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  #2421  
Old December 15th, 2002, 10:55 PM
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Default Re: Babylon 5 Mod

B5Mod Home Page updated.

I got the updates all the way to v33 now Online... yes, I know, about time.

If anyone has B5MOD or other SE4 files they'd like me to host let me know.
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  #2422  
Old December 15th, 2002, 11:46 PM
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Default Re: Babylon 5 Mod

Vaal has NOT published .34 yet. He was hoping to before Thanksgiving but did not make it..
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  #2423  
Old December 16th, 2002, 04:24 AM
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Default Re: Babylon 5 Mod

Rambie: What's missing from your site is the B5ShipSetsMod v1.x.30 , which is currently only available from the PBW site.

According to Val he split the main mod into three core files but then confused everyone by placing the shipsets in a different folder, leaving us to think that B5Mod.Update30.zip was one of the 3 core files when it was actually just an update.

You need to set this file on your website in order to have all three of the core files. IIRC.
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  #2424  
Old December 16th, 2002, 09:16 AM
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Default Re: Babylon 5 Mod

Thanks for letting me know.

I thought the Core file contained all the necessary shipsets. At least the Core files on my site contain shipsets.

I'm downloading it now anyways and will post it.
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  #2425  
Old December 16th, 2002, 05:07 PM
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Default Re: Babylon 5 Mod

Damn it! I had to go to work today. I'm at home for about one hour and then it's off to the next job. Darn, no time to make pretty models! Tomorrow is the day, then I'll contiue to make my models! I've got the 3 transports already finished and of course the famous Battleglobe and the Tetraship. What's next on the list? Hmm... I think I'll go ahead and make the Scout and Escort. Untill tomorrow!
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  #2426  
Old December 17th, 2002, 12:13 AM

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Default Re: Babylon 5 Mod

This will likely be my Last post for a while - going on holidays so if the game starts before the second week of next year, can some please look after the Gaim for me?

My list of RCE changes (seems to be working in my current game - so far)

Ship Builder fixed at size 700
Mine Layer, Satellite Layer, Kamikazi ship & Assualt Ship all have max size decreased to 500
Eliminated the 4th Troop Transport entry
Eliminated the Heavy and Super Carrier entries

Current Game : Gaim. Have Trade & Research treaties with the EA and Cascor. War with the Hurr. Did have a brief war with the Grome - they now occupy my Oxygen planets

The Hurr are sending Super Dreadnoughts equipped with 7 Massive Mount Heavy Plasma Mk V guns at me through a single Jump Point. Thanks to my Boarding Parties I've jumped 5 levels in Plasma, 2 in General Heavy and 5 in Ship Construction

The Grome are reputed to be good at ground combat - well so are my Gaim and I wanted a match up. I invaded the Grome's only sector (they were in the game as a Neutral) with an impressive force of 20 Heavy Destroyers, 18 Light Cruisers, 3 Light Carriers (each carrying 120 Light Fighters) and 3 Light Transports (each carrying 1500 Elite Light Infantry with Mk I Infantry guns). I headed straight for the Homeworld. My losses to their defences were 4 Light Cruisers and approx 1/3 of my fighters - but it was the ground combat I wanted to see. The first transport landed and I watched at the 1500 troops were slaughtered by the Grome's 2000+ Light Infantry - but they did kill over 500 of the foe. The second transport grounded and again my entire force was wiped out - but the foe was down to under 700 Infantry and 80 Militia. The final transport dropped and the battle field was finally mine - with a mere 600 Infantry left of the 4500 I came to this battle with.
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  #2427  
Old December 17th, 2002, 12:46 PM
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Default Re: Babylon 5 Mod

I noticed a small flaw in the requirements of the Large Repair Tug. In the ship creation screen, it was required to have 45% of cargo containers aboard. That can't be done, because then you're well over the limit of the total tonnage of the tug. I removed it from the vehicle file.
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  #2428  
Old December 17th, 2002, 01:29 PM

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Default Re: Babylon 5 Mod

Ok, one more post - just got an RCE that I can't fix by just dropping max sizes. Hyach AI, just researched Hyach Ultra Weapons giving it the Spinal Laser - RCE. If I remove that weapon family from the design_creation file then I'm denying the AI one of it's most potent weapons.

At this point the AI has Ship Construction 12 and Propulsion 12.
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  #2429  
Old December 17th, 2002, 04:40 PM
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Default Re: Babylon 5 Mod

Quote:
The Grome are reputed to be good at ground combat - well so are my Gaim and I wanted a match up. I invaded the Grome's only sector (they were in the game as a Neutral) with an impressive force of 20 Heavy Destroyers, 18 Light Cruisers, 3 Light Carriers (each carrying 120 Light Fighters) and 3 Light Transports (each carrying 1500 Elite Light Infantry with Mk I Infantry guns). I headed straight for the Homeworld. My losses to their defences were 4 Light Cruisers and approx 1/3 of my fighters - but it was the ground combat I wanted to see. The first transport landed and I watched at the 1500 troops were slaughtered by the Grome's 2000+ Light Infantry - but they did kill over 500 of the foe. The second transport grounded and again my entire force was wiped out - but the foe was down to under 700 Infantry and 80 Militia. The final transport dropped and the battle field was finally mine - with a mere 600 Infantry left of the 4500 I came to this battle with.
I'm wondering about this... taking a homeworld in one combat is a little quick, don't you think?

I suggest the following settings changes:
Defending Units Per Population := 1
Population Defender Attack Strength := 1
Population Defender Hit Points := 20
Number Of Ground Combat Turns := 2

For one, this will let you drop reinforcements before the entire contents of your first transport is wiped out.
Two, it will make homeworlds take much longer to secure compared to colonies. The militia's attack strength is not significantly affected, but they have many more hitpoints, taking longer to root out.
(See Centauri occupation of Narn)
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  #2430  
Old December 17th, 2002, 06:48 PM
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Default Re: Babylon 5 Mod

SJ: I had one invasion that I never did finish (after 30+ turns) as the HW militia (Grome) was just good enough to hold off my 250 or so Elite rated Narn infantry....was several months ago...
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