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  #1781  
Old October 10th, 2002, 11:23 PM

Jamorobo Jamorobo is offline
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
So, question still remains, should I post 1.49.32 patch now or not? It does work with all current 1.49.31 empires.
Yes please post it now.

Oh have you done anything to the pulse weapon tech as before it was kind of not as good as laser tech and it takes more research. (laser weapons need physics 2 and laser weapons tech, Pulse weapons need physics 2, particle AND pulse tech). Also pulse weapons take more room. BUT do have one less reload time (3 compared with laser's 4).

Just what i've noticed as an avid Earth Alliance goodie goodie.
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  #1782  
Old October 11th, 2002, 01:28 AM

Val Val is offline
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Default Re: Babylon 5 Mod

I'll lower the Combo laser/pulse weapon weights (as I originally intended) but the upkeep/maint will be statying the same or increasing (they are described as very high Maint).

I'll try to post 1.49.32 by tomorrow night.
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  #1783  
Old October 11th, 2002, 02:27 AM
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Default Re: Babylon 5 Mod

Val:
So, question is , should send you what I have on Zathras now or should I crop and bmp them first?
I have 8 or 9 plus an Alwyn!
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  #1784  
Old October 11th, 2002, 03:37 AM

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Default Re: Babylon 5 Mod

Alwyn too? Amazing!

Go ahead and bmp/crop to 128x128, it'll save some time. We'll go for the non-letterbox, that has been looking better

Thanks!
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  #1785  
Old October 11th, 2002, 04:47 AM
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Default Re: Babylon 5 Mod

Val: Too late already in your mailbox, but let me know...time for bed
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  #1786  
Old October 11th, 2002, 05:11 AM
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Default Re: Babylon 5 Mod

Val: Re email.
I have so much spam in my inbox that I accidentally erased your Last email (one of those "see it right as it's deleted" experiences). would you mind sending it again?

Thanks
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  #1787  
Old October 11th, 2002, 08:10 AM

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Default Re: Babylon 5 Mod

Jimbob
I think I was just asking your opinion on whether to send out 1.49.32 before we started the PBW or not, I think... it is a little late

All
Ok, here is the 1.49.32 update

b5modupdate149-32.zip

It includes:

1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file and new Race Portrait. Added 4 HyperSpace System Pics (128x128, 1024x768 & 800X600). Fixed a few minor AI errors. Added new Quadrant and System types (B5 Standard) that are geared towards the mod races, making a more B5 friendly universe. Fixed errors in VehicleDesign file. Added preliminary open/close jump gate sequences. Added new specialty Gaim ship control components, new Crew Quarters for the major races (art to follow). Added special self destruct for Ancients and Technomagi. Added 2 new Unique Ruins Techs (Ancient Atmospheric Adjuster & Unique Ship Type). Added new facility and corresponding tech, Atmospheric Adjuster. Added new Intel project 'Release Contagion' and several new Intel/Event graphics.

Atmospheric conVersion takes a long, long time.
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  #1788  
Old October 11th, 2002, 08:54 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

I have two things to say so far :

Any race that I'm at war with had better have Security details/Self destructs on their ships - those Gaim boarding parties make normal ones look weak

I thought that the standard games' 2-3 years to change an atmosphere felt long - 20 years if you have the Ancient Version, 40-60 years without !
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  #1789  
Old October 11th, 2002, 09:02 AM

Val Val is offline
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Default Re: Babylon 5 Mod

Gaim infantry will be pretty rough too, after the revision. Yeah the Atmosphere conVersion takes quite some time
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  #1790  
Old October 11th, 2002, 04:15 PM
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Default Re: Babylon 5 Mod

PF: Wow, nice odds, I wich I could handle a computer opponent with those odds. Impressive.
Yeah, I know I'm a biut of a rooky...

Val: I mailed you the reactor changes.
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