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  #2491  
Old December 22nd, 2002, 10:54 PM
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Default Re: Babylon 5 Mod

The PBW game is going to be restarted, cause some players don't have enough racial traits, and so can't do anything.
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  #2492  
Old December 22nd, 2002, 11:06 PM
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Default Re: Babylon 5 Mod

Imperator Fyron,

My I suggested that for the next PBW game you used the cluster, large, setting. That would increase there number of systems greatly and thus give us more room between players.

Lighthorse
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  #2493  
Old December 22nd, 2002, 11:57 PM
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Default Re: Babylon 5 Mod

Cluster has nothing to do with how many systems there are. I selected Medium for the map on purpose, as there is (IMO) plenty of room already.
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  #2494  
Old December 23rd, 2002, 02:34 AM
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Default Re: Babylon 5 Mod



Quad array is listed as point defense and has wp has one of the things it can be a component in but the Abbai aren't allowed (not showing in design area) to use it...????



Seems the component.txt in November 5 (.32 or .33) got changed to not allowing them on wp (notation left off of stuff it allowed on).

[ December 23, 2002, 01:25: Message edited by: pathfinder ]
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  #2495  
Old December 23rd, 2002, 03:59 AM
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Default Re: Babylon 5 Mod

*grumble*

now not only an RCE but an access violation...

warp point battle (Abbai v Vorlons) caused the access violation...not that many units involved though

RCE caused by Shadows dreadnought + Ultraefficient fusion engine #1

Shadows also getting multiple living cpu's (only 1 is needed---just like a master computer)...

[ December 23, 2002, 02:10: Message edited by: pathfinder ]
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  #2496  
Old December 23rd, 2002, 05:04 PM
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Default Re: Babylon 5 Mod

Say, did anyone read my post about the Large Repair Tug?! I gueass not. Well, here it is again: We can't build LRT's because of the demand of 45% cargo containers. This can't be done because of lack of space. So the best tug we can build is the Medium Repair Tug.

$&$%&%#$#&)(*&( Damn! I don't want to restart! I got a system that was SOOOO nice! Woe to the one who forgets his password again!!
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  #2497  
Old December 23rd, 2002, 05:59 PM
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Default Re: Babylon 5 Mod

Um, *ahem* Does no one have any suggestions on how to configure the Strategic combat strategies so invading planets in this MOD doesn't result in ridiculously heavy casualties?
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  #2498  
Old December 23rd, 2002, 08:28 PM
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Default Re: Babylon 5 Mod

So when you guys restart the game, how will i know my password? will you guys change it then send it to me or should i reload my empire file?

and sorry timstone... please dont hurt me... NO NO NOT A SPOON!!!! (deadly silence)
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  #2499  
Old December 23rd, 2002, 08:42 PM
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Default Re: Babylon 5 Mod

nevermind about that password stuff, finally checked my email, but now i have a new problem my files dont match up with the games. i used the fullinstall that timstone posted for v.33, and i dont know which files i need or dont need cause there has been so many updates and pathes and what not that its kinda confusing, so if you can tell me what to d/l and in which order i should install them, that would be great... (still hiding from the wrath of timstone though... i dont think val can fix that problem)

[ December 23, 2002, 18:52: Message edited by: The Canuck ]
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  #2500  
Old December 23rd, 2002, 08:59 PM
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Default Re: Babylon 5 Mod

What I did was to get the original .30 Version, and then get the update to .33 file.
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