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  #2401  
Old December 13th, 2002, 12:50 AM
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Default Re: Babylon 5 Mod

Tim: This mean you going to do the the other Ancient shipsets too?

[ December 12, 2002, 22:51: Message edited by: pathfinder ]
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  #2402  
Old December 13th, 2002, 12:54 AM
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Default Re: Babylon 5 Mod

Yeps, it's pretty easy compared to the Ipsha. The Ancients mainly use very simple and straightforward forms for their ships. So, that will take far less time than the Ipsha. And I've got the perfect textures for those Ancients.

Well, I'm turning in for the night. Sleep well all!

[ December 12, 2002, 22:56: Message edited by: Timstone ]
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  #2403  
Old December 13th, 2002, 01:18 AM
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Default Re: Babylon 5 Mod

Kewl! Take care.
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  #2404  
Old December 14th, 2002, 02:03 AM
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Default Re: Babylon 5 Mod

*grumble* stoopid %^&*(0...bleah...grrr

got an RCE in a test game where I "downsized/reconfigured" the movement requirements for the ships in AI_designcreation. darn, I go to the race that has the RCE and try to see what it is and a different race has one; go to the autosave a turn or two before and go the other race and *bleep* if yet another race doesn't have one....

they are all at different stages of research and therefore design so I can not figure what the *bleep* is the root cause...

Update: Abbai and ultra-efficient Fusion engine (lvl 8)(not sure what ship type/size).

oh and BTW me thinks the Abbai (true to the Dilgar Wars stuff from AoG) are going to be a beatch to assult their homeworld....their WPs use quad arrays which are BOTH PD and direct fire..... and they load the HW with them, defense sats and fighters...no infantry or armor but still...

[ December 14, 2002, 00:36: Message edited by: pathfinder ]
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  #2405  
Old December 14th, 2002, 03:24 PM
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Default Re: Babylon 5 Mod

PF: Re Abbai , that sounds as it should be,... great. If the Abbai are to have any troops they should perhaps be as mercenaries , made up of races like the Drazi . I actually sent Val a bmp of such a character, but don't know if he will include it. There are a number of races in this situation, I think?

Humans are another race that would likely turn to mercenary duties and it might be nice if you could use them as a form of revenue?
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  #2406  
Old December 14th, 2002, 05:16 PM
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Default Re: Babylon 5 Mod

Gah !

Can't pin this down.....

only the Narn have any number of ships and they aren't causing the RCEs. Stripped most sats away (most except Narn has 190+ around HW).

Minbari just had one...gonna have to see wth they were researching Propulsion LvL 11, Advanced Fusion Engine IV, dreadnought. No idea why, stats seem to be same as # III... possibly building a specialty ship (assult, mine layer/sweeper, ???) based on dreadnought with the new engine....??

All their ships looked ok at the time...

[ December 14, 2002, 15:39: Message edited by: pathfinder ]
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  #2407  
Old December 14th, 2002, 06:48 PM
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Default Re: Babylon 5 Mod

Val, Fyron, or anyone involved in the B5 project.

I have a request to setup the B5 Mod for 1.49 Version 32 on PBW. I am having a little trouble accomplishing this. I cannot find anywher that I can download the entire ver 32 in one piece. I have pieces of various Versions and updates all over the place. I have had problems with other mods in the past trying to piece them together like this from updates and frankly it just never really works out. I always end up missing a piece or something and having to do it two or three times to get it right.

What I need is one of two things.

Preferably I would like a one piece complete Version 32 mod that I can download and put on PBW. I realize this will be a large file, but you can upload files up to 30 MB to the Shrapnel upload section, it's not larger than that is it?

If this is too much trouble, or if it is larger than 30M, then I need a list here of exactly which pieces I need to extract and in which order. And I need the list with URL links so I can just click on it and download them.

Sorry to be a pain, but it's hard enough maintaining the PBW server I don't really have the time to construct the mods and work out the kinks. It';s nothing personal, I made the same demands of Pvk and others in the past for their mods.

Geoschmo

[ December 14, 2002, 16:49: Message edited by: geoschmo ]
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  #2408  
Old December 14th, 2002, 06:53 PM
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Default Re: Babylon 5 Mod

Geo: Yeah, that's very reasonable. After I had my diner, I'll zip my B5Mod and DL it onto the Shrappie server. But first: DINER!!!
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  #2409  
Old December 14th, 2002, 08:56 PM
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Default Re: Babylon 5 Mod

Geo: The file is almost 29 megs large. A bit large isn't it? Well I'll send it over anyway.
Some shipsets aren't included. You'll have to DL those somewhere else. Sorry.
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  #2410  
Old December 14th, 2002, 09:07 PM
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Default Re: Babylon 5 Mod

Timstone. Like I said if it's too large I don't need a complete download, but I would like a list in one place of everything I need and what order to load them in to get the mod on to PBW. Maybe I missed it, but I didn't see a lot in the way of documentation in the v32 download.

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