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  #3461  
Old September 6th, 2003, 05:54 PM
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Default Re: Babylon 5 Mod

Thanks Xeno, I tried another Version of B5 and then it worked fine. It seems like only the latest Version isn't working with SE:IV, or I am unable to make it work, your choice.

Or rather, the game is running fine, but it doesn't seem to take the mod into account. Hmm, I gather you must have the pre-gold Version or make many changes like you.

[ September 06, 2003, 16:57: Message edited by: Alneyan ]
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  #3462  
Old September 6th, 2003, 07:30 PM
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Default Re: Babylon 5 Mod

The mod works fine, but only on pre-gold. There are some Gold conVersions floating about, but they are not necessarily the latest Version of the mod.
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  #3463  
Old September 7th, 2003, 01:21 AM
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Default Re: Babylon 5 Mod

I tried to install Babylon 5 Mod (the zip file Fyron mentioned a few Posts ago) but when I launch the game, I have many errors as the game tells me it cannot find some entries in the settings.txt file. When I manually add these entries, I have a hundred more error Messages, this time linked to the weapons and ships. The game still loads, but I can only go to Credits or Quit Game.

I tried with both the Mod Loader and via replacing the stock files, but it still doesn't work. So what I am doing wrong? The mod seems to work fine for everybody else save me. (Nothing surprising here) I searched on the forum for help, but as there are more around three thousand Posts in that single thread, you can see why I only read the first fifty Posts. Thanks in advance if someone can help me out!
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  #3464  
Old September 7th, 2003, 01:59 AM

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Default Re: Babylon 5 Mod

Yeh ouch!

I belive the B5 Mod is only for pre-gold atm. (or some previous Version at least)
Unfortunealely I have deleted my pre-gold game (and the disk is lost in neverwhere )
You should have seen the number of quick fixes I did to get the game to run (and the Ai to work at all, mostly due to using to many points!, if they don't get "b5 'something' Race" they don't get almost any tech, including facilities & ships! ).
Let alone adding all the needed extra lines! (what is the secondary bitmap used for in the ship_sizes.txt it always seems to be the same one in all the gold files I've seen?)

Well it was actually fun running down all (well most I presume) of the game breakers.

Does anyone know where you mod the starting facilities? (EarthAlliance still seem to not get Homeworld Hubs)
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  #3465  
Old September 7th, 2003, 07:41 PM

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Default Re: Babylon 5 Mod

Does anybody know what the following techs should provide (in slightly less general terms than their names )

1. Unique Ship Class
2. Ancient Neurotech
3. Ship Automation

or if you don't know give an amusing guess
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  #3466  
Old September 7th, 2003, 08:00 PM
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Default Re: Babylon 5 Mod

Check the data files?
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  #3467  
Old September 8th, 2003, 06:58 PM

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Default Re: Babylon 5 Mod

Sorry for not getting back to you guys sooner. I was ill and then had PC problems.

I only have gold, but I made a working Version of the latest one (Fyron linked, anyway) for Gold. Some of the AI was a bit wonky, mind you. (TechnoMages didn't work at all, frex).

And I promply lost it when the secondary hard disk I had the SE4 install on died on me.. (grr, but I did need the extra 6GB. Sigh.)

I can and will get round to recreating it, but I'm not sure when I'll be broadband access to HOST it, given I'm going back to Salford Uni and a new shared house next weekend. Sigh.

Still, it mostly worked
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  #3468  
Old September 9th, 2003, 04:02 AM
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Default Re: Babylon 5 Mod

For my own mod, I did the following:

1. Unique Ship Class: I created a destroyer, cruiser, and battleship/dreadnought that had 1, 2, and 3 self-repair points each. Carriers had some extra launch capacity, and transports/colony ships had extra cargo capacity.

2. Ancient Neurotech: I created a new research facility series with (eventually) ancient-like research facilities.

3. Ship Automation: I just introduced the SE4 series of ship automation capabilities (autopilot and then central computer).

Still have found no use for the Great Machine! But it is great chrome!

Still working on things like Centauri Mega-weapons and the like.
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Originally posted by XenoTheMorph:
Does anybody know what the following techs should provide (in slightly less general terms than their names )

1. Unique Ship Class
2. Ancient Neurotech
3. Ship Automation

or if you don't know give an amusing guess
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  #3469  
Old September 9th, 2003, 04:07 AM
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Default Re: Babylon 5 Mod

And yes, one of the first things you need to do is seek out and destroy all "natural merchant" racial traits, since they mean that the homeworld hub isn't awarded, and that is deadly.

I replace it with "lucky" myself.
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  #3470  
Old September 9th, 2003, 05:19 AM
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Fyron Fyron is offline
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Default Re: Babylon 5 Mod

Why not replace it with something useful?
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