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  #1231  
Old August 29th, 2002, 04:39 AM
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Default Re: Babylon 5 Mod

From the SEIV Play By Web site, under downloads. The ship set is in downloads right when it opens (sub-section 'shipsets' is the default when the page opens), and the 3 additional mod files are in the sub-section 'mods'. The files are pretty hefty.

Just go to this address and make yourself an account: http://seiv.pbw.cc

edit: mE typinf id good...
Hope that helps.

[ August 29, 2002, 03:41: Message edited by: jimbob ]
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  #1232  
Old August 29th, 2002, 04:43 AM
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Default Re: Babylon 5 Mod

Or from http://www.xmission.com/~rstulce/B5Web.htm
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  #1233  
Old August 29th, 2002, 04:44 AM
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Default Re: Babylon 5 Mod

I've tried

It keeps rejecting my regester attempts
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  #1234  
Old August 29th, 2002, 04:45 AM
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Default Re: Babylon 5 Mod

Thats where I got it from
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  #1235  
Old August 29th, 2002, 05:17 AM
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Default Re: Babylon 5 Mod

Quote:
On armor, will have to put a test together, but I'm reasonably sure I had about 15 Light Armor components on a Heavy Destroyer - and still had about 5 of them after the fight with the ship being a cripple.
AGoetz: Do you really mean to tell me you are upset with the performance of 15kt of armor on a 350kt ship?
You only had 4% of your mass devoted to defenses!
Put at least 5 times more armor on your ships, and they should work much better.

Some comments on the mod:
- Harm missile X This disrupts weapons for 78 turns, yet combat only Lasts 35 at most. I think that's just a wee bit of overkill.
Even Harm Missile 1 will disrupt weapons longer than the battle Lasts.
These need to be scaled way down.

- Many of the descriptions are still missing; there are many with a description of "0"

[ August 29, 2002, 04:43: Message edited by: Suicide Junkie ]
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  #1236  
Old August 29th, 2002, 05:20 AM

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Default Re: Babylon 5 Mod

Killer : the files that I got were (from memory)
B5ModCore30.zip, B5ModData30.zip and I've recently added the AI file listed earlier in this thread. I got the B5Mod files from Rambie's web site. To get them to work, I unzipped their contents to a B5Mod directory off the main directory for SEIV and then edited the 'Path.TXT' file (it tells you what to change). Then run SEIV like normal and you'll get the B5 screen instead of the normal one. Create a race (it didn't come with any pre-defined player races) and off you go.

Suicide Junkie : I'm still getting the hang of this mod, I'm used to the normal SEIV armor where 1 armor unit gives at least 30kT protection. I'm still at the stage of going, engines - check, big guns - check, reactor big enough - think so, ecm and sensors - check, point defense - check, how much room is left - cannot fit another gun in that, fill it with armor.

[ August 29, 2002, 04:24: Message edited by: AGoetz ]
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  #1237  
Old August 29th, 2002, 05:48 AM
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Default Re: Babylon 5 Mod

When you get up to heavy armor, 10 components on a ship that size would be reasonable.
The light armor is a completely different story

You should probably decide ahead of time aproximately how much space you want to spend on each Category of component (engine/weapon/defense). Then you'll end up with a good, balanced design.
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  #1238  
Old August 29th, 2002, 07:19 AM

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Default Re: Babylon 5 Mod

PathFinder : I don't think the AI can handle the Shadows and Vorlons if they aren't allowed to colonize. Even under Human control that rule would make it very difficult to expand. Probably even worse under multiplayer - Vorlon fleet is spotted approaching other players world, other player decides he can't get enough reinforcements there in time and just abandons the planet. The Vorlon player then has to travel deeper into the other players space while the other player has dozens of planets able to produce defences.
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  #1239  
Old August 29th, 2002, 12:14 PM
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Default Re: Babylon 5 Mod

AGoetz: Not sure what Val did to make the Vorlons and Shadows essentially neutrals. We'll all have to wait until he shows back to get that and other things changed/fixed (like the harm missile and peircing missile).

One of reasons he MAY have done that was because of my reports of how powerful the Shadow tech is.

[ August 29, 2002, 11:16: Message edited by: pathfinder ]
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  #1240  
Old August 29th, 2002, 07:45 PM
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Default Re: Babylon 5 Mod

Hmm... I've tried everything to make the mod going on my computer, but to no avail!
I've DL'ed the folowing files:
B5ModCore30.zip
B5ModData30.zip
AIFiles.zip
Having installed these files and tying to start the game gives nothing but freaking errors! So I tried husling the freaked files with the same files from the preceding Version of the B5Mod.
BTW, I'm playing with SE 4 Gold.
This fixes the errors, but that way I can't build any ships. And the components are available to every race (I chose Centauri and I also got the Alliance weapons). And many, many, many techs aren't just implemented yet, but this doesn't concern me.After this I got the luminous idea of upgrading the previous Version of the B5Mod. So I DL'ed:
B5Mod.Update30.zip
This did't do the trick either.
I've stopped trying to get it to work correctly.

The main complaint of this little piece of text is that the files you can DL at Rambie's site aren't working.
I know it's work in progress, but please don't let us DL files that don't work.

P.S. It's great to see that people are so actively busy with improvements to this great mod.
This mod and the Ultimate Mod of Hadrian are the two mods I'm really waiting for. Keep up the good work!!
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