|
|
|
|
|
May 25th, 2005, 06:17 PM
|
|
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
I am not meaning to stomp on toes it was a question...I did not know the maker of this is AWOL...sorry, I do like the modw just confusing to research something and get nothing
__________________
Kill em all let God sort em out
|
May 27th, 2005, 03:05 PM
|
|
Sergeant
|
|
Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
Mottlee,
I definately want to hear about things like research that leads nowhere (which I can "make invisible" without deleting it pending someone else's contribution that uses it). Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them, so I am definately the person to ask if there is spomething there you do not understand (though my answer may be that I do not understand it, either).
No stomping on toes is possible with me, as I have no particular dog in this hunt. I just threw in what I did to make it work for me, and if people don't like some of the bits like modular engines they can leave those out.
The main focus of the mod right now is to
1. "tweak" the weapons so that they are balanced and all of them are worth researching; and
2. "Racializing" the facilities so that each race has a different set of at least hub facilities but no race ('cept the Ancients) have an advantage.
Finishing those two areas, plus smoothing any rough spots (like Stellar Manipulation research going nowhere) will pretty much finish this version of the mod.
|
May 27th, 2005, 03:48 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: B5 MOD General
Quote:
grumbler said:
...Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them...
|
I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?
|
May 28th, 2005, 09:01 PM
|
|
Sergeant
|
|
Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
Quote:
Imperator Fyron said:
I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?
|
Really? I dropped the "manufacturing" tech and left in engineering and physics, so you should have just armor size and number (heavy 0, light 4, etc).
I downloaded everything over again and that is the way it is working for me.
I probably should take a couple of hours and put together a "clean" version of the mod in toto. Next rainy day, that is what I will do.
In the meantime, here is the latest components and techarea, just to be sure. Some may note that this components file includes ancients components, unlike the last version. I am still tweaking these to make Ancients work (though not as player races, as they will have no research and start with all of their techs, hulls, components, and facilities).
|
June 2nd, 2005, 01:47 AM
|
Corporal
|
|
Join Date: Mar 2005
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
In that case, "Rain, day, RAIN!
edit:
Can anyone tell me how to get emails when threads are updated? I can't figure it out.
__________________
There are 10 types of people in the world:
Those who understand binary, and those who don't.
|
June 11th, 2005, 09:57 PM
|
|
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
OK I have researched a "Jump Gate", built same....HOW IN THE HE** do you get it to work???!!! said I have no movement left...Dooh it's a base! Have put a base engine on it, solar sail but no luck...HELP!!!!!!!!!!!!
__________________
Kill em all let God sort em out
|
June 11th, 2005, 10:26 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: B5 MOD General
If solar sails in B5 Mod are like in stock, they don't provide any movement unless you have at least 1 regular movement point's worth of engines. This is an essential feature of the propulsion system in Carrier Battles Mod, incidentally...
__________________
The Ed draws near! What dost thou deaux?
|
June 11th, 2005, 10:48 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: B5 MOD General
The only jump gates that I see are mountable on ships, not bases. Very old versions of the mod did have them mountable on bases, but they can not work without the ship/base having movement points, so it was removed. Are you sure you have the latest version?
|
June 11th, 2005, 11:20 PM
|
|
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: B5 MOD General
Hmmm....I D/L off the link here in the forums...may not be
no ver number so I don't know, in the game there are 2 warp point openers..1 4995Kt and the other is like in stock game altho I can not get above Lvl 1 on it
__________________
Kill em all let God sort em out
|
June 11th, 2005, 11:34 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: B5 MOD General
Did you apply *this file* (babylon 5 v2.zip) as a patch?
Also, did you apply the latest Components.txt and TechArea.txt files posted a few posts down by Grumbler?
In these versions, there are 5 levels of Jump Gates. They are 4985 kT and are mountable only on ships, not bases. There are also Jump Drives, whihc are 1000 kT and also only mountable on ships. These are the only two types of components with the "Open Warp Point Distance" ability.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|