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  #2761  
Old January 30th, 2003, 08:37 PM

javaslinger javaslinger is offline
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Default Re: Babylon 5 Mod

Is there a gold Version yet? Or one in the works? I've been hearing rumors about one for over a year now I think??

Ken
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  #2762  
Old January 30th, 2003, 09:36 PM
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Default Re: Babylon 5 Mod

javaslinger,

There is a Gold conVersion, but it is as rough as the 1.49 Version. Scroll back a couple of pages for my link to the bulk of thge files and directions on how to fix the remainder. PF is putting together a Version with his more recent AI mods, I think.
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  #2763  
Old February 1st, 2003, 09:24 AM
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Default Re: Babylon 5 Mod

Let me clean it up a bit AND figure out how big it is. also, I guess I need somekind of readme.
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  #2764  
Old February 1st, 2003, 10:31 PM
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Default Re: Babylon 5 Mod

Too big, it comes in at just over 40 MB...
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  #2765  
Old February 1st, 2003, 11:53 PM
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Default Re: Babylon 5 Mod

So make 2 zip files.
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  #2766  
Old February 2nd, 2003, 12:01 AM
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Default Re: Babylon 5 Mod

IF: Yeah, yeah, I know

Just gotta figure out what folder(s) to spearate (probably pictures).
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  #2767  
Old February 2nd, 2003, 02:59 AM
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Default Re: Babylon 5 Mod

PF: The pictures from the 1.49 mod work just fine in Gold, so you may not need to include them (I didn't! ).

All: I am working up a somewhat arbitrary system of evaluating weapons ROF vs range vs damage inflicted for weapons (using strategic combat only). I hoped to finish it today, but have been distracted by the RW space shuttle tragedy

Early indications are that range is far more important than I thought compared to ROF.

I also want to scrub it using "optimal range" versus "Max weapons range" tactics, as the latter seem to yield much better results than I expected for the long-range-weapons races like the Minbari, Shadows, and Narn.

Hopefully, this will give us a heuristic model to use in evaluating racial weapons balance.
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  #2768  
Old February 2nd, 2003, 03:12 AM
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Default Re: Babylon 5 Mod

Grumbler; yeah, MOST of the pics are the same (except for my custom shipsets )...

Gonna post the data, ai files needed.

Will provide the shipsets I use if requested (they are VERY rough...)

[ February 02, 2003, 02:20: Message edited by: pathfinder ]
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  #2769  
Old February 2nd, 2003, 05:20 AM
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Default Re: Babylon 5 Mod

FFirst file is the zip for the two readme for the B5 MOD - Gold, second is the AI+Shipsets.

1: 1044154075.zip

2: 1044155514.zip

WARNING!: The AI is still very rough and in the opinion of most of the testers, the weapons are unbalanced. The ships sets are very rough and some images are missing (default ones will be used). Recommend D/L the basic 1.49 MOD and then modify with these files. The .zip is NOT self-extracting, so you will have to manually place the files in a B5 Mod folder in your SEIV folder. I also recommend the using the MOD Launching program found on the SEIV Gold CD as no special path.txt file was made.

The 1.49 Version files can be found here:

http://www.xmission.com/~rstulce/B5Web.htm

[ February 02, 2003, 03:21: Message edited by: pathfinder ]
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  #2770  
Old February 5th, 2003, 12:14 PM
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Default Re: Babylon 5 Mod

Hi guys and girls,

It's been a while since my Last message.
Now school has commenced again I find myself in a heap of homework and the like. I was hoping to get a rather easy roster (which lessons to take), but that was not the case. Therefore I'm going to do less and less for our precious mod.
I know this is not very fair for you all. I was the one with the new idea's and I was going to implement them. I'm sorry I can't live up to my promesses.
You'll hear from me when I have something interesting to say. Timstone out...
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