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  #4211  
Old June 6th, 2004, 08:05 PM

Mordred Mordred is offline
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Default Re: Babylon 5 Mod

i build a "mobile space yard" and constructed the wormhole generator direct in space.
It was outside the range of any planet, it got a 20 000 resuply generator and nevertheless it was unable to open a wormhole.
I got the "Create wormhole" dialogue, the action was added into the queue but the wormhole never was established ;-(
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  #4212  
Old June 6th, 2004, 11:16 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Mordred:
i build a "mobile space yard" and constructed the wormhole generator direct in space.
It was outside the range of any planet, it got a 20 000 resuply generator and nevertheless it was unable to open a wormhole.
I got the "Create wormhole" dialogue, the action was added into the queue but the wormhole never was established ;-(
You have to have an unexpended MP for the ability to be used. I had the exact same problem on about page 150!
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  #4213  
Old June 7th, 2004, 05:38 PM

Mordred Mordred is offline
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Default Re: Babylon 5 Mod

next question and please forgive me
but, what does "unexpended MP" mean? in special, i dunno the shrotcut of "MP"
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  #4214  
Old June 7th, 2004, 06:07 PM
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Default Re: Babylon 5 Mod

Movement Point. Stellar manipulation requires that you have a movement point to expend during the procedure. Thus, it does not work, at all, on bases. They can not have any (non-combat) movement.
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  #4215  
Old June 7th, 2004, 06:13 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Ragnarok-X:
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
there is not enough space to put a engine first then the Agile sail, so now what to do?
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  #4216  
Old June 7th, 2004, 06:36 PM

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Default Re: Babylon 5 Mod

Mod the hull to have a built in movement point, like the stellar manipulation barge in devnull. Moves 1 sector per turn. That should be good enough
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  #4217  
Old June 7th, 2004, 09:02 PM

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Default Re: Babylon 5 Mod

but that means that the "Jumpgate" ship design i found in this mod is.....worthless at the moment?
I mean, i can only use it if i edit the file to add a movement point, but not before?

*mhm*
Sorry for my english.....hihi but i lack the experience and vocables....
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  #4218  
Old June 7th, 2004, 10:49 PM

Raging Deadstar Raging Deadstar is offline
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Default Re: Babylon 5 Mod

Actually it was just a suggestion for the modmakers, but try it if you want

[ June 07, 2004, 21:51: Message edited by: Raging Deadstar ]
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  #4219  
Old June 8th, 2004, 04:57 AM

Goatfoam Goatfoam is offline
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Default Re: Babylon 5 Mod

Hey guys, I tried to read this entire thread from the start and fell short around page 200.

Anyway. So far, great job on this. I recently got into modding myself, and am a huge fan of Babylon 5, so if you need any help let me know. Probably the biggest thing that's been problematic during play is the lack of ability descriptions, especially on facilities. So I don't mind going through the file and putting those descriptions in if you can't think of anything else that needs doing?

Let me know.
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  #4220  
Old June 8th, 2004, 05:35 AM
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Default Re: Babylon 5 Mod

The B5 MOD made the front page at http://www.firstones.com/

Way-to-go dudes.
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