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March 10th, 2002, 07:15 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Babylon 5 Mod
quote: 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?
Structural supports should only be available once you've achieved Armor Manufacturing level 1.
Armor Physics and Armor Manufacturing should both give various stat improvements.
The Structural Supports are intended to be zero size. You can put a thousand on your ship, and get 3K "extra" hitpoints, but the ship will be very expensive, and the supports are not very good armor (3hp).
It might be useful as a decoy, if you leave it in mothballs to save money.
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March 10th, 2002, 05:29 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Everyone:
A few more components added (does not include anything earlier - just a few new comp pics) -
NewB5Comps.zip
SJ:
Didn't notice the cost associated to it - my bad! Though it does seem to give you access to all (A-F) base level structural supports at basic level of play... Have you tried the new weapons against your armor yet?
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March 10th, 2002, 06:07 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
All of the "Number of Tech Requirements := 1" should be ":= 3".
The files I originally wrote all have 3, but the one I linked to dosent
Either do a search-replace, or replace the whole block of code with this new code.
Fyron:
For the download mirrors table, you need the status cell to be Offline.gif needs to be local, so that when the site is down, it will show through the broken "status" image, and the cell will read "offline".
The column may have to be shrunk down to its natural size in order to avoid tiling the offline image.
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March 10th, 2002, 08:08 PM
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Major
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Join Date: Oct 2001
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Re: Babylon 5 Mod
Everyone:
Replaced some other pics that didn't look right (same pictures, better angles) and added fighter power cells.
TouchUps.zip
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March 10th, 2002, 09:02 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Added SJs update to the Components.txt file:
DataComponentUpdate.zip
Fixed the components pic to be up to date:
PicCompUpdate.zip
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March 11th, 2002, 06:40 PM
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Sergeant
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Join Date: Nov 2000
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Re: Babylon 5 Mod
Without having to read through all 28 pages of this thread ....Are there any 'Gold legal' AIs out there for the standard (TDM style) tech set for the B5 races? I'd like to add them to my standard game for AI use if possible.
I know at one time there were standard AIs for the EA and the Narn but they are no longer 'packaged' with the race set.
Thanx,
Talenn
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March 11th, 2002, 09:33 PM
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Major
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Re: Babylon 5 Mod
Everyone:
Ok, all the 1.49.21 updates are now posted on the site. I have requested more space so I can post a 1.49.20 to 1.49.21 update as well.
B5 Web Page
Talenn:
You can find the old standard AIs for all the race sets up on the website above under downloads - AIs.
These are all the old 1.49 compatable AIs. Working on collecting them all for Gold now as well. - Though I know Mephisto has made EA & Narn for TDM.
We are currently working on new AIs that will use the techs in the mod for both 1.49 & Gold, but they won't do you much good in an other mod.
[ 11 March 2002: Message edited by: Val ]
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March 11th, 2002, 09:37 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Babylon 5 Mod
I have posted the Narn and the Earth Alliance in the download section. Enjoy!
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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March 11th, 2002, 09:55 PM
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Major
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Re: Babylon 5 Mod
(As posted by Mephisto)
Narn & EA shipsets.zip
Here are the Earth Alliance and the Narn as Talenn requested them. These files are complete and working but will not be strongly supported until the next TDM-ModPack will be published. You need the TDM-ModPack to be installed to have the races work out-of-the-box.
[ 11 March 2002: Message edited by: Val ]
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March 12th, 2002, 01:30 AM
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Major
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Re: Babylon 5 Mod
Did a little bit of work on the web page - thanks again IF for the nudge and the help .
Working on adding a page with all the races and info on them - right now it is just a list with a few (VERY few) notes.
Added actual NEWS to the news page - such as current WIP and an .emp file you can use with the mod to test the current techs (must start game with players having High Tech), even threw in some rough ship designs for fun. You can then go to the simulator and play out some fights if you want to try it out.
Let me know what y'all thnk about it and what else you want on the pages that would make it more useful to you
B5 Mod Homepage
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