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  #1541  
Old September 20th, 2002, 05:42 PM
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Default Re: Babylon 5 Mod

It may be stupid, but it is legal. And that is all they need to suspend a good product line.
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  #1542  
Old September 20th, 2002, 09:48 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Captain Kwok:
It looks like you might be using the non-Gold Version of the Bab 5 mod - that would generate those kinds of errors![/QB]
How might i get the gold Version?

killer out
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  #1543  
Old September 20th, 2002, 11:57 PM
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Default Re: Babylon 5 Mod

Killer: look for PDF's flaming face-icon here : http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

OLD Version but it works

my AI will work with it but the tech area, components and maybe settings files are out of date (usable but dated).

On the AoG license: While I do not like it, it is inevitable as most other contracts ran out a year ago for B5 stuff. Me just lucky to see it so I can get the REST of the B5 library I want

[ September 20, 2002, 23:01: Message edited by: pathfinder ]
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  #1544  
Old September 20th, 2002, 11:59 PM
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Default Re: Babylon 5 Mod

TimStone: Yeah, No race that I know of in B5 is gas planet-type. Val purposely, as SJ suggests, made it so VERY expensive that it is not cost effective to research gas colonization.
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  #1545  
Old September 21st, 2002, 12:10 AM

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Default Re: Babylon 5 Mod

That is upsetting news, I loved the AoG stuff

Anyway, I have seen larger ships in my earlier AIs, so I'm going to restore my general AI (not the race specifics) and retest once I get some time.

Ooops - forgot to comment on the Gas Giant. Yeah, as PF and SJ said, it is meant to reflect the difficulty of such a venture in the B5 universe. I would like to remove it even from ruins techs. Originally I was going to change gas giant colonies around to represent an orbital colony and make them smaller

[ September 20, 2002, 23:13: Message edited by: Val ]
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  #1546  
Old September 21st, 2002, 12:24 AM
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Default Re: Babylon 5 Mod

Val: Oleg has a thread about switching the ORDER in the designcreation...list the big ships first, kinda like the weapons (preferred 1st, 2d choice, yadda..) .....says that works in the other proportions/QNP mod(s)....I'll try one race and see...

and I got a BIG order for a B5 library, so once I get it. I may be able to e-mail/post zipped .pdf's or doc's of specifics if anyone wants.

[ September 20, 2002, 23:28: Message edited by: pathfinder ]
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  #1547  
Old September 21st, 2002, 01:01 AM
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Default Re: Babylon 5 Mod

IF: judging by what they eat, I would expect them to be a mirky green or a pustulant brown
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  #1548  
Old September 21st, 2002, 01:22 AM
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Default Re: Babylon 5 Mod

Ahhhhhhh.....Now that's an ideer... thankee poohkitty
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  #1549  
Old September 21st, 2002, 01:59 AM
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Default Re: Babylon 5 Mod

I did't check Babylon5 AI, but it certainly works in other mods: When AI get an instruction to build "Attack ship", it builds the first "attack ship" design encountered in AI_designcreation.txt file. The best way to make AI build big ships is to arrange entries for "attack ships" in descenting order: biggest goes first.
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  #1550  
Old September 21st, 2002, 05:45 PM
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Default Re: Babylon 5 Mod

Val: No, don't remove the Gas Giant Colony from the ruins. The ruins are just the place for such a discovery. Invaluable to the player regarding the huge cost to research. I say, keep it where it is.
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