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  #1791  
Old October 11th, 2002, 04:35 PM
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Default Re: Babylon 5 Mod

Timstone: Hehe, I was the one who got handled...hehe. The darn Grome had allied with the Narn and Minbari and I had to fight my way thru them to get to the Grome planet I had invaded (reinforce the PBI [poor bloody infantry])...was an interesting war...
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  #1792  
Old October 11th, 2002, 05:04 PM
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Default Re: Babylon 5 Mod

Quote:
Question since this is neostandard shipset: what is the nameing convention if I want to do a variant as say heavy destroyer or scout?
The convention only applies to the filenames.

So if you are modding, you can use any of the names specified.
If you are making a Shipset, create as many as you like, and then my Neoshipsetbuilder can fill in the gaps.
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  #1793  
Old October 11th, 2002, 05:43 PM
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Default Re: Babylon 5 Mod

SJ: So if I want to specify a particular model as the Heavy Destroyer it would like: Gaim_Portrait_destroyerheavy?
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  #1794  
Old October 11th, 2002, 06:17 PM
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Default Re: Babylon 5 Mod

Yep. Just don't forget the mini
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  #1795  
Old October 11th, 2002, 06:18 PM
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Default Re: Babylon 5 Mod

Kewl enuf! Thankee suh!
I just may have some modeling fun with a couple of the races, like the Gaim (maybe the EA if ya'll don't mind)

[ October 11, 2002, 17:21: Message edited by: pathfinder ]
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  #1796  
Old October 11th, 2002, 08:19 PM
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Default Re: Babylon 5 Mod

cool beans with all the updates...but, since i am going to be the raiders in the PBW game, are there going to be any additions to their shipset before the game starts cause they have basically nothin. just wondering. oh ya also i have an idea or 2 about ships u could use for the raiders, old EA ships, and other old ships, like 50 years old designs of the EA's, maybe dilgar war era ships? just to fill in a few larger ship slots. and finally im makin my emp file for the PBW gam and was wonderin what traits i should give the raiders, like are they nomadic or standard? well thats it. wow, i just wanted to ask one question and i just keep on typin...
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  #1797  
Old October 11th, 2002, 09:22 PM
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Default Re: Babylon 5 Mod

Canuk, I'll make some up tonight....probably still won't be a full set, but at least there will be more there

I'll be using the AoG books to make what I can.

For now standard, Nomadic traits aren't finished yet.

[ October 11, 2002, 20:23: Message edited by: pathfinder ]
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  #1798  
Old October 11th, 2002, 10:41 PM

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Default Re: Babylon 5 Mod

PF - Don't worry too much about a 'complete' Raider shipset, their set is going to be a bit more unique (like the Technomage's) in that their progression will be different and not need a full set. If you like, just make the ones in the AoG books and we'll assign them from there.

Nomads are still not quite right, have to do a few more edits.
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  #1799  
Old October 11th, 2002, 10:46 PM
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Default Re: Babylon 5 Mod

Ya...I'll email you the DOGA stuff Val. Done what I could, hehe...
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  #1800  
Old October 12th, 2002, 01:00 AM
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Default Re: Babylon 5 Mod

Oh bother....now 2 races that are tough to kill off Gaim and Grome both are like the weeds in my yard, ya never really get rid of them

I tried invading the Grome one time...I never, even after 20 game-years finished that. I had to keep feeding in troops, but always kept a draw in ground combat.
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