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June 4th, 2004, 12:17 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: Babylon 5 Mod
Wow, post #4200, I almost wasted it on someone else...
[ June 04, 2004, 11:18: Message edited by: Timstone ]
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I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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June 5th, 2004, 10:40 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Babylon 5 Mod
70 megs!!!! Good GOD!
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 5th, 2004, 10:48 PM
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Private
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Join Date: Jun 2004
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Re: Babylon 5 Mod
but there's no manual or guide or something like that out?
for example: i have left some techtrees i can research, but i get no reward (that means, i'm researching "nothing"....)
and still some other thinks im wondering 'bout
Sure, this mod isn't complete, i know, but a small manual would be nice....
say. which races are at the moment playable, which techtrees and which options do i have to activate to play a working game?
How do i set up a ship that's fast in the frist rounds.
Why does'nt the "wormhole generator" work? etc.
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June 5th, 2004, 11:10 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Babylon 5 Mod
The map in question comes from the B5 Total ConVersion project for Freespace 2, but I cannot tell if it was made for the project or if it comes from a fan site.
I am not sure how developed this project is for the moment being either, as it has been some months since I Last dabbled in Freespace 2 and its mods. Now back to your regular programs, and forgive me for this interruption.
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June 6th, 2004, 05:03 AM
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Private
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Join Date: Apr 2004
Location: St. louis
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Re: Babylon 5 Mod
how does one get the jumpgates to have enough movement in order to work properly, so far I have not been able to get one to work at all.
[ June 06, 2004, 04:04: Message edited by: The One ]
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There are times in history when one must step up to the plate.
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June 6th, 2004, 12:13 PM
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Brigadier General
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Join Date: Aug 2002
Location: Carlisle, UK
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Re: Babylon 5 Mod
I've played around with the game and if you add the "Agile Ship" (?) component (it has the solar sail image) you can get it to move. Of course i can't quite remember how far up the tech tree this is
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June 6th, 2004, 03:39 PM
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Corporal
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Join Date: Aug 2002
Location: UK, NW
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Re: Babylon 5 Mod
Quote:
Originally posted by astruskustuvas:
im big B5 fan:P
If enyone have info about systems like how much what type planets etc.etc. gime link i'll download it.
My map needs only planets placed (earth alliance planets are placed)
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http://www.chronology.org/b-five/
This may help, but you have to search as the info is not all in one place.
There is a list or table of Stars from the show in:- Appendix:Table of interesting stars Follow Astronomy, then Appendix:
[ June 06, 2004, 15:01: Message edited by: Nomor ]
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June 6th, 2004, 03:39 PM
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Corporal
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Join Date: Aug 2002
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Re: Babylon 5 Mod
... ... ... Delete me.
[ June 06, 2004, 14:58: Message edited by: Nomor ]
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June 6th, 2004, 05:50 PM
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Private
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Join Date: Apr 2004
Location: St. louis
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Re: Babylon 5 Mod
Quote:
Originally posted by Raging Deadstar:
I've played around with the game and if you add the "Agile Ship" (?) component (it has the solar sail image) you can get it to move. Of course i can't quite remember how far up the tech tree this is
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I have added the Agile sail and it shows 2 movement points when it is in the create ship screen, but when it is built is shows "0" movement.
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There are times in history when one must step up to the plate.
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June 6th, 2004, 07:50 PM
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Major General
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Join Date: Jan 2004
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Re: Babylon 5 Mod
there are components which give a specific bonus movement ability. To work, you have to have at least one "regular" engine, or else the "bonus" wont be applied. Try adding one conventional engine and it SHOULD work
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