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  #2971  
Old May 8th, 2003, 12:38 AM
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Default Re: Babylon 5 Mod

Geryon, jumpgate (from the B5 MOD Data/components.txt file):

Name := Jump Gate I
Description := Technical components needed to constuct a Type I Jump Gate.
Pic Num := 662
Tonnage Space Taken := 4995
Tonnage Structure := 1000
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 10000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Hyperspace Technology
Family := 11769
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Jump Gate Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Propulsion
Tech Level Req 2 := 10
Tech Area Req 3 := Fusion Utilization
Tech Level Req 3 := 4

Just part of the script for the jump gate but does show the tech tree

As far as a generic shipset, deciding whether to do total scratch built or use one of my existing sets and re-texture and re-render it..

[ May 07, 2003, 23:41: Message edited by: pathfinder ]
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  #2972  
Old May 8th, 2003, 06:10 AM

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Default Re: Babylon 5 Mod

Thanks for the info. I'll experiment with my JG constructions and see if I can deploy my troops out there

What would the generic race do in the first place?

Oh and could you clarify some of this for me...What does a Stellar Manipulator Barge do? Also I noticed there's a vehiclesize to be added txt with something called a Prospector, Shuttle, Assault Shuttle and Breach Pod...are these types going to be added? I noticed they used existing bmps such as drones and colony ships, is there a reason these haven't been added to the vehiclesize.txt or they are unusable ingame?

[ May 08, 2003, 06:58: Message edited by: Geryon ]
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  #2973  
Old May 8th, 2003, 12:15 PM
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Default Re: Babylon 5 Mod

stellar manipulator barge is a ship that use stellar manipulation tech (ie warp point closing). Not sure if that tech available in the B5 MOD (it is in unmodded SEIV). the barge(s) are neo standard pics.

the "to be added" vehicles are exactly that...not currently in-game and probably will use current ship .bmp rather some new one (ie neo standard).

as for "generic": these are used if a neutral has no shipset, eg the Yolu, Hurr, etc.

[ May 08, 2003, 12:10: Message edited by: pathfinder ]
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  #2974  
Old May 8th, 2003, 06:47 PM

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Default Re: Babylon 5 Mod

From what I read, the full B5 mod is for SE IV 1.49, not for the Gold ?
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  #2975  
Old May 8th, 2003, 07:56 PM
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Default Re: Babylon 5 Mod

There is a gold conVersion of the mod if you look back a page or two at Posts by Pathfinder.
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  #2976  
Old May 8th, 2003, 10:05 PM

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Default Re: Babylon 5 Mod

Ok, so are we going to use those to be added designs? Or is there a particular reason they aren't ingame yet? Because if they can be used ingame, I'm thinking of adding them to the vehiclesize.txt so that breach pods, assault shuttles, shuttles and prospectors become available. Though I confess I have no idea what a prospector does unless its mining...

I asked about the manipulator barge because it appears in my build list in the mod. Thanks for clarifying that for me.

As for the generic race, I haven't seen ship designs for either Hurr or Yolu so you can design them to your liking if you want.
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  #2977  
Old May 9th, 2003, 12:31 AM
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Default Re: Babylon 5 Mod

Geryon: I've sent you two ships for your appraisal.

Historically the Hurr were occupied by the Centauri before they developed a space technology, so all their ships would be salvaged scrapped Centauri vessels, and low tech purchases from other races willing to sell, like EA or Narns. The Abbai hate them so would not deal with them. Just to mention.

If you think PF would be interested please send them on, I don't have his email address.

[ May 08, 2003, 23:40: Message edited by: Nomor ]
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  #2978  
Old May 9th, 2003, 01:27 AM

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Default Re: Babylon 5 Mod

Hi Nomor, I received the zip you sent me.

To answer your first question, my Cotton Tender bmp is different because mine shows the ship in a kinda sideways a little front angle where you can see more of the ship's hull, I also enhance my images to be a little brighter so the ship can be fully appreciated in detail...though some people don't like that I always like my ships shiny.

The second image is a smaller variant of the Kneale Freighter, which would work very well as a small transport or cargo ship, the only problem is that I don't have a model for that ship to take an overhead shot for the mini nor do I have a normal overhead shot I can use either.

To your Last question, I actually haven't met Val yet. I look forward to meeting him whenever he returns.

I hope this answers your questions.
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  #2979  
Old May 9th, 2003, 01:40 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Geryon:
Also I noticed there's a vehiclesize to be added txt with something called a Prospector, Shuttle, Assault Shuttle and Breach Pod...are these types going to be added? I noticed they used existing bmps such as drones and colony ships, is there a reason these haven't been added to the vehiclesize.txt or they are unusable ingame?
I am not sure what Val had in mind for these other than there is a breach pod as a component which the AI (and human players) can add to an "assult" ship for ship capture (in ship capture tech)..

Nomor: my email is: OF_pathfinder@hotmail.com

[ May 09, 2003, 00:42: Message edited by: pathfinder ]
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  #2980  
Old May 9th, 2003, 05:24 AM

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Default Re: Babylon 5 Mod

Ok, I think I'll just add those to my vehiclesize.txt so that I can have those ingame then.

I'm also thinking of adding a scout because currently the scout and escort are the same. And it can get somewhat confusing when having both ships in the same fleet with the same bmps.
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