Re: Babylon 5 Mod
Geryon: One your question on the weapons & numbers---yes there are number codes for each weapon and that is how the AI decides what weapon(s) to place into each class of ship. Based on what has been researched and what is placed in the designcreation.txt file is what the AI ends up putting its ships. There are tonnage limits so after adding engines, reactors, ecm, sensors, armor and weapons space goes very fast. That is why canon ships will be a rarity (IMHO) in the AI ships and probably even in the human-designed ones until research has gone on for a while. The AI files can come close but not very close....
as for installation, hopefully someone else can clarify what I am about to butcher:
1: the MOD folder is placed as a sub-folder of the main SEIV folder. Critical here is the path file which is usually "naked" in the SEIV main folder has a statement in it "Using Mod Directory := None"; however, in order to use a mod one must say something like "Using MOD Directory :=B5". Or somefink like that. what I use is the SEIV launcher (it is included on the GOLD CD as the "Modlaunching" zip file in the extras folder).
I honestly can't remember the exact sequence but goes like this:
d/l the basic files from rambies site, then sequentially the patches then the gold update I did. hopefully this will get the files in the right place. when done the strructure should be :
Space Empires IV Gold/B5 (or B5 MOD or B5 MOD GOLD)/AI,DATA/Dsgnname, Empires, Facilities, Maps, Pictures, Readme, Sounds. In other words there is very nearly a complete new set of graphics, AI & facility & data files within the MOD. They follow the same general pattern as the un-modded game, at least in arrangement of folders and files. Hope I haven't confused you.....
Reason I install "out of game" is it is easier for ME to sort it out that way
and yes, me been pre-occupied: Father-in-law died and been getting stuff here & at work ready so I can attend funeral.
[ April 29, 2003, 23:43: Message edited by: pathfinder ]
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