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  #2321  
Old November 28th, 2002, 01:55 PM

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Default Re: Babylon 5 Mod

After further experimentation, I think that the AIs Space Yard Ships possibly should be pumped up to 700kT in minimum size - as after the AI throws on sensors, ECM, armor, engines etc it doesn't leave enough room for a Space Yard on a Heavy Cruiser Hull.
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  #2322  
Old November 28th, 2002, 03:59 PM
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Default Re: Babylon 5 Mod

PF: Thanks for the link. I've had a quick peek at it, but it isn't usefull for me. You have to make the whole model all over again. POVray only accepts files from MORray or you must rebuilt your model anew. SolidWorks works with solid forms which it manipulates in different forms. POV ray works with triangles and the like. Bottom line is, the two aren't compatible. I guess I'll have to keep waiting until I can get my hands on PhotoWorks (the renderer for SolidWorks). And that will be soon, next week I think.
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  #2323  
Old November 28th, 2002, 04:45 PM
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Default Re: Babylon 5 Mod

Timstone: Ah, well such is life. Looking forward to the shipset.
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  #2324  
Old November 29th, 2002, 02:46 AM
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Default Re: Babylon 5 Mod

Timstone: the Pov-Ray web site is kinda vague but this is what i pulled offf of it:

"Usually it's saved in TGA or BMP format (it depends on the settings) with the same name as the source code (so if the source is named CHAIR.POV, the image will be named CHAIR.TGA or CHAIR.BMP or whatever). The location is either the same directory where the .pov-file is or else a common directory for images (which you can set up in the main povray.ini file)."

Here is the URL:

http://www.povray.org/

AGoetz: I wonder if there is a way to make the space yard a higher priotity than say armor, ecm and such (but lower than engines and reactors)? Wonder what other problems would be faced by doing this... UPDATE: *pathy bangs head on desk* Shadows had a bad(?) entry for the ship yard ship, the other races had it as "ship builder". DOH!

Changed all designcreation to read 690 kt (battle cruiser size). We shall see if it works

*scratches head* Wonder why the designcreations are different sizes (178/200kb)? something smells and it ain't just mah b.o.

[ November 28, 2002, 13:51: Message edited by: pathfinder ]
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  #2325  
Old November 30th, 2002, 08:23 PM
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Default Re: Babylon 5 Mod

Me too.
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  #2326  
Old December 1st, 2002, 04:22 AM
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Default Re: Babylon 5 Mod

Val: e-mailed you a set of Dilgar AI files plus an update for the Vree AI_research file.
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  #2327  
Old December 1st, 2002, 12:30 PM
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Default Re: Babylon 5 Mod

Vree?! Did you say Vree?! Good, good, I like the Vree. Hehe
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  #2328  
Old December 1st, 2002, 06:48 PM
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Default Re: Babylon 5 Mod

Good work PF! I'm not exactly steaming ahead with the Ipsha shipset. I'm still crushing numners for the right sizes of the ships. And the only model that is nearing completion is that of the famous Battleglobe. Other than that, nothing is done yet. I told you so, I'm very slow because of the lack of inspiration. But as soon as the groundwork has been doen (figuring out the right sizes of the ships), I'll be able to move much faster.
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  #2329  
Old December 1st, 2002, 07:10 PM
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Default Re: Babylon 5 Mod

Kewl, good luck! IMHO, don't worry about being strictly "canon". As long as the ships are close and show similar design or textures....
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  #2330  
Old December 1st, 2002, 10:43 PM
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Default Re: Babylon 5 Mod

RE: PBW Game and v33 MOD Probs... HELP!!!

Ok, so while I've been waiting for the PBW game to start (assuming it still is) I thought I'd get in a few rounds of single player.

So, I installed ver v33 of the MOD and setup a game. The only thing you I can construct from the start is a Weapon platform!

After messing around, I completely removed SE4 and reinstalled from CD then patched it, then installed the MOD from v30 up to v33.

Still, the only thing I can build is weapon platforms.

Anyone else have this problem? Is this by design?
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