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  #4201  
Old June 4th, 2004, 12:17 PM
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Default Re: Babylon 5 Mod

Wow, post #4200, I almost wasted it on someone else...


[ June 04, 2004, 11:18: Message edited by: Timstone ]
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  #4202  
Old June 5th, 2004, 10:40 AM
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Default Re: Babylon 5 Mod

70 megs!!!! Good GOD!
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  #4203  
Old June 5th, 2004, 10:48 PM

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Default Re: Babylon 5 Mod

but there's no manual or guide or something like that out?


for example: i have left some techtrees i can research, but i get no reward (that means, i'm researching "nothing"....)

and still some other thinks im wondering 'bout

Sure, this mod isn't complete, i know, but a small manual would be nice....

say. which races are at the moment playable, which techtrees and which options do i have to activate to play a working game?
How do i set up a ship that's fast in the frist rounds.
Why does'nt the "wormhole generator" work? etc.
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  #4204  
Old June 5th, 2004, 11:10 PM
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Default Re: Babylon 5 Mod

The map in question comes from the B5 Total ConVersion project for Freespace 2, but I cannot tell if it was made for the project or if it comes from a fan site.

I am not sure how developed this project is for the moment being either, as it has been some months since I Last dabbled in Freespace 2 and its mods. Now back to your regular programs, and forgive me for this interruption.
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  #4205  
Old June 6th, 2004, 05:03 AM
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Default Re: Babylon 5 Mod

how does one get the jumpgates to have enough movement in order to work properly, so far I have not been able to get one to work at all.

[ June 06, 2004, 04:04: Message edited by: The One ]
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  #4206  
Old June 6th, 2004, 12:13 PM

Raging Deadstar Raging Deadstar is offline
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Default Re: Babylon 5 Mod

I've played around with the game and if you add the "Agile Ship" (?) component (it has the solar sail image) you can get it to move. Of course i can't quite remember how far up the tech tree this is
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  #4207  
Old June 6th, 2004, 03:39 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by astruskustuvas:
im big B5 fan:P
If enyone have info about systems like how much what type planets etc.etc. gime link i'll download it.
My map needs only planets placed (earth alliance planets are placed)
http://www.chronology.org/b-five/

This may help, but you have to search as the info is not all in one place.

There is a list or table of Stars from the show in:- Appendix:Table of interesting stars Follow Astronomy, then Appendix:

[ June 06, 2004, 15:01: Message edited by: Nomor ]
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  #4208  
Old June 6th, 2004, 03:39 PM
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Default Re: Babylon 5 Mod

... ... ... Delete me.

[ June 06, 2004, 14:58: Message edited by: Nomor ]
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  #4209  
Old June 6th, 2004, 05:50 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Raging Deadstar:
I've played around with the game and if you add the "Agile Ship" (?) component (it has the solar sail image) you can get it to move. Of course i can't quite remember how far up the tech tree this is
I have added the Agile sail and it shows 2 movement points when it is in the create ship screen, but when it is built is shows "0" movement.
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  #4210  
Old June 6th, 2004, 07:50 PM
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Default Re: Babylon 5 Mod

there are components which give a specific bonus movement ability. To work, you have to have at least one "regular" engine, or else the "bonus" wont be applied. Try adding one conventional engine and it SHOULD work
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