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  #3021  
Old May 17th, 2003, 02:05 PM
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Default Re: Babylon 5 Mod

Geryon: No, probably need a different components file(s). I'll check and see if I have it and if so, zip and post it. The MOD uses a number of additional pictures.

Update: I don't have it either, sooooooo......irritating..

855 is the Hyach Stealth Cloak. Wonder what the heck that looks like?

On the techs: Some techs are race specific and not documented unless you take the time to look at the components.txt file in the data folder. Guess that would be something for a to-do list...Also some techs simply have not been developed (eg EA Mega weapons).

On the Dilgar....Guess I could get them to be a bit bit more nasty...probably have to look at either the TDM Xi'Chung and/or Rage anger and/or politics files to how those values are done. I have had a very difficult time figuring those out and usually get permission to plagerize another race's files.

[ May 17, 2003, 16:52: Message edited by: pathfinder ]
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  #3022  
Old May 18th, 2003, 12:35 AM

Geryon Geryon is offline
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Default Re: Babylon 5 Mod

PF on the demeanors/cultures don't really bother with that unless you really want to. I was merely making an observation and pointing out how it's kinda ironic that I had made the Dilgar as psychos yet were extremely friendly and the Vorlons who are serene artisans when apecrap on me shortly after first contact. Again, just an observation.

I suspected as much about the tech lists. I am fully aware this is still a WIP. It isn't really that important, I was only curious and making sure that I wasn't missing out some techs I needed to research ingame.

What I am still curious about is if you know if there's any actual hyperspace, jump tech or telepathic tech active in the game so far. I've only managed to get around using the standard warp points connecting the systems and a friend apparently told me you can either build Jump Gates or have jump engines that will allow longer range travel? The telepathic stuff I'm just curious in case I need it to fight the Shadows

About the cloak...hmm, I have no idea what that should look like, then again I have no idea what any kind of cloak should look like
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  #3023  
Old May 18th, 2003, 01:09 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

re Jump components

Jump Gate 1 (100 LY range)
requires Jump Gate Construction 1 (requires Hyperspace Studies 3),
Propulsion 10,
Fusion Utilization, 4
(Jump Gates 2-5 (200LY-500LY) just require more Jump Gate Construction research)

Jump Drive 1 (50 LY range)
requires Jump Drive Construction 1 (requires Hypespace Studies 4)
There are no upgrades for the Jump Drive.

A Jump Drive requires 100 space so can fit on most ships, a Jump Gate requires 4995 space and is intended to go on a Jump Gate Hull (requires Ship Construction 14 and Jump Gate Construction 1)
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  #3024  
Old May 18th, 2003, 02:32 AM
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Default Re: Babylon 5 Mod

Like AGoetz says...the tech is there but WAY down the road

The EA I know can get the psych warfare stuff, not sure about the other races...
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  #3025  
Old May 18th, 2003, 02:35 AM

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Default Re: Babylon 5 Mod

Thanks for the info AGoetz. I had researched hyperspace studies up to the first level but since it said none under expected results I stopped; same as telepathic studies, molecular weapons (I had hoped for the Omega-X Light Molecular Slicer), EA Advanced matter and plasma weapons, etc. Thanks again
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  #3026  
Old May 18th, 2003, 05:09 AM

DigitalBlakAngel DigitalBlakAngel is offline
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Default Re: Babylon 5 Mod

Has anyone heard a date when the B% mod will be out for SE4 gold.
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  #3027  
Old May 18th, 2003, 05:10 AM
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Default Re: Babylon 5 Mod

Molecular weapons (current in components): Yolu & Minbari neutron lasers, Shadows Molecular slicer. If/when Drakk are setup, they'll have them. Didn't know the EA had them too...Update: Ah, I see the Shadow Omega had both molecular slicers and an advanced pulse weapon (AoG B5 Wars).

BlackAngel: I put out a Version in February. a few pages back are the links. Too tired atm to put them up...

[ May 18, 2003, 11:25: Message edited by: pathfinder ]
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  #3028  
Old May 18th, 2003, 02:47 PM
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Default Re: Babylon 5 Mod

A little question.
I have a family tree with the name "Medical" in the Compnents list and in the Facilities list. Is that possible, does the program accept it?
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  #3029  
Old May 18th, 2003, 03:30 PM
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Default Re: Babylon 5 Mod

Timstone: Not sure. I know "regular" SEIV does...can't remember for sure but would think it would be [ossible as one can develop bio weapons (Plague missiles)...
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  #3030  
Old May 18th, 2003, 03:37 PM
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Default Re: Babylon 5 Mod

Weel, I don't feel like testing, so I'll alter it in "Population Support" in the Facilities list.
Thanks! "I follow da Path!" Sorry, couldn't resist.
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