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June 10th, 2002, 12:07 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Babylon 5 Mod
I tried to download your MOD several times today but I always got an corrupted download (the core file). Can you have a look at this? Thanks in advance!
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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June 10th, 2002, 01:46 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Hmmm...Lort (neutral race) designed and built a spaceyard ship around a cruiser but did not put the spaceyard on it
and in a few turns they will give me a range check error...
yup...right after getting Lvl 6 engines...advanced fission II (thrust 3) and standard fusion IV (thrust 4)...next turn RCE...and when I turn off design minister the RCE will not return, turn on design minister and next turn, RCE again...
Update: Vorlon just did same..RCE right after getting lvl 6 engines...seems to be a pattern...
Bet Val is getting tired of me moaning about them sorry dude...getting a bit frustrated, MOD is fun except for these ...
[ June 10, 2002, 03:01: Message edited by: pathfinder ]
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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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June 10th, 2002, 04:16 AM
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Sergeant
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Join Date: May 2002
Location: Sandy, Oregon
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Re: Babylon 5 Mod
Greetings Val,
In one game of B5mod I noticed that the Shadow frigate had installed the living CPU1, but it also installed a ship bridge, life support and crew quaters that the living CPU should have eliminated in the ship design. Shadow ships with living CPU look neat.
Second thing, the raider folder/race/pictures in the latest B5mod I download from you were missing what pictures they had for the Raider. I reinstalled them from the unfinish ship folder I downloaded earlier.
Third thing was that the B5mod somehow froze up SE4 gold. What you need to do is reinstalled SE4 gold and then B5mod. It should operate correctly.
Best Regards
Lighthorse
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Oh man, why do you have to hit me with those negative waves so early in the morning..
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June 10th, 2002, 05:05 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Mephisto:
I'l look into when I get to my work account tomorrow. You can also go to SJs mirror site to d/l.
Pathfinder:
I never get tired of hearing your reports, if it wasn't for your feedback about 60% of the AI changes would not have been made The level 6 is a new revelation - I'll look into that!!!!
Lighthorse:
Hadn't heard about the mod freezing GOLD before, thanks for the fix. The raiders are still very unfinished, so that might be why they weren't in there.
I had noticed the Living CPU problem and haven't figured it out yet - any input would be welcome on that one (or any other issue)!
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June 10th, 2002, 12:55 PM
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Corporal
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Join Date: Apr 2002
Location: Earth
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Re: Babylon 5 Mod
Zero- LMAO! A for effort, but not it. Here's one for you.
http://www.gev.cc/SEIV/1.zip
[ June 10, 2002, 12:10: Message edited by: Gil Hamilton ]
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If he'd reached it all kinds of hell would have broken loose, Haine's men would have hypoed me, and I would have regained consciousness a piece at a time, in Haine's organ-storage tanks. So I strangled him. -Death By Ecstasy-Larry Niven
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June 10th, 2002, 03:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
If the Living CPU is a master computer component, then the AI will still add bridge/LS/CQ.
What you can do, is add B/LS/CQ abilities into the Living CPU, since it dosen't matter either way. The AI should just use the LCPU since it has all the abilities the AI compulsively adds.
Note that you can't put three copies of the lifesupport ability and expect it to satisfy a requirement for three lifesupport components. You will need to keep all the shadow hulls limited to needing 1 LS/CQ.
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Things you want:
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June 10th, 2002, 07:31 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Good idea SJ - will work on that before reposting the dat & ai files. Some Shadow vessels will still require a pilot/crew, but those are more the exception than the rule.
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June 10th, 2002, 09:39 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Gil:
Still trying to figure out the name
The ships may work for one of the league races that I've been working on adding - I just have to read up on their ship descriptions and see hich ne it is closest to. I love that minefield - looks JAM packed!!!
Pathfinder:
Do you want to send me whatever AI you currently have working for the Shadows - if you want me to inude in the nxt 'update/patch'
[ June 10, 2002, 20:56: Message edited by: Val ]
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June 10th, 2002, 10:07 PM
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Corporal
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Join Date: Jan 2001
Location: Riverside,Ca,USA
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Re: Babylon 5 Mod
More Gold Notes.
Minor Problems;
Raiders-No Race Portrait
Medium BLast Cannon - Ding For Sound
In a new game I started I ran into the Shadows early on and soon had a partnership with them. In over 100 turns they have never established another colony. Not sure why this is. They build ships and explore. Just never colonize.
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I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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June 10th, 2002, 10:32 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Babylon 5 Mod
Rich,
I don't understand the problem with BLast cannon, sound file indicated in comps is correct (mattergun2.wav).
As for Shadows not colonizing any system I noticed it too in my game, but can't figure out why...
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