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October 3rd, 2005, 09:02 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
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Re: B5 MOD General
Grumbler: Just a couple of comments, probably flavored by the way I play and design things.
The AI seems to stuff troops into satellite layers which would be ok for planetside invasion but not exactly what one would want for boarding parties. Also the AI still has carriers running around empty (I never could figure out how to "fix" that).
In general the AI ship designs seem to pretty decent (Narn & Centauri...oh my!).
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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October 3rd, 2005, 09:04 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: B5 MOD General
I have a "B5 v1.8" sitting on imagemodserver in the se4 mods section.
May 12th 2004, is the reported modification date...
Is that about right, or does it need updating?
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October 3rd, 2005, 09:24 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: B5 MOD General
I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.
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October 3rd, 2005, 10:57 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Re: B5 MOD General
Quote:
pathfinder said:
Grumbler: Just a couple of comments, probably flavored by the way I play and design things.
The AI seems to stuff troops into satellite layers which would be ok for planetside invasion but not exactly what one would want for boarding parties.
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Yeah, I seem to have made the AI build WAY too many sat layers. Oops.
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Also the AI still has carriers running around empty (I never could figure out how to "fix" that).
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I am tempted to eliminate carriers from the AI completely, and just have them haul around fighters in their capital ships. I dunno how to solve this either.
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In general the AI ship designs seem to pretty decent (Narn & Centauri...oh my!).
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Yeah, i am pretty happy with the ship designing, other than a lack of self-destruct devices. Other than renumbering the weapons, though, I think the ship design stuff is mostly your work, so you should get the kudos for the ship designs.
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October 3rd, 2005, 11:03 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Re: B5 MOD General
Quote:
Imperator Fyron said:
I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.
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I think I majorly spammed your gmail box, then!
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October 4th, 2005, 02:00 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: B5 MOD General
Hmm.... 4 hours, and still no email. Guess it got lost along the way. Oh well, I already downloaded it from SJ's server.
Are there any special precautions I need to take care with when building the latest version of the mod from all these pieces of scrap metal?
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October 4th, 2005, 10:24 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
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Re: B5 MOD General
I got a couple error messages, one when starting: The Lorkan racial traits are giving error messages at the begining of the game. Probably just a name typo, but I'm not sure.
Infantry must not have a backup image listed for people using shipsets without that image. I got an error and couldn't build Infantry.
Excelent work.
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October 4th, 2005, 01:23 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: B5 MOD General
Quote:
Imperator Fyron said:
I get 404 error when clicking on it. I can get it from SJ's image mod server, no problem.
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The link on the news page is broken.
If you go to the files section on that site, you can download it.
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October 4th, 2005, 01:43 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
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Re: B5 MOD General
Quote:
Imperator Fyron said:
Hmm.... 4 hours, and still no email. Guess it got lost along the way. Oh well, I already downloaded it from SJ's server.
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Gmail choked on it - it was still sending after six hours! I killed it, as you have the game.
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Are there any special precautions I need to take care with when building the latest version of the mod from all these pieces of scrap metal?
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Should not be, if the latest EA aqnd Narn files are in there (I think rambie's site might have had them seperate). There are a few startup files that may retain the "Natural Merchant" tech which is not used any more. I am tweaking the AI_Research and AI_construction files a bit to get the AI to play a little better at the beginning and produce BSYs and hope to have that done by week's end.
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October 8th, 2005, 01:23 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
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Re: B5 MOD General
Rats.....
Biotech weapons and both planetary & advanced planetary weapons were dropped....
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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