it is because they don't know how much effort is required to make a mod work. I could never have done it all, nor Path, nor Val, nor Tim.

Having said that, I certainly don't want to dampen anyone's enthusiasm, and since I already have and play a stable effective mod (that has working Ancient ruins, proportional QNP for both ships and fighters, leaky armor, and the stackable sensor/ECM mod) I don't lose anything by others starting again from scratch.

Most of my files I have shared only with Tim, because he was heading up the mod when I was working on it. However, if someone has a place to "hang" all the data, I would be happy to share what I have more widely.
Reply With Quote