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  #2981  
Old May 9th, 2003, 12:11 PM
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Default Re: Babylon 5 Mod

Geryon:Yeah,me using the pics you sent me of the Tethys for the escort and using the current pic as that of the scout.
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  #2982  
Old May 9th, 2003, 06:00 PM
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Default Re: Babylon 5 Mod

Well crappola! I tried running some other mods in the non-gold game and found that I get the RCE message no matter what. I guess this must mean that my Space Empires file is somehow corrupted. I can't find my SEIV disk anywhere though (I have my Gold, but that's it) so I'm not sure if I can fix the problem.

This might be lights out for Jimmy. I'll let you all know.
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  #2983  
Old May 9th, 2003, 06:04 PM
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Default Re: Babylon 5 Mod

Ahhh Hell.

I tried to do Patch 7, and it spat back that I've got the "wrong Version installed". I've had this problem before, and I guess I'll have to install from scratch = can't fix this problem.

Damn, anyone have any ideas without the CD?
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  #2984  
Old May 9th, 2003, 10:26 PM

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Default Re: Babylon 5 Mod

PF: I'm glad to hear you like the Tethys and found a place for it. I find myself not being able to play because of constantly making Last minute additions, I want to have as many different designs as possible to prevent confusion between units later ingame. I think I'm about finished with my tweaking though so I'm finally going to set the galaxy on fire.

Btw, a friend of mine tells me that when playing tactical mode, he lets the comp run the battle (I know kinda contradiction to play in tactical then let the comp handle it) but he tells me that all the option buttons appear not highlighted and he can't find a way to end the battle when it drags on...any clues?
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  #2985  
Old May 10th, 2003, 02:55 AM
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Default Re: Babylon 5 Mod

Geryon: Yeah, The diversity is why I want to make a different set for the "generics"...they currently share a lot with the LNAW if I recall correctly.

as for your friend and tactical combat....that the way it is I am afraid...
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  #2986  
Old May 10th, 2003, 06:26 AM

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Default Re: Babylon 5 Mod

Thanks for the info. Damn, you mean to tell me I'll be stuck in some battles which Last an hour due to fighters, planetary assaults, etc. Hmm, that's something they should have had an alternative to like in SW:Rebellion. You could go into Tactical mode but if the battle began to take huge amounts of time there was a button to quickly resolve it, they should have put something like that in.

Anyways, I look forward to seeing what you come up with for the generic shipset. The diversity thing is actually quite important for me, since I use the EA, that has been the race I have modified the most and included the most number of different designs, I even had to add a Light Frigate class to the vehiclesize so I could add a ship specifically to be used as an Electronics Warfare/Intelligence ship and not have to sacrifice weapons or defensive systems space in larger warships.

I had a look at the vehiclesize file in the Crossover mod...my God they have some heavy tonnage on those Star Destroyers. 5000 compared to the 1500 or so in the normal Super Dreadnought. Those things must carry enough weapons to destroy entire systems on their own.
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  #2987  
Old May 10th, 2003, 09:31 AM
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Default Re: Babylon 5 Mod

Hmmm..there is a "resolve combat" button in tactical it can take awhile (IMHO) even with it used. I 'll check and see if one can change to while in a battle.

Un-modded SEIV you can turn "resolve combat" on after going any number of combat turns under human control but can NOT turn it back off. Not in a position currently to test in B5 MOD though it shouldn't be any didfferent.

[ May 10, 2003, 15:17: Message edited by: pathfinder ]
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  #2988  
Old May 10th, 2003, 06:43 PM
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Default Re: Babylon 5 Mod

Geryon: I think one of the coolest things about the cross-over mod will be the fact that different genres have different strengths and weaknesses. This is being "exploited" in Kwok's STrek mod... the largest Borg ship is something like 10 000kT in size, while the Feds are only 1 000kT, and the Ferengi are maxed out at ~800kT.

Of course, the Star Destroyers could also be viewed as carriers, and I think they currently have a pretty significant dedication to cargo components of one sort or another (in the X-over mod).
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  #2989  
Old May 10th, 2003, 08:46 PM

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Default Re: Babylon 5 Mod

I see what you mean Jimbob. Still the Omega Destroyer is larger than the Imperator SD (not to mention Sharlins, Warlocks and Poseidons), I think they need to rebalance their B5 techs at some point as well.

PF: I haven't engaged in combat yet so I'm not sure how it works I have only an idea. My friend was just somewhat frustrated that some battles had taken almost an hour long. Still by no means has this affected his addiction to the game, he's way more advanced into it than me and I had it first lol.

Btw, I got this error message constantly Last night when I ended my turn:

AI Design Creation Error:
Unknown value "Maximum Weapons Range" for Default Strategy in record "Scout"

Any ideas what's wrong and how to fix it? I'm uncertain as to what race is causing this. It always happens in race no.10 but that might be because it's the only race at the moment engaging the scout in combat I don't know. Or it might be a new race I created an emp for such as the Dilgar, Hyach, Raiders, etc. Still it doesn't mention any race specific problem but default startegy in the error message...any clues?
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  #2990  
Old May 10th, 2003, 08:58 PM
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Default Re: Babylon 5 Mod

on your error: In-game go to upper left menu, click on the letter icon, then players. see who player 10 is. tell me and I will try and fix that line in that races files.

[ May 10, 2003, 20:00: Message edited by: pathfinder ]
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