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  #2021  
Old October 27th, 2002, 06:48 PM
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Default Re: Babylon 5 Mod

Fixed errors in Technomage and Shagtoth AI_Research files

1035737202.zip
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  #2022  
Old October 27th, 2002, 06:53 PM
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Default Re: Babylon 5 Mod

Refractive Armor (Primary) 868.bmp couldn't open its picture or read the description.

Lighthorse
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  #2023  
Old October 27th, 2002, 08:11 PM
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Default Re: Babylon 5 Mod

Lighthorse: Which Version of the components folder do you have? The one I have has that .bmp...

but doesn't have the one for the Minbari Scanner Jammer

IIRC Val is adding a lot of the missing component pics to the upcoming Version's component folder

[ October 27, 2002, 20:15: Message edited by: pathfinder ]
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  #2024  
Old October 27th, 2002, 11:04 PM
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Default Re: Babylon 5 Mod

Pathfinder,

I think it was 1.49.32.
What was funny, was that it stated BMP number, like there should have been a picture, but there was nothing.
Beyond me.............?????

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  #2025  
Old October 27th, 2002, 11:31 PM
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Default Re: Babylon 5 Mod

Lemme check my current game, the Minbari just got refractive armor to research

I don't have any problem with the .bmp displaying.

Check the pictues/components folder for that file . bet ya don't have it...which means that folder is outdated. I'd just wait until Val Posts the new stuff as I am sure that is going to be updated..

[ October 27, 2002, 22:22: Message edited by: pathfinder ]
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  #2026  
Old October 28th, 2002, 12:51 AM

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Default Re: Babylon 5 Mod

Shadow Master
Heh, never realized the link changed! Fixed now, thanks!!

Jimbob
Send it to B5Mod@yahoo.com
Yeah, you could scavenge and reverse engineer stuff ('cept ancients). Other than that you are limited to the general stuff everyone gets.
I think Rambie's friend was interested in playing the Minbari, so that would work out fine.

Timstone
Never appologize for taking care of real life priorities, that stuff always has to come first!
Finals already though? Isn't it just mid-semester?!?!?
I posted it a few pages back, here is the link again:
WPOpen.zip

Lighthorse
I figured out why you might not have those pics (as I actually don't have them on my laptop either). They are part of the Image Mod SJ put together. I had forgotten to include them in our mod, oops! I'll repost them in the next patch.

PF
Yes, got some new comp pics coming, just for y'all!
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  #2027  
Old October 28th, 2002, 02:27 AM

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Default Re: Babylon 5 Mod

If you make the Gaim Nomadic, just what that mean? I presume that they still start with a world, but cannot colonize? Can they still capture worlds? What, if any, advantages does that give them. Resources can be bought in by remote mining but research and intelligence need planetary facilites to my knowledge.

Couldn't a lack of expansion just be modelled under a scarity of compatible worlds - Hydrogen atmospheres aren't the most common under this mod.
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  #2028  
Old October 28th, 2002, 02:54 AM
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Default Re: Babylon 5 Mod

Yikes!

Centaury heavy array is one mean mofo! The plasma accelerator can do heavy damage but has a range of only 1 (so far); decent jump gate/warp point assult in a battlecruiser but....Narn and Shadows molecular weapons out range it, as does EA ballistics and pulse/laser weapons.

Hehe, finding out the hard way playing the Minbari....my borders are like seives with the Raiders, Narn and centauri pouring through and the Brakiri being pests

One thing I see is that each race (except for maybe neutrals and those with no specific race-weapons/tech) will require different tactics/strategy, especially without "natural merchants" ability/trait.

Val" The AI_designcreation I made for the Technomages don't work---ship names/types/classes aren't matching

and Oops...me always tweaking and fiddling, hard to say if I have EXACTLY 1.49.32 meself

[ October 28, 2002, 01:00: Message edited by: pathfinder ]
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  #2029  
Old October 28th, 2002, 03:39 AM

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Default Re: Babylon 5 Mod

Ageotz
The only reason I was thinking of making the Gaim Nomadic in the AI (not for the PBW) is that in the background info for the Gaim they never colonized outside of their homeworld, though they have been active in the galaxy. If I leave them as Neutrals they are stuck in their home system, if I let them be standard, they will settle the galaxy. By making them Nomadic, they get to be active in the galaxy, but (for the most part) will be limited to their homeworld.

PF
The Technomage ship designs won't work as they pretty much only have 1 ship (plus the holo Versions) and they have a sub sized sat to boot
The Heavy Array is nasty, if you can get up close and personal!!
Ya, each race will need individualized tactics and such, in due time

For .33 I have included component pics for:
594 - Pulsar Mine
595 - Quad Pulsar
549 - Molecular Disruptor
550 - Molecular Pulsar
854 - Scanner Jammer
867 to 869 - Refractive Armors
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  #2030  
Old October 28th, 2002, 03:55 AM
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Default Re: Babylon 5 Mod

Val: Hehe, yeah, I kinda cheated and made a pinnace for the Magi, just so they can go around harrassing

Looks like gravitic mines aren't worth a flip, gonna have to re-do the Brakiri AI_designcreation a bit

[ October 28, 2002, 01:56: Message edited by: pathfinder ]
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