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  #3501  
Old September 25th, 2003, 11:37 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
Hotmail does not allow file attachments larger than 1 MB... just upload to the forums.
Doh! It was originally too big to upload, and then I pared it down to just the text files, but forgot to note thatit was now uploadable here. The file is 1064524735.zip

Several significant caveats: this is NOT Timstone's Babylon 5 Version 2.0, though there are some similarities.

This is NOT either Val's nor Pathfinder's original concept for the Gold Version. The fighters have been heavily modded to use QNP, and the engine system is completely new.

There are many AI files that got shoved into places for safekeeping and never got trimmed (although I trimmed by far the bulk of them). They don't affect the game.

Some races are both major and neutral races - that is in accordance with the uncertain status of them in the mod as a whole. The game treats them all as minors.

The Ai still puts excess cargo capacity in some of its designs. Cargo holds were reduced from 70 to 45 kt for a number of reasons (like my desire to get rid of the vessels that "cheated" on QNP) and that has made for some strange AI effects that I haven't yet tried to track down.

Colonizers now lift 50 pop vice 4. This is deliberate, as the AI now gains useful colonies almost as fast as the human player.

There are some minor tech tweaks, such as making Shadow-based and Vorlon-based techs findable, as opposed to reasearched (for the case of the EA and SBT, anyway). However, there are no components or facilities assigned to VBT and few to SBT.

There are new hulls for Unique Hull Design tech, and new Neurotech Education Centers for Ancient Neurotech that are just in the playtest phase. They are almost certainly too powerful, so if you want to eliminate those techs (by making facilities and hulls that use them require higher-than-possible levels of the tech) that's fine. Alternatively, you could just eliminate those hulls and facilities.

However, the game DOES play in Gold, and play pretty well. That was the objective. It ain't pretty, but it works.

Note that you still need all the other graphics, sound, and text files to play.
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  #3502  
Old September 28th, 2003, 12:09 PM
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Default Re: Babylon 5 Mod

Crap Grumbler, you took post 3500!! Grr...

Concerning the progress of 2.0, I've had some time to numbercrush my way throught this week and I'm pleased to say I'm halfway throught the most important help file for 2.0. I'm afraid I can't explain within a few sentences, but it has something to do with the weapons of 2.0. I've completely rewrote the weapons (damage, size, range and cost).

G-Machine:
Why do you want to stay anominous?

Edit:
At least I got post 3501.

[ September 28, 2003, 11:09: Message edited by: Timstone ]
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  #3503  
Old September 29th, 2003, 01:55 AM
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Default Re: Babylon 5 Mod

I know i've asked this b4 but it got lost in the 224 pages this thread holds...does anyone have the necessary files to make the b5 mod gold compatible...thnx!
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  #3504  
Old September 29th, 2003, 04:41 AM

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Default Re: Babylon 5 Mod

Timstone:

I wanted to remain anonymous because I didn't want other people who are playing the pbw game with me to know which race was pumping out the great machines. But seeing as I can't seem to build them at all, I don't know if it matters, I guess they can know that I have dumped a ton of research into developing the great machine and now can't build it. Doh!!
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  #3505  
Old September 29th, 2003, 05:42 PM
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Default Re: Babylon 5 Mod

Yeah, annonymous hey?? I know who you are, and I'd like to renegotiate our original agreement in light of the fact that I could spill the beans on you. My silence will cost you 1 extra machine (bwahahahaha)

Other PBW Players: could we update everyone's component files to allow the use of the GM? I've got an interest in having this fixed, as does the "annonymous" member who has invested research points in this little device.

Edit: Oh, and my files are probably corrupted again. I'll need a day to delete and replace B5 mod. can we suspend the next turn by just one day (say Tuesday 6 pm) please? I promise I'll get on this quickly.

Cheers all,
Jimbob

[ September 29, 2003, 16:47: Message edited by: jimbob ]
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  #3506  
Old September 30th, 2003, 02:19 AM
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Default Re: Babylon 5 Mod

can anyone make the B5 mod work in SEIV Gold?
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  #3507  
Old September 30th, 2003, 03:19 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Omnicron1:
can anyone make the B5 mod work in SEIV Gold?
Check out grumblers recent post, there is a link to the Gold Version there. It is playable, based on the pre-gold mod, but is still a work in progress.

Unzip it overtop of the files from Rambies SE4 Shipyards, there is a readme.txt in the zip. You will also have to delete/rename the Yolu_AI_Fleets.txt and Yolu_AI_Settings.txt files as these seem to have been missed.
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  #3508  
Old September 30th, 2003, 10:36 PM
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Default Re: Babylon 5 Mod

Why delete those files? Just fix them yourself. All you need to do is copy some lines from the default AI files into those 2 files. The game tells you exactly what the lines are, even. Just open the default AI files from stock SE4 Gold and those from the Yolu (those missing lines) and copy over the lines missing. There are not many of them.
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  #3509  
Old September 30th, 2003, 11:25 PM
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Default Re: Babylon 5 Mod

Swordsman: Da Path is me. I worked on the MOD until maybe March. I feel that I do not have the required knowledge to do the fixes to some fexing problems that the B5 Version I was working on AND the weapons balancing most players wanted. *shrug* Not a programmer here nor much of a B5 fan either. Another factor was "canon" vs non-canon and which data was which.
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  #3510  
Old September 30th, 2003, 11:42 PM
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Default Re: Babylon 5 Mod

Path! Good to hear from you again. Agree that the problems are pretty much as you outlined them. Your AI files were brilliant, though. I had to slightly mod a couple of them and was very impressed by the thought you put into them.
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