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  #411  
Old March 12th, 2002, 04:48 AM
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Default Re: Babylon 5 Mod

I've added all the v21's to my mirror.
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  #412  
Old March 12th, 2002, 05:22 AM

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Default Re: Babylon 5 Mod

Heh, the topic reached 420...
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You are now experiencing what we call... a Cylapse.
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  #413  
Old March 12th, 2002, 09:34 AM

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Default Re: Babylon 5 Mod

VERY cool guys. Thanx for the prompt pointers and repostings. Its good to see that the SE4 community is still just as active and helpful as when I left a while back.

Question: What do you mean when you say the 1.49.21 AI? Is that for old SE4 or is that your new nomenclature for SE:4 Gold?

Any ETA on 'Gold' AIs for the balance of the races (or at least the 'major' races?). I'm no longer proficient with modding, but I can probably do a quick 'thievery job' from some of the standard game AIs if needbe.

Thanx again,
Talenn
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  #414  
Old March 12th, 2002, 03:02 PM

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Default Re: Babylon 5 Mod

Actually, right now the 1.49.21 AI is still SE IV patch 1.49 compatable, it won't actually use any of the special techs in our mod. Once AIs are made for the mod we'll add an M to the ending (1.49.22M) for modded AI. There is already a seperate column for Gold, so once we have the 6 major Gold AIs collected (have 2 right now) I will post up there.

If anyone knows the additional lines that were added off the top of their heads could you please post them and I will add them to the other AIs until someone decides to rework them further so they can at least be used in Gold. Thanks


SJ:
Thanks!

Cynapse:
Maybe by 840 we'll have it done

[ 12 March 2002: Message edited by: Val ]

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  #415  
Old March 12th, 2002, 03:51 PM
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Default Re: Babylon 5 Mod

The file Versions are 1.49.21, which is non-gold SE4.
I would expect the B5 gold Versions to start at 1.60.1 or so.

Rather than an 'M', an 'A' would probably be better to indicate AI changes.
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  #416  
Old March 12th, 2002, 05:18 PM

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Default Re: Babylon 5 Mod

Gotcha!
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  #417  
Old March 13th, 2002, 08:26 PM

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Default Re: Babylon 5 Mod

Ok, more good news:

Added updates to the web page to make updating easier.

Version 1.49.20 to 1.49.21 Update20to21.zip

Version 1.49.21 to 1.49.22 Update21to22Beta.zip

Also, Master Belisarius has kindly updated all the AI (other than the Narn & EA done by Mephisto) to work with Gold. These can also be downloaded at the site!!!!

Finally, you may have noticed the newest update has a BETA ending - I have added another couple hundred weapons (our total is over a thousand now, though that includes usually 10 levels of each weapon class) and some new fighter components. With all luck I will try to get the weapons completed by the end of next week. Then onto the aux components!!!
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  #418  
Old March 15th, 2002, 03:51 AM
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Default Re: Babylon 5 Mod

Two things:

1) AIs vs components.
Which components will it be hard for the AI to choose during ship design?
What 'useless' abilities do we have available to help give the AIs a clue?

2) Tech Areas.
I think we are a bit short on general research areas.
The pure research kind of area, one that can be applied to many fields.
IMO, we need more areas like Physics, industry, construction, engineering.
When those are researched, they can branch out into tech-specific areas, such as "Armor Engineering".
Considering that we are starting with fission engine technology in a B5 universe, many more scientific branches should be represented.

Some examples:
- Geology
- (Advanced) Agriculture
- Atomic Physics
(to get the first few advances in resource extraction)

Nuclear Physics
Particle Physics
Quantum Mechanics
Low/High temperature physics.
Meteorology (Req'd before researching conditions improvement/terraforming?)
Genetics
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  #419  
Old March 15th, 2002, 07:00 AM

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Default Re: Babylon 5 Mod

I actually noticed a few errors I need to fix - need to rework the "Ancient Tech" and I mispelled the word "Technology" in both Brakiri and Minbari Advanced Gravitic Weapons. These both cause trouble if you try to make a race and go through an research the techs - I'll fix them when I get home from vacation.

I like the idea of adding more general techs and will add those in - any other ideas?

Also - SJ - wanted to add miniaturization techs and Pirate/Nomad Techs to the mod for certain races. What do I need to 'clip' from P&N to make it work?
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  #420  
Old March 16th, 2002, 08:02 PM

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Default Re: Babylon 5 Mod

Update14922Gamma.zip

Ok, fixed the Ancient Techs and the Technology spelling errors. Also added the Molecular and Plasma weapons, Ancient Cockpits, reworked all the Ancient engines and reactors with an eye towards giving them seperate unique abilities at a future date. Also included some fixed components and new sounds.
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