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  #2501  
Old December 23rd, 2002, 09:33 PM
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Default Re: Babylon 5 Mod

Timstone: See pathfinder bottom of page 9 and me top of page 10 for reference to Tug problem. I also e-mailed Val on this issue before the .33 update but he must have overlooked it in the plethora of other corrections and improvements.

With being away so long it's going to take him a week just to read through and reply to all the forum comments.


[ December 23, 2002, 19:34: Message edited by: Nomor ]
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  #2502  
Old December 23rd, 2002, 10:27 PM
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Default Re: Babylon 5 Mod

I'm terribily sorry fot that, thank you Nomor.

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  #2503  
Old December 23rd, 2002, 11:56 PM
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Default Re: Babylon 5 Mod

Noble: Do NOT know of any method/strategy myself. I always use tactical when actually doing a ground invasion...

Timstone: One of the problems it seems is when level 11 engines (Ultraefficient Fusion I) is researched and a specialty ship (e.g. large tug, larger carriers) are designed, some limit is breached and RCE is induced. Had similar problem early June with Level 6 Standard Fusion I. For the life of me I can't figure out what Val did back then to fix that one, similar fix hopefully will work here.

Large Repair Tug: For some reason (oversight?) this is the only tug with a cargo requirement. me thinks that knocking the 45% requirement for cargo to 0% may solve THAT hull/ships problem...

Hmmmm: Dreadnought--takes 600 KT (estimated) to merely get the thing to move & have crew. Leaves 400 KT for sensors/ecm/weapons, etc...

[ December 23, 2002, 23:10: Message edited by: pathfinder ]
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  #2504  
Old December 24th, 2002, 01:09 AM
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Default Re: Babylon 5 Mod

IF said:
Quote:
Don't add them to the Version you'll be playing the PBW game then.
Sorry it took so long to get back to this messag, it's about three pages ago...
... unfortunately the problem is big enough that I think Nomads will be unplayable in this trial game - it'll be like playing with half the facilities, but still not being allowed to colonize planets -> fun quotient = zero.

I'll still make some stuff up and run it by a few of you. If it doesn't make it's way into the PBW Version, then I'll play a non-nomad race. I still think it would be good to put the Nomads through their paces this time though.
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  #2505  
Old December 24th, 2002, 01:12 AM
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Default Re: Babylon 5 Mod

Jimbob: If I can make a recommendation. Make a .emp file but as B5 standard instead of nomad...and use that. Val for one recognizes that B5 Nomads are not ready for prime time yet...
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  #2506  
Old December 24th, 2002, 01:13 AM
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Default Re: Babylon 5 Mod

We can use a different Version of the B5 Mod for the PBW game. That is not a problem. I just meant that you should keep a second copy of the 1.49.33 Version available in case we don't change anything yet for the PBW game.
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  #2507  
Old December 25th, 2002, 11:44 PM
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Default Re: Babylon 5 Mod

Why would the AI skip its own AI_research file and use the default_AI_research file (Abbai are doing that in current game).
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  #2508  
Old December 26th, 2002, 07:11 PM
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Default Re: Babylon 5 Mod

Timstone : I don't have any info on the Ipsha. Just that link I gave you that showed what they looked like, from the Cards.
Who told you I had any info?
I'm not even sure they're on any of the Web sites other than AOG and I have none of their stuff.
I always thought the Ipsha were a bit of a mistake, looking like a race of Kermit the frog. That may explain why they appeared so infrequently. http://members.tripod.com/~Vree_Saucer/ipsha.html has as mush as most people know other than AOG.

[ December 26, 2002, 17:26: Message edited by: Nomor ]
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  #2509  
Old December 26th, 2002, 08:29 PM
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Default Re: Babylon 5 Mod

Where can we get all of the files needed to run this mod?
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  #2510  
Old December 26th, 2002, 09:33 PM
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Default Re: Babylon 5 Mod

atomannj: All the files you need are on Rambie's site,(link on any of his Posts), except one: B5ShipSetsMod v1.x.30 which is on the PBW site.
Some people seam to get by without this file, but Val makes specific reference to it for his shipsets. It's about 6mb in size.
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