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May 22nd, 2003, 11:56 PM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Mad ...no. Refusing to waste my time on a MOD that may be totally re-designed..yes.
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May 23rd, 2003, 12:15 AM
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Corporal
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Join Date: Apr 2003
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Re: Babylon 5 Mod
WTF just happened here? I leave for a day or two and when I come back the mod is being redesigned and PF sent in his walking papers?
Timestone: I understand you're making your own Version of the mod with your personal preferences and all I can say is keep up the good work
PF: I hope you're seriously not considering leaving. I am not interested in changing the mod's contents myself aside from what we've been discussing. In my point of view the mod as it stands is quite ahead in progress and it would be a real shame if you dropped out of it now. I know I've only been of marginal help to you with your work and you've had to take up pretty much everything since Val's gone AWOL for so long, but I do hope you stay and finish the mod as it currently stands. If you still decide to leave then thanks for all your hard work and great job on the mod.
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May 23rd, 2003, 07:29 PM
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Brigadier General
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Join Date: Jun 2002
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Re: Babylon 5 Mod
PF: Damn, I don't know what to say to you PF. I really want you to stay and see the final update of the next Version of OUR mod (Thanks Jamorobo ).
Wait with resigning until you've seen the first things of this Version. We need you with the testing of the mod. You know more than anyone else (besides Val) how the mod should be, feel like and look like. For me, you're the undisputed champ of this mod. You kept it going when Val disappeared and did all of the frustrating things like the AI and ironing out the RCE's.
All I ask of you is to be patient. Wait until you see the first glimpse of this Version.
Edit:
Geryon: Thanks for your trust. I think you can help build the mod too, I'll let you know later on. Thumbs up!
SJ: Ehh... what do you say about the Armor and the Sensors? You would like to redo them? I really hope so, I'm not that good at those kind of things. Goes a little bit too deep.
[ May 23, 2003, 18:31: Message edited by: Timstone ]
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May 23rd, 2003, 10:00 PM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Let me be very clear: NOT retiring (completely anyways). Simply NOT wasting my time with AI or data files until the situation clears. I really do NOT want to do 2 sets of AI/Data files.
and yeah I AM bummed a bit: about year doing this to have the work flushed...
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May 23rd, 2003, 11:32 PM
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Corporal
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Join Date: Apr 2003
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Re: Babylon 5 Mod
I can see how this might have been misinterpreted, but the way I see it Pathfinder the mod you've been working on (Val's Version) is the official TBP mod. I personally find this mod quite complete as it stand, except a few things here and there; shipset reworkings, weapons or a tech or two that needed to be added.
Timestone's mod is a variant of this mod as he has explained, it's not inteded to replace the normal Version at all.
Anyways, I do hope we can continue to work on the mod PF, I was really looking forward to seeing the new weapons you developed.
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May 24th, 2003, 12:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
Quote:
Originally posted by Timstone:
SJ: Ehh... what do you say about the Armor and the Sensors? You would like to redo them? I really hope so, I'm not that good at those kind of things. Goes a little bit too deep.
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Well, the descriptions anyways.
As for the sensors; if you guys feel they're too weak, I wouldn't have any problem doubling the strength.
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May 24th, 2003, 12:10 AM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Oh that Version will come out and as a "complete" d/l. may have to be 2-3 parts (30 mb limit here) but several things: smaller size pulse weapons (especilly heavy), a bit longer (especially heavy) plasma in general tech tree, already have added light mol slicer for EA along with an advanced plasma weapon. looking at adding advanced armor (but way down tech tree) to EA (shadow armor ala Omega). that light mol slicer I guess goes in EA battlecruiser. also have a number of shipsets for neutrals and a new generic shipset. will also add Drakk.
[ May 23, 2003, 23:10: Message edited by: pathfinder ]
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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 24th, 2003, 12:12 AM
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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
PF: PM
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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May 24th, 2003, 12:47 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Babylon 5 Mod
Quote:
Could i also have names of people who want to contibute to the mod either through creating new components + adding ones that haven't been implemented yet or general testing of new components and ai. This will make it easier to gather names when a new Version of the mod is created and when sorting out who is doing what.
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I made the Formations file.
For the Gold Version, I suggest that the Ultimate Startegies Mod (see sig) be merged into B5 Mod. The formations in it are much much better, as well as the strategy options.
[ May 23, 2003, 23:48: Message edited by: Imperator Fyron ]
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May 24th, 2003, 12:48 AM
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Corporal
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Join Date: Apr 2003
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Re: Babylon 5 Mod
Sounds great PF, can't wait to see it
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