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August 30th, 2002, 04:37 AM
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Major General
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Re: Babylon 5 Mod
The ultraefficient Gravimetric engines have 8 movement per engine then add 1 bonus movement point and 1 bonus combat movement point. IIRC the bonuses are 1 time (not per engine).
There was a discussion awhile ago (May, early June) about the issue of limiting the # of engines, can't remember the outcome.
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August 30th, 2002, 04:59 AM
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Re: Babylon 5 Mod
For those of you who want the B5 Gold MOD (done by PDF) here is a link (sorta) to the MOD Forum:
http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3
look for a post by PDF on June 4, 2002.
It is before Val's Last patch but is Gold compatible....
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August 30th, 2002, 05:16 AM
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Private
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Re: Babylon 5 Mod
My dad's PC isn't working well
Mabey it's that.
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August 30th, 2002, 11:08 AM
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Brigadier General
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Re: Babylon 5 Mod
The link Pathfinder provided leads to a file I also DL'ed. This works perfectly, but (there always seems to be a "but...") with thst file installed I can't build any ships. And the "Races" directory is indeed filled with pictures of ships and the like. Strange, isn't it?
Thnaks for the little toturial you wrote for the noobs under the B5Mod Users (like myself).
Again, keep up the good work!
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August 30th, 2002, 11:34 AM
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Re: Babylon 5 Mod
Timstone: Build ships? Are you trying to make .emp (saved empire or race) files or new ships sets for new races? If trying to make .emp files. Use the AI_general file to build the race characteristics then save file (in-game menu). IIRC there is a tutorial in the Gold manual on how to do this (if not maybe on the CD?) If you want to make new ship pics-the game has no editor as such to do that, those who make new shipsets use 3d party 3d modeling and/or graphics programs.
The races folder within the pictures folder (then a folder for each individual race) is a normal SEIV convention.
Here is an article by Tampa_Gamer on MODs and MODding in SEIV: http://www.cgOnline.com/tips/spaceempir-04-t1.html
Also here is a link to the SEIV launcher by Matryx (and his Mod Launcher): http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=7
Just look for his post(s) on that thread page.
What I am saying here is: Me confused as to what the problem is??!!
[ August 30, 2002, 10:45: Message edited by: pathfinder ]
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August 30th, 2002, 12:24 PM
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Corporal
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Re: Babylon 5 Mod
Timestone,you can't build any ships?,Do this on setup with a race go to (advance trait) and select B5 Standerd race 0, or nomadic 0 this will show begining ships to build in ship design window.This is a MUST to build any ships in the game. Note;I made this mistake of Not selecting this, because i thought it was some cheap begining tecks of sorts.
Ferengi Rules of Acquisition #89 Ask not what your profits can do for you,But what you can do for your Profits
[ August 30, 2002, 11:30: Message edited by: HEMAN ]
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August 30th, 2002, 02:13 PM
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Brigadier General
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Re: Babylon 5 Mod
Ah yes, now I see.
And could you give me/us a brief ist of wich races are complete? And wich major things need to be done before the whole mod is ready. I know, a good mod is never completely ready.
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I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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August 30th, 2002, 11:29 PM
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Major General
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Re: Babylon 5 Mod
None of the AI are complete; however, I have done some very basic AI (race specific research and designcreation) for the following: Earth Alliance, Minbari, Centauri, Narn regime, Shadows have basic less armor (they only have inert not the full blown passive armor(s)), Vree and Brakiri.
I'll have to update the zip file I have in the shrapnel MOD forum as I have updated/added to the files in it since I posted it Last week.
Some of the things left to do are (IIRC): Vorlon weapon tech tree/area, pics for at least two (2) of the Minbari race-specific weapons, update to the default_AI files with more complete research and designcreation files. Finish the Abbai, LLort, Markab, Grome and Gaime neutral race AI files (several have race-specific weapon tech trees). IIRC, Val said there are some tech areas not implemented that need to be done (1 I remember is that industry has 3 levels, not one as implemented atm).
[ August 30, 2002, 22:30: Message edited by: pathfinder ]
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August 31st, 2002, 12:11 AM
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Re: Babylon 5 Mod
Pathfinder: Have you removed Shields from the Ai research list in the latest ai files for each race and default? I't's just i checked the minbari computer opponent in my latest game after adding your ai patch and found that they had researched 7 levels of shield research even though there arn't any shields to get!
Anyway the new ai is a bit better than the default ai even though there was a minor problem with the Centuri research files with RCE on "Ecm" and it looking for the "weapon platform" tech when it's actually "Platforms". I was wondering is the centuri the only race that researches better weapon platforms as races such as minbari don't have them in there research files.
I've also noticed with the ai that they won't build attack ships bigger than corvetts and any ship bigger than that is a specialist ship eg. minelayer. they do have the technology for big ships and they also have designs for large warships but they never build them
It becomes a problem when i start pushing through the galaxy with my authentic EA Battle crUsers (Which i'm very pleased with) and i'm pushing aside escorts armed with medium laser 2's, with my laser/pulse array 8 wielding hulks of death I think this might be down to them not having good enough engines as most of the space in the ai's big ships ends up as early engines insted of weapons.
The ai's going well though and to my suprise the ai is coping well as the vorlons and the shaddows. the vorlons have captured 4 planets off the minbari in a war in my recent game. The shadows however were stuck behind 4 black holes in the game so they couldn't really get anywhere.
Oh that reminds me can we please have less black holes when creating a galaxy as two races have been screwed in my game as they can't expand as there are black holes in the way ( try sending an early colony ship through a black hole sector )
Other then that the mods damn cool
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August 31st, 2002, 12:18 AM
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Major General
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Re: Babylon 5 Mod
Ach, I REALLY need to upload the latest Version of the files. I had several typos in the Centauri. Dunno why the Minbari are researching shields as they are NOT in the Minbari_AI_research file.....
Val (others?) decided to not include shields (very few, if any B5 races had them...maybe in later for those that did as a race trait)
*Da path wanders off aimlessly muttering about getting a molecular disruptor and disrupting the Minbari research minister*
Me been wunderin' wtf on that warships no bigger than frigates too...but in my Last coupla tests the Narn at least have been building destroyers (real ones---with those *&^%$# ion torpedoes...bleah). Maybe the AI research files need propulsion researched earlier to get those larger (standard & advanced) engines.
[ August 30, 2002, 23:23: Message edited by: pathfinder ]
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