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  #1521  
Old September 19th, 2002, 07:45 PM

Dead Meat Dead Meat is offline
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Default Re: Babylon 5 Mod

I Don't know. I'm still feeling out the Shadows techs, so I'm open to suggestions.
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  #1522  
Old September 19th, 2002, 08:19 PM
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Default Re: Babylon 5 Mod

New list time:

Technomages - Valll
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - pathfinder
Drakh - tescosamoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
League of Non-Aligned Worlds - Gandalph
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Belt Alliance -
Raiders -
Pakmara (maybe) -
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  #1523  
Old September 19th, 2002, 08:58 PM

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Default Re: Babylon 5 Mod

It would be weird playing the Drakh against the shadows and friendly with the Earth alliance.
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #1524  
Old September 19th, 2002, 10:48 PM
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Default Re: Babylon 5 Mod

I just download the B5 MOD and when I used the SEIV MOD launcher I just have the options for credits and quit game. Can you tell me why I'm getting this? Thanks in advance.
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  #1525  
Old September 20th, 2002, 12:07 AM
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Default Re: Babylon 5 Mod

overminder: sounds to me like something is fubar...like wrong techarea file, components file or something like that. something is not recognized.

Tesco: Hehe, while I have not tested the Vorlon stuff (not out for testing yet) the Shadows kick major butt without any extra help. They already have major advances in engines and afew other techs. and once their race-specific weapons tech is researched...enemies better watch out! slice n dice time under hooman control....

only downer is they can NOT colonize unless a planet if gifted to them OR they conquer it from another race.

So me don't think they need any boost, especially under human control...

[ September 19, 2002, 23:16: Message edited by: pathfinder ]
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  #1526  
Old September 20th, 2002, 12:19 AM
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Default Re: Babylon 5 Mod

Timstone: only source of background material and ships that I know of is at Agents of Gaming (still waiting from my order for Ships of the Fleet 2 to arrive). They do not list any ISBN numbers though.

http://www.agentsofgaming.com/b5wstock.htm
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  #1527  
Old September 20th, 2002, 01:45 AM

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Default Re: Babylon 5 Mod

PF
Nomad doesn't do much, yet, just offers a different shipset that will not let you make colonies and some unique components. I'm still working to incorporate SJs nomadic elements.

IF
The Drakh still aren't ready to go I've been working massive hours this week (I am already at 72.5 and I have to be back at midnight for the next phase), so I don't know if I'll have them done, stressing just to get the Vorlon's done!

Timstone
Heh - see above
Yah, the Torvalus are my favorite ancient race and I'm looking forward to playing them. Once I complete all the ancietn races I'd love to do a PBW 'Ancients' scenario and give them the ability to colonize as well as all their cool ancient stuff. Try to search for pictures of the 'Darkknife'. The ship is almost lost in the black of space, I'm working on a shipset that is not easy to see in the background - just to make life even more fun

Tesco Samoa
I actually already made a map of all the B5 systems and have been slowly populating it with planets. It is accurate to a T (based on the AoG map). Once I finish all the races, I plan on making a scenario that has the B5 universe at the time the show started - as close as possible at least. That has always been my ultimate goal!
The Shadows and Vorlons are already very powerful, plus they will be getting unique Ancient facilities that will give them a huge boost. I like the idea of 5k for the ancients and 3k for everyone else, just so they can take the standard Ancients trait to see the universe. In game they are pretty tough customers as they have access to techs that other races can't really get, plus they will eventually get their ancient armor and shields.
I believe it is a free-for-all, make alliances as you like. The only set rule I recomended (as IF said) is that the Vorlon's and Shadow's can't ally, unless it is because all the younger races have joined together to wipe them out (not so much a choice on their part), but they would never share techs - even on threat of extinction. The other races should try to role play in the spirit of their race (if possible), but hatreds are not preset (the Narns and Centauri have never met yet so have no reason to hate each other). As IF said, an alternate B5 universe.
It would be odd to think of the Drakh as friendly to anyone but the Shadows, especially since their tech is mostly Shadow based. This could also be preset. This argument could also be made for the Minbari, though the Vorlons did not share any tech with them until very recently. Anyway, if the Drakh are roleplayed in the spirit of their race, odds are they would find the Shadows as much more pleasing allies than the Vorlons anyway

Overminder
What Version SE IV do you have?
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  #1528  
Old September 20th, 2002, 02:09 AM
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Default Re: Babylon 5 Mod

Val: Okies...ok to set them as standard until the nomad stuff is done? same with Raiders?

BTW don't stress TOO hard...the MOD'll get done when it gets done... geee where have I heard that before ?

overminder: Like Val, me believes ya got the wrong MOD Version ... 1.49 Version of mOD in Gold SEIV? mebbe?

[ September 20, 2002, 01:22: Message edited by: pathfinder ]
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  #1529  
Old September 20th, 2002, 03:17 AM
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Default Re: Babylon 5 Mod

Well I have SEIV gold 1.78. I guess I need to downgrade huh
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  #1530  
Old September 20th, 2002, 03:38 AM
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Default Re: Babylon 5 Mod

You could get PDF's MOD from the Mod forum (shipset IIRC) and just install his Version of components, techarea and settings....

the AI_settings and AI_fleet files for each race also have to be updated ....
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