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  #391  
Old March 7th, 2002, 05:42 PM

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Default Re: Babylon 5 Mod

Yeah, splitting the two seems like the best idea

The x10 shouldn't effect the Sci-Fi crossover as we are going to finish out the 1.49 Version which should be fully compatable, then move it into Gold with the OA and x10 (SJ - please correct me if I am wrong).

Also, wanted to try to collect Gold AI for any of the existing B5 races - anybody working on converting any of these?


IF:

I would actually like to use a more B5 looking text, but the PC I was on didn't have anything I liked, maybe I'll dl something.

Yeah, change the links to whatever you think is more efficient, I defer to your superior knowledge in this area
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  #392  
Old March 7th, 2002, 08:37 PM
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Default Re: Babylon 5 Mod

Val:
quote:
I would actually like to use a more B5 looking text, but the PC I was on didn't have anything I liked, maybe I'll dl something.

I downloaded a bunch of B5 fonts a long time ago. I'll email them to you.

quote:
Yeah, change the links to whatever you think is more efficient, I defer to your superior knowledge in this area

About this "superior" knowledge, its more experience than anything else. I've been blundering my way through html for the past few years, and I have finally reached the point where I know what I am doing. You should have seen the mess that my first web page was. I made the mistake of making it in MS Word. That was a bad experience. What I really need to do now is to blunder my way through PHP. That will be a cool lanquage to learn.

And on another note, would you like some good B5 hyperlinks? I've got a number of them.

[ 07 March 2002: Message edited by: Imperator Fyron ]

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  #393  
Old March 7th, 2002, 08:52 PM

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Default Re: Babylon 5 Mod

Thanks for the Fonts - I'll grab them later today

More good B5 links would be welcome, also - if you want to put in a banner to your page instead of just text that would be great!

Anyone else want a banner linking their page (rather than the boring text)?
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  #394  
Old March 7th, 2002, 08:59 PM
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Default Re: Babylon 5 Mod

Hmm, I need to get around to making a banner for my site.

Actually, all of the B5 fonts that I have except for one are alien Languages, which would be most useless for your web page. So instead, I emailed you a few web site links for font downloading pages.

Here are a whole bunch of B5, Star Trek and Star Wars urls:

B5:
http://www.visi.com/~wildfoto/spoilers.html
http://www.b5tech.net/
http://www.tp2b.de/index_b5.html
http://www.oinc.net/B5/Enc/
http://babylon5.warnerbros.com/cmp/
http://www.b5mg.com/%7Eepsilon/
http://www.ultradrive.com/b5_3d_inde...brakiri_cru_ng
http://operationphoenix.freeservers.com/

Star Trek:
http://3sygma.com/fiveminute/index2.html
http://www.mediatrek.com/
http://www.decipher.com/startrek/
http://www.stinsv.com/index2.htm
http://www.interplay.com/klingon/
http://www.emusic.com/promo/startrek...ml?fref=122809
http://vv8.jetc.org/
http://www.treknation.com/
http://www.trektoday.com/

Star Wars:
http://www.stardestroyer.net/
http://www1.theforce.net/CUSWE/default.asp

All:
http://www.desktopstarships.com/
http://members.aol.com/mikehlee/home.htm
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  #395  
Old March 8th, 2002, 09:41 PM

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Default Re: Babylon 5 Mod

Guess what??!?

I have some weapons FINALLY done

Weapons.zip

Included are the AntiMatter and Ballistic weapons (mostly Vree and Drazi/Earth Alliance techs unless captured). Also included are two new component pics (not yet submitted to SJs mod) and an excel sheet with rough estimates on all the rest of the weapons.

(Edit: I think I'll try to hit Particle and Laser weapons next as they cover almost all the races. Was working on ElectroMagnetic and Gravitic (Vorlon/Streib/Minbari and Brakiri/Kirishiac mostly). )


Having some minor troubles - such as the game not automatically giving a new race the proper colony module - any ideas what might be causing it?

[ 08 March 2002: Message edited by: Val ]

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  #396  
Old March 9th, 2002, 01:04 AM
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Default Re: Babylon 5 Mod

Have you added any new colony components? That tends to cause problems.
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  #397  
Old March 9th, 2002, 01:38 AM

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Default Re: Babylon 5 Mod

I think I might have made the jumpgate a colony comp - so that I could require the jump gate ship to be used for either the gate - or as a really really really big colony ship that goes super super slow. But it did work at first, it only appears to have stopped once I added the weapons...
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  #398  
Old March 9th, 2002, 02:19 AM
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Default Re: Babylon 5 Mod

Is the Jumpgate listed after the normal colony modules? That will cause startup problems. If you put the Jumpgate before the colony modules, then everything will work normally (except the AI wont ever use the Jumpgate to make a colony, which is probably for the best).

Edit:
On the history page of your web site, the highest Version is listed as "1.46.20" instead of "1.49.20".

[ 09 March 2002: Message edited by: Imperator Fyron ]

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  #399  
Old March 10th, 2002, 02:38 AM

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Default Re: Babylon 5 Mod

All:

Ok, newest additions - added Laser and Ion weapons (though I only had 4 ion weapons). Also includes the earlier update with the Ballistic and AntiMatter weapons. Fixed some spelling errors and typos. More component pics added - including a few updates of older pics that were a little unclear.

Update2.zip


SJ:

There seems to be a problem with the Structural Support Components, they all appear right off the bat. Also, at the highest level they are 0 space and I can put dozens on the ship - is that the way it should be?


IF:

I fixed the jumpgate thing by changing it from a colony module and requirement to a cargo component and requirement - though it actually doesn't take any cargo space.

I'll fix the web stuff Monday.
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  #400  
Old March 10th, 2002, 03:34 AM

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Default Re: Babylon 5 Mod

Okay, here are the newest sounds as well (figured you might need them to get the full effect ):

B5ModSounds.zip
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