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  #3481  
Old September 20th, 2003, 08:59 PM
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Default Re: Babylon 5 Mod

So I was going to install the File Attachment mod for phpBB on my site, but it says it does not support Nuke Portal sites. Looks like an alternative will need to be found...

I could always have the files emailed to me and I could post them manually...
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  #3482  
Old September 22nd, 2003, 12:54 PM
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Default Re: Babylon 5 Mod

Hi all.

I'm a new convert to SE4, having played Stars! intermittently for the Last few years. As an avid fan of B5, I've been quite keen to get my grubby little hands on the excellent B5 mod (thanks to all who made it possible) to use with SE4 Gold 1.84. Having seen some of the problems people have been having in this thread, I decided to do some testing, and heres the results for all it's worth.

Firstly heres the downloads I was trying:

* Original 4 Set - B5ModCore30, B5Mod_Update31, B5Mod_Update32, B5Mod_Update33 from Rambie's SE4 Shipyards (http://www.xmission.com/~rstulce/B5Web_Files.htm) installed in that order.
* Original 5 Set - B5ModCore30, B5ModData30, B5Mod_Update31, B5Mod_Update32, B5Mod_Update33 from Rambie's SE4 Shipyards (http://www.xmission.com/~rstulce/B5Web_Files.htm) installed in that order.
* Compilation Set - http://forum.shrapnelgames.com/newup...1052175132.zip Post by Imperator Fyron 2 Sep 03
* Additional Files - http://forum.shrapnelgames.com/newup...1055128545.zip & http://forum.shrapnelgames.com/newup...1055690978.zip Post by FMMonty 4 Aug 03
* Gold Fixes - http://forum.shrapnelgames.com/newup...1022962690.zip Post by PDF 1 Jun 02

I tried installing these in various combinations and heres what I got:

Original 4 Set Only - Errors in Settings.txt on load, can only Quit Game.
Original 4 set & Additional Files - Ok load, AI errors for EA only (see below).
Original 4 Set & Additional Files & Gold Fixes - Seems to work OK!
Original 4 Set & Gold Fixes - Loads ok, but game crashes when reading AI!

Original 5 Set Only - Errors in Settings.txt on load, can only Quit Game.
Original 5 set & Additional Files - Ok load, AI errors in all races (see below).
Original 5 Set & Additional Files & Gold Fixes - Seems to work OK!
Original 5 Set & Gold Fixes - Seems to work OK!

Compilation Set Only - Errors in Settings.txt on load, can only Quit Game.
Compilation Set & Additional Files - Ok load, AI errors in all races (see below).
Compilation Set & Additional Files & Gold Fixes - Seems to work OK!
Compilation Set & Gold Fixes - Seems to work OK!

AI Settings Errors:

During load and after end turn - Could not find field x in record "Settings" for the following:

Ships don't move through minefields
Ships don't move through restricted systems
Clear orders on encounter enemy
Clear orders on encounter all
Percentage of total satellites to keep as planetary cargo
Percentage of total drones to keep as planetary cargo
Number Of Anti-Ship Drones Per Target
Number Of Anti-Planet Drones Per Target
Maximum Anti-Ship Drone Target System Distance
Maximum Anti-Planet Drone Target System Distance

After end turn - Could not find field x in record "Fleet Settings" for the following:

Percentage of Fleets to use for defense

I am unsure as to which downloads I should be using, which downloads contain what, and what impact they have on the game (being a newbie and all). I take it I should be using the Compilation Set, plus the Additional Files. I don't know about the Gold Fixes, it fixes the AI (seemingly), but also contains Components.txt, QuadrantTypes.txt, Settings.txt, and VehicleSize.txt, so I don't know what else it is changing, and it's probably a little old. Also note that I only started the game, and ended a turn to see what happens, I haven't got around to play testing yet.

If sensible values were entered for those missing in the AI files, would this be fine? I assume the only drawback would be that the AI would not know to use drones (being a new feature in SE4 Gold)? Personally I wouldn't mind being fair to the AI and not using drones either if that meant I could use the mod.

Any feedback would be appreciated.

Cheers,
Alex
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  #3483  
Old September 22nd, 2003, 03:43 PM
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Default Re: Babylon 5 Mod

All these error Messages indicate you have classic Babylon5 mod. It will not work with Gold-SE. You need the Gold Babylon5 Version. Check again the dowbnload sites. Some should have Gold-Bab5.
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  #3484  
Old September 23rd, 2003, 07:03 AM
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Default Re: Babylon 5 Mod

I've had a look around, but can't seem to find anything yet.

Forgive my ignorance, but it wouldn't just be a matter of adding the neccessary entries in the AI files?
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  #3485  
Old September 23rd, 2003, 10:56 PM
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Default Re: Babylon 5 Mod

And making a lot of changes to several other files too. For instance, the word "drone" has to be added to a lot of vehicle allowed and targetting type entries in Components.txt. But, that can be taken care of in seconds with find-replace all.

You will also need to add a Drone Attack strategy to all AI strategy files, as well as the DefaultStrategies.txt file in the Data folder.
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  #3486  
Old September 23rd, 2003, 11:56 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Swordsman:
I've had a look around, but can't seem to find anything yet.

Forgive my ignorance, but it wouldn't just be a matter of adding the neccessary entries in the AI files?
There are more than just a few entries needed!

I am going to try to get my B5 Gold Version (not definative, but at least working) published somewhere. Right now, I cannot get my cheapass Earthlink account to upload files except with password protection.

The required mod is only 1.7 GB (given that you have everything else) but I cannot seem to hang it anywhere that will make it available.
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  #3487  
Old September 23rd, 2003, 11:58 PM
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Default Re: Babylon 5 Mod

Thanks for the feedback and suggestions.

I added the entries in the AI files so there were no errors. Playing it however the 2 neutral (I think) races I found hadn't built any ships, and I was only getting 1 of each resource per % of trade alliance, so I guess things aren't working quite right. I think I will just have to play a bit more, have a look at some modding tutorials, and try to figure it all out.

I did like how the number of engines required to make a ship move changed depending on the size, and number of population really does matter with production now.
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  #3488  
Old September 24th, 2003, 12:00 AM
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Default Re: Babylon 5 Mod

That would be greatly appreciated if you could manage it grumbler
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  #3489  
Old September 24th, 2003, 12:21 AM
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Default Re: Babylon 5 Mod

IF, I am emailing you the file. Maybe you can either test it or have someone who has Gold test it (it works for me, but that tells me nothing).

Note that this is all unofficial. I have changed the components (especially engines and fighter components) significantly, the facilities majorly, and the Ai somewhat. Users will also find results for Ancient Neurotech and Unique Ship Class that are purely experimental - I haven't finished games with them myself.
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  #3490  
Old September 24th, 2003, 01:02 AM
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Default Re: Babylon 5 Mod

You did mean MB not GB didn't you?

I have 1.84 Gold, and wouldn't mind testing, and could possibly convince a friend. However I don't know if we'd be experienced enough players to be able to pick out every problem that we should.

Quote:
Originally posted by grumbler:
IF, I am emailing you the file. Maybe you can either test it or have someone who has Gold test it (it works for me, but that tells me nothing).

Note that this is all unofficial. I have changed the components (especially engines and fighter components) significantly, the facilities majorly, and the Ai somewhat. Users will also find results for Ancient Neurotech and Unique Ship Class that are purely experimental - I haven't finished games with them myself.
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