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  #3171  
Old June 9th, 2003, 05:11 AM
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Default Re: Babylon 5 Mod

Starcrusade: Gold or pre-Gold Version?

One place to go is:

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

Data files for B5 Gold:

1055128545.zip

[ June 09, 2003, 04:16: Message edited by: pathfinder ]
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  #3172  
Old June 9th, 2003, 06:42 AM

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Default Re: Babylon 5 Mod

Hey Thanks, those data files fixed most of the problems. For some reason the files I downloaded didn't have proper component and setting files. I managed to get the settings updated by myself, but the components had a couple hundrederrors it was reporting, I didn't have the desire to fix that.

By the way that is the website I originally downloaded it from.

Thanks again.
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  #3173  
Old June 9th, 2003, 06:47 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by HVD:
Something i like to do is copy and paste the MOO3 system name list into the SEIV list, this extends the list enough that you will never need to worry about nameless systems.
Check out FQM (linked in my sig). It has 56,068 system names in it!

If you want to better understand the quasi-newtonian propulsion model (which B5 Mod uses), check out ~Chapter 17~ in SE4 Modding 101.

[ June 09, 2003, 06:00: Message edited by: Imperator Fyron ]
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  #3174  
Old June 9th, 2003, 12:13 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Starcrusade:
Hey Thanks, those data files fixed most of the problems. For some reason the files I downloaded didn't have proper component and setting files. I managed to get the settings updated by myself, but the components had a couple hundrederrors it was reporting, I didn't have the desire to fix that.

By the way that is the website I originally downloaded it from.

Thanks again.
What you had then was the pre-Gold and using it with Gold. My guess is that the rest of your errors are from the AI's not have the proper Gold statements in them.

[ June 09, 2003, 11:14: Message edited by: pathfinder ]
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  #3175  
Old June 13th, 2003, 04:39 PM
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Default Re: Babylon 5 Mod

Hi all!

A quicky. How do the restrictions and the requirements work in the Racialtraits.txt?
I tried filling in the name of the requirements (like: Crystallurgy, requirement: Temporal and restricted: Organic), but it didn't work. I could sellect Crystallurgy and Organic at the same time with no problemmo. Also the program didn't complained when I sellected Crystallurgy first and the Temporal. Hope you guys can point me in the right direction. Oh yeah, how many restrictions can be given? Val had 33 restrictions, but I need a few more.
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  #3176  
Old June 14th, 2003, 03:16 AM
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Default Re: Babylon 5 Mod

Timstone: I really do not have a clue. Sorry.
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  #3177  
Old June 15th, 2003, 01:32 AM
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Default Re: Babylon 5 Mod

Quote:
A quicky. How do the restrictions and the requirements work in the Racialtraits.txt?
They do not work.
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  #3178  
Old June 15th, 2003, 03:29 AM
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Default Re: Babylon 5 Mod

Okay guys, I am back after 3 months without a computer (bad crash, ended up having to replace the whole thing).

I am catching up fast on what has been going on in my absence, and anxious to get into some work.

What needs to be analyzed/modded? PF, need anything done from your end (other than graphics, which I cannot do)?
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  #3179  
Old June 15th, 2003, 04:11 AM
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Default Re: Babylon 5 Mod

Grumbler: Nothing that I know of.

YIKES! I was hoping to make a single zipped file of the MOD but the folder is 160 + MB!
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  #3180  
Old June 15th, 2003, 12:15 PM
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Default Re: Babylon 5 Mod

PF: Hehe... welcome to the world of huge bytes.

IF: Would you like to redo the sensors too? Just the way you did the armor? Excelent job of the armor by the way. Two thumbs up!

Edit: Oh yeah, I'll give the list of races and advanced options I've done (you see them in the Advanced Traits section when creating a new race).

Jimbob: Note the change of B5 Ancient Race to Ancient Race, B5 Standard Race to Standard Race and B5 Nomadic Race to Nomadic Race. In order to do it, I had to change Ancient Race (sees the whole galaxy at start of the game) to Ancient Travelling Race. Hope you like it.

Advanced Power Conservation
Advanced Storage Techniques
Ancient Travelling Race
Emotionless
Hardy Industrialists
Lucky
Mechanoids
Natural Merchants
Propulsion Experts
Ancient Race
Nomadic Race
Standard Race
Abbai
Belt Alliance
Brakiri
Cascor
Centauri
Descari
Dilgar
Drakh
Drazi
Earth Alliance
Gaim
Grome
Hurr
Hyach
Ipsha
Kirishiac
Llort
Lumati
Markab
Minbari
Mindrider
Moradi
Narn
Orieni
Pak'ma'ra
Raiders
Shadow
Shag'Toth (Soul Hunters)
Sh'Lassa
Streib
Technomage
Third Space Aliens
Torata
Torvalus
Triad Chaos
Triad Combined
Triad Neutrality
Triad Order
Vorlon
Vree
Walkers of Sigma 957
Yolu

[ June 15, 2003, 11:26: Message edited by: Timstone ]
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