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  #1241  
Old August 29th, 2002, 07:55 PM

Jamorobo Jamorobo is offline
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Default Re: Babylon 5 Mod

Well the b5 mod isn't made for se4 gold, only for normal se4 ( someone could tell u how to change the files to gold Version )

Also what Version of gold r u using as more probs might of been created with the latest patch.

Anyway where have u downloaded from? rambies site or the PBW website? If u haven't downloaded from the PBW website do. just incase it's the downloads at the rambie site that are the prob as i Downloaded it from PBW for my normal se4 and it works fine.
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  #1242  
Old August 29th, 2002, 07:59 PM
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Default Re: Babylon 5 Mod

Few more cosmetics to Minbari shipset: new Tinashi picture for carrierheavy, new Sharlin picture for baseship, new spacestation, plus a long list of Minbari design names (minbari.txt). I also took a liberty to make models for troops. They are loosely based on AOG miniatures :

1030643746.zip
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  #1243  
Old August 29th, 2002, 08:04 PM
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Default Re: Babylon 5 Mod

Timstone, you must also download shipssets from PBW site. I have no idea why it is not yet on Rambie' site. It really creates a lot of complaints from people new to this mod. Frankly, I even think it is a good idea to temporaly redirect all trafic from Rambie site to PBW untill all ship sets are present.

As it is mentioned, current Bab5 is for pre-Gold, but it can be easily fixed once you get all races. contact pathfinder for latest Gold AI.
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  #1244  
Old August 30th, 2002, 12:14 AM
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Default Re: Babylon 5 Mod

*groan*
Do I need to do a mini-tutorial on the B5 MOD?

Basically (and I do mean BASICALLY) the only differences are in the settings.txt and fleet.txt files. Settings a a coupla lines (about defenses IIRC) and fleets has 3-4 lines about drones that are required to use B5 AI with GOLD. PDF did a Gold conVersion a coupla months ago, not sure if it is the mOD forum though.

If one feels brave, one could copy a GOLD Version of those two files into each race folder and then rename it (eg EarthAlliance_AI_settings.txt or EarthAlliance_AI_fleets.txt).

Also to properly use the mod, the mod folder should be a separate folder within the SEIV folder (similar to TDM or DevNull). This because the MOD uses VERY diferent techarea.txt and components.txt files in the data folder.

As for the AI I have been posting, they are simply designcreation.txt and research.txt files for the races that have so far been included and will work for both 1.49 (non-Gold) and Gold Versions. I hope to have these files done for the main races this week-end and the neutrals done by next week-end. My AI files can be found in the SEIV races forum.

Hope this helps.

And be advised that I can't keyboard very well so my AI have misspellings (which can cause error Messages). I THINK I have caught them all, but who knows

[ August 29, 2002, 23:15: Message edited by: pathfinder ]
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  #1245  
Old August 30th, 2002, 01:58 AM
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Default Re: Babylon 5 Mod

Just to stir up some inflamatory (I'm MoW in disguisse ) discussion:

I do not like the current state of Babylon5 mod.
The proprietor of Bab5 mod - Val, stated that his policy is to keep Bab5 to pre-Gold and once it is more or less "fixed", upgrade to Gold. It is several months since Gold has been released and judging from immense influxe of people in Last few months and some polls on this forum, Gold is more or less a "standard" SE for most of us. Now, imagine the frustration of a new Shrapnel' customer who is so exited about this new toy but suddenly is put down by a string of silly errors... If Bab5 Mod was a commertial product, all marketing people shall be sucked... the people responsible for sucking has been sucked... no South African lamas has been injured...
Anyway, look on any other mod - TDM, P&N, Proportions, Devnul - all new Versions are based on latest SE patch (1.78). It is time to draw the line and fully focus on latest SE Gold patch

It is easy for experienced player to convert pre-Gold Bab5 to Gold Version, but what is the point ?
Gold SE gives so much more versatality in modding that clenching to 1.49 has no sense whatsoever. Drones are one example, but look at all new mods based on just new mount abilities ! Not to mention that emiisive armor in 1.49 and 1.78 are two different beasts. Same goes for engine destroying weapons or new types of damage (1/4 to shields, 2 to shields). Really, lets move on and make decent 1.78 upgrade that will not make new players to pull hair in despair !
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  #1246  
Old August 30th, 2002, 02:08 AM

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Default Re: Babylon 5 Mod

I think you may have a problem with the mod and limitations of the SEIV engine. There are places in designing ships where I can generate Range Check Errors, the two I've noticed so far are in number of Engines (try putting 33 engines on a ship) and Weapon Damage (try looking at a Massive Vorlon Planet Killer).
When a player does these the program just spits out a Range Check Error box, but what happens when the AI tries to do something like these? Could it be the cause of the occasional Fatal Exception?
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  #1247  
Old August 30th, 2002, 02:14 AM
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Default Re: Babylon 5 Mod

AGoetz: Yeah, we had a heck of a time with engines earlier. An RCE would be made when the AI would try to fit/use Lvl 6 engines (can't remember which--fission advanced or fusion advanced). Not sure what Val did to get that one gone. That why me no wanna try and figger that kind of problem out...don't fully understand the how's and why's. While research and to a lesser extent designcreation are tedious, it doesn't take much knowlkedge in programming to figger them out
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  #1248  
Old August 30th, 2002, 03:07 AM
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Default Re: Babylon 5 Mod

More than 255 move points from engines on a ship (not final movement rate) causes a RCE.
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  #1249  
Old August 30th, 2002, 04:10 AM

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Default Re: Babylon 5 Mod

If that case, may I suggest that the ships have a maximum number of engines set?
What is the highest move engine value - if it is 8 then set a max of 30 engines would work.
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  #1250  
Old August 30th, 2002, 04:12 AM
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Default Re: Babylon 5 Mod

Hmmm...just read something. Average PBW game is 150 turns? OY....B5 MOD stuff (research, building) takes a LONG time me be just getting started at turn 250
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