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  #2691  
Old January 20th, 2003, 11:22 PM
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Default Re: Babylon 5 Mod

*grumble* Despite my testing, at least three errors got by me. A typo in the Earth Alliance & Gaim AI_designcreation (large Colony ship, can't remember which one...Ice i think) and the Lnaw AI designcreation got corrupted .

I'll post a fix later for them.

All the LNAW is, is a slightly tweaked default AI_designcreation.

Maybe one of you other testers could look at the LNAW and see what got scrambled...???

[ January 20, 2003, 21:40: Message edited by: pathfinder ]
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  #2692  
Old January 21st, 2003, 02:47 AM
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Default Re: Babylon 5 Mod

This corrects the EA & Gaim AI_designcreation.txt typos and a new LNAW AI_Designcreation.txt

1043109898.ZIP

Again, yo'll have to manually extract to the mod pictures/race folder
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  #2693  
Old January 21st, 2003, 04:18 AM
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Default Re: Babylon 5 Mod

PF: Noted the following errors in the LNAW design_creation:

Destroyer states 8 misc abilities, lists 9
Defense Base states 9, lists 8 (causes fault)
Base SPace Yard states 10, lists 11

If there are more than the stated number, the program just ignores the extras.
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  #2694  
Old January 21st, 2003, 04:19 AM
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Default Re: Babylon 5 Mod

PF: oops, see you caught that.
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  #2695  
Old January 21st, 2003, 10:05 PM

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Default Re: Babylon 5 Mod

Not sure what has changed, but when I'm no longer getting Infantry Matter Guns. I've got 4 levels in Matter Weapons, 1 in General Tiny Weapons and 1 in Infantry - that used to be good enough to get Infantry Matter Gun I and show Infantry Matter Gun II under General Tiny Weapons II.

Edit : I think I've found part of the problem - there is no line break between Pulsar Mine X and Quad Pulsar I (Dilgar) and there are two line breaks between Quad Pulsar X (Dilgar) and Quad Pulsar I (LLort). Still doesn't bring back Infantry Matter Gun or Boarding Parties but did bring back ScatterGuns - there must be another CRLF screw up in here somewhere ...

[ January 21, 2003, 23:11: Message edited by: AGoetz ]
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  #2696  
Old January 22nd, 2003, 05:36 AM
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Default Re: Babylon 5 Mod

AGoetz: ...sorry, I'll check and see wth is up....
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  #2697  
Old January 22nd, 2003, 06:25 AM
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Default Re: Babylon 5 Mod

This hopefully fixes the spacing errors in the B5 data/components.txt file.

1043209409.ZIP

There was also a run together in addition to the spacing errors AGoetz found.
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  #2698  
Old January 22nd, 2003, 01:25 PM
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Default Re: Babylon 5 Mod

1043234622.ZIP

Replaces earlier one (still had an error).

B5 data/components.txt.

Left out word "quad" from quad shield damage in flash missile I for Drazi.

[ January 22, 2003, 11:27: Message edited by: pathfinder ]
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  #2699  
Old January 23rd, 2003, 12:04 AM

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Default Re: Babylon 5 Mod

In the never ending quest to find RCEs, here's another one for you

Abbai researched Medical Bay I - RCE occured. Have I had a game go long enough to have a Medical Ship RCE before?

In the good news, in my current game some of the races have Ship 12 and Propulsion 12 and are fielding SuperDreadnougts with Ultra-Efficient Fusion Drives without problem. I'm currently the MEE, got the Shag'Toth to surrender whole (You have one planet, we have 80 planets, 12 Space Yards and 30 Base Mounted Ship Yards - Join us or willing or unwilling) and are at war with the Llort and Narn.
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  #2700  
Old January 23rd, 2003, 05:14 AM
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Default Re: Babylon 5 Mod

AGoetz: So far unable to duplicate that RCE. Of course most races are only at lvl 5 ship construction...
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