Thread: Babylon 5 Mod
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Old October 7th, 2002, 05:02 AM

Val Val is offline
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Default Re: Babylon 5 Mod

Lighthorse
If it isn't too much trouble, yes keep track of it and send me a text file if you can, thanks

IF
Dang, that was something I DID fix, but must have been lost in the great flood... I'll revisit and revise them for the next one.

Nomor
Not a clue, never saw that before (the Abbai thing). I have seen the fighter thing happen before and had fixed it in the generic AI, I will look into it and see (as I am sure PF will as well )

PF
Thanks, I'll d/l tonight and add them to slots in the Abbai set. I think the Gaim set also has an old Markab ship in it that I made. The Pak'ma'ra are big on Plasma weapons.

Timstone
The system file below also includes the WPOpen/Close animation I was starting to work on (although right now all it is is an empty jump gate.

All
Do y'all want me to upload a 'basic' shipset for the Abbai, Gaim, Drazi and other incomplete races being used in this game?

I've also uploaded something else I'm working on - B5 Quadrants, Systems & Stellar Ability types. So, now you can make a 'B5 Standard' Quadrant that will have at least one O2 planet in each system, replaces Nebulea with HyperSpace sectors, increases the odds of habitable systems, decreases black holes, HyperSpace (neb), Destroyed Stars, Bi/Tri-Nary Systems. If you are playing the PBW, you can put these in a copy of the mod folder (I have a B5Mod, a B5ModPBW & a B5ModTest folder in my SE IV Folder to keep it from getting mixed up) and check them out.

Systems.zip

Edit - Forgot to mention: the new systems will also give far less of a chance of Ruins starting in a system an Empire may start in.

[ October 07, 2002, 04:08: Message edited by: Val ]
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