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  #3441  
Old September 2nd, 2003, 08:02 PM

XenoTheMorph XenoTheMorph is offline
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Default Re: Babylon 5 Mod

Hi everybody!

I must say I am new to these forums but not the Game. I am however having trouble getting the B5ModCore30 files.
http://www.xmission.com/~rstulce/Files/B5ModCore30.zip

This is due to (all of)-
V Slow Connection/2 Hour connection timeout( )/xmission.com not allowing me to resume downloads.

With all that grit out the way does anybody know of another download site? It would be most appreciated.

Lets Hope...
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  #3442  
Old September 2nd, 2003, 08:29 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Babylon 5 Mod

hi, welcome to the forums.

cheese?
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  #3443  
Old September 2nd, 2003, 09:06 PM

XenoTheMorph XenoTheMorph is offline
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Default Re: Babylon 5 Mod

Only with nachos!
or macaroni!
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  #3444  
Old September 2nd, 2003, 09:16 PM
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Default Re: Babylon 5 Mod

I suggest you download this instead, which is a compilation of all of the files including the updates to the mod to 1.49.33:

http://forum.shrapnelgames.com/newup...1052175132.zip

You can use a download manager such as GetRight to aide in downloading large files. It allows resuming and such, so you don't have to worry about downloading the entire file in one session.
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  #3445  
Old September 2nd, 2003, 11:55 PM

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Default Re: Babylon 5 Mod

Hey... ive been playing the B5 Gold mod for about 6 months now, and just yesterday i realized u can capture (or trade probably too) other races technology... and was wondering how this was done?

ever other mod ive played, as well as stock SEIV does not allowing trading/capture of Racail techs...
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  #3446  
Old September 3rd, 2003, 01:41 AM
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Default Re: Babylon 5 Mod

You can steal/trade any tech that the recieving party has the racial requirements for.

If two races both have organic manipulation, they can trade Organic Weapons and Organic technology with each other, for example.

Also, if Tech A is a racial tech, but tech B is not, and if tech B requires level 2 in tech A before it becomes available, then tech B can still be traded to third parties (but not researched by anyone with out the Racial tech)

[ September 03, 2003, 00:43: Message edited by: Suicide Junkie ]
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  #3447  
Old September 3rd, 2003, 04:18 AM
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Default Re: Babylon 5 Mod

Timstone,

I have not been posting for a while because I was involved in two truly excellent games using some ideas you and I batted around a while ago.

First, I followed up on your idea of having a "core facility" at each colony, followed by specialized facilities. I modded the colony hub aand homeworld hub to include spaceyard facilities and made it the first priority in every colony (I dumped all the other spaceyard facilities by making their tech levels impossible). It was then possible to make reasonable AI choices for all combinations of planets, and that worked out well. Its a bit more dull for the human player, as he really cannot do better than the AI, but that's a price I was willing to pay.

As part of this, I also boosted greatly the cost and build points of base shipyards, so that ships were built in space, but this is a pet project and not necessary for the success of the AI in colonizing.

I also made colony modules carry 50 pop and cost 3 times normal (lest the homeworlds become too depopulated). This also worked out very well.

In both games, I played non-"prime time" races (the Narn in one, the Centauri in the other). After 300 turns, I wasn't in the lead in either game. In fact, in the Centauri game I conquered the Gaim and the Minbari and still was in third place after 300 turns, with less than half the points of the leader, the EA!

The only thing I noticed as a problem was that Black Hole systems basically stymie the AI player. The AI just keeps sending in their colonizers and the colonizers don't have the speed to escape. In one game, the LNAW had a total population of under 2 billion, because they had another 2 billion or so on 40 colonizers caught in a black hole's grav well two systems away from homeworld. Maybe the whole Black Hole issue needs to be revisited with QNP.

In any case, the ideas you had for Version 2 seem to be solid. I haven't ever enjoyed a solo game of B5 as much as I have these two based on your ideas.

I also have QNP fighter stats if you are interested...
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  #3448  
Old September 3rd, 2003, 05:24 AM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Suicide Junkie:
Also, if Tech A is a racial tech, but tech B is not...
I see... thank u muchly for clearing that up for me...
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  #3449  
Old September 3rd, 2003, 05:26 PM
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Default Re: Babylon 5 Mod

I'm interested! Send the Fighter Stats to me too!
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  #3450  
Old September 4th, 2003, 01:16 AM

XenoTheMorph XenoTheMorph is offline
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Default Re: Babylon 5 Mod

Thank you Imperator Fyron just what i was looking for!!! and it is smaller to!

I have to use Getright it is the only way i'm able to download anything of any reasonable size.
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