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May 6th, 2003, 01:01 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
For ease of downloading, I have uploaded the entire B5 Mod 1.49.33 in one single (24 MB) zip file. It is here:
B5 Mod 1.49.33.zip
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May 6th, 2003, 01:24 AM
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Private
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Join Date: May 2003
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Re: Babylon 5 Mod
Pathfinder
I have done all the whole thing, downloaded all the files.
I replaced the Abbai in the pwb game, btw.
But when I try to load the save game, (las turn), says:
"The Data Files currently being used do not match the datafiles that were used when this game was started. Please check with your host to get the correct data files".
What is the problem?, really I don´t know it.
If any player of the mod in pwb read this, plz, tell me where I can download the whole mod,(with the files ok placed), you are using to play there.
If, of course, you are playing SEIVGold 1.84+B5Mod, if not, I must forget to play with you, guys.
Thanks.
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May 6th, 2003, 04:43 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Trying my hand at a shipset for the Yolu (can't find pics so my imaginashun iz free! )
only have up to heavy destroyer made so far...
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 6th, 2003, 07:52 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Babylon 5 Mod
Quote:
re : RCEs in PBW
No idea on what effect it has during a players turn. I know in single player that a RCE during the AI processing kills the game. Tip : never let the combined ship speed from your engines (before the divisor from ship size, not counting bonus moves) pass 255. Simple Version of this rule - keep your engine count to at most 30 and you should be safe no matter what engines you fit. It's a limitation of the game engine.
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Yeah, gentlemen, me thinks we have a problem. You can look at my Posts over on PBW if you're so inclined but basically I'll reiterate here:
The RCE problem does let me continue playing, but I cannot view any of the sector maps at all. If I coax the game into letting me see what's in the sector map (by clicking on the sector map repeatedly) then after say 30 clicks the game will crash/become non-responsive . I'm not certain why I'm getting the RCE however, as I'm using Advanced Fission Engines which have 3 standard thrust. There are 36 of these engines on the ship:
3 X 36 = 108 total thrust (which is much below the 255 threashold)
This problem will essentially take me out of the game, as I cannot even check all my ships and planets before it crashes
Of course I cannot remove the offending ship design, because it is already created. I don't know for sure because this turn has not processesed, but I don't think that making the ship "obselete" will help -- the computer never actually deletes a ship design.
question: should we process the turn again with my offending ship "obseleted" or should we just go back a few turns and let me not make the offending ship? We also need to communicate to everyone the correct protocol when getting an RCE message while designing ships: is it good enough to just not create the design, or should they close their turn and restart?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 6th, 2003, 07:54 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
This is why we need to move the mod into Gold, and abandon the 1.49 Version. A lot of silly errors like this will disappear with the latest Gold patches.
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May 6th, 2003, 08:50 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Babylon 5 Mod
IF: PM
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 7th, 2003, 04:10 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
I agree with IF...over 700 turns in my latest endeavor in B5 Gold and not a peep out of the game. Gold is MUCH more stable. Except for PBW I have not touched 1.49 since early January.
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 7th, 2003, 06:44 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
Would ya'll mind me replacing the generic ship set with a custom set versus the compiled one we currenty have?
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 7th, 2003, 07:04 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
I would not mind one bit!
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May 7th, 2003, 10:15 PM
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Corporal
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Join Date: Apr 2003
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Re: Babylon 5 Mod
No I wouldn't mind. What did you have in mind for a replacement?
Also is there a way to build a Jump Gate? I've been able to develop Jump Engines up to 50 Light years, but when trying to move troops 400 ly away and similar I've had problems due to lack of Jump tech.
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