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  #1  
Old October 18th, 2002, 04:59 AM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Well I started to revise the data files of the B5 Mod and got lost in the obscenely big components.txt

Maybe we'll have to distill a simplified Version of the mod.

I think that 43 racial traits and near 3000 components are a little too much.
Not only because of the problem that for example means adding an extra tech req to all comps.
But also because IMHO those too many choices only complicate things for players.

Some requests and ideas:
*I want to add the custom vehicle sizes I had made, to keep relative sizes between universes. Maybe will also need to add standard-sized hulls because they all seem to be too big, but we'll have to consider if any important changes need to be made for bigger hull sizes.

*I don't want to change standard techs and I want to make them available for everyone.
That means for example that Gas colonies will not be 100 more expensive to research.
And techs with higher max such as propulsion will have to be split in the standard "Propulsion" for 1-12 levels and "Advanced Propulsion" for the additional 11 levels.

*Keep only the racial traits for major races, and maybe a general "B5 Neutral Race"

*Most of the Light/Medium/Heavy variations of components can be replaced by weapon mounts (in 1.78 they can be restricted by tech and made available for only some comp families)
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Old October 18th, 2002, 12:03 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andr&eacutes Lescano:
Well I started to revise the data files of the B5 Mod and got lost in the obscenely big components.txt
*snicker* Now ya know why I been thrown into the mental ward on B5. I go nutzzzz figgering out what to put into AI_designcreation for the B5

oh, BTW hi all!
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Old October 18th, 2002, 10:47 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yeah, it is a bit daunting... It has certainly grown from the original mini-mod a year ago.
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Old October 18th, 2002, 11:08 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

And BTW do NOT try to print it out

*Da path whistles non-chalantly as he shoves all that paper into the waste bin*
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Old October 19th, 2002, 01:21 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I have a stupid question.

I have tried to play the Babylon 5 Mod, but I get multiple errors during startup.

Which of the files do I need to install and in what order. I am anxious to play.

Thanks!

[ October 19, 2002, 00:23: Message edited by: Morgoth ]
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Old October 19th, 2002, 01:33 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Morgoth: Did you play it in Gold?
the "official" Version is non-gold atm. PDF did a Gold Version in June which is posted for d/l in the SE IV data/sound forum. You can make non-gold AI conform to Gold by modifying the AI_fleet and AI_setting files.

http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

Look for the flaming head (June 4th)

[ October 19, 2002, 00:39: Message edited by: pathfinder ]
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Old October 19th, 2002, 02:23 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Thanks!

Now all I have to do is fix Lescano's Mod
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