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  #4411  
Old January 6th, 2005, 07:03 PM
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Default Re: Babylon 5 Mod

Might want to brainstorm cool names for it, rather than just something boring like "Ragnarok-X's Babylon 5 Mod."
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  #4412  
Old January 6th, 2005, 08:25 PM
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Default Re: Babylon 5 Mod

How about "The Babylon 5X mod"
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  #4413  
Old January 6th, 2005, 09:52 PM
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Default Re: Babylon 5 Mod

First finish the mod.
Then balance and playtest it.
Find and fix bugs.
And after that think out a resonant name for a mod.
Before that any codename will serve all your needs.

ps: "Babylon 5: Renascence". Sounds, eh?
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  #4414  
Old January 7th, 2005, 05:32 AM
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Default Re: Babylon 5 Mod

Grumbler:
Good to hear from you again. Glad you're still with us.
I've never got anyf files from you, but I have absolutely no grudge about that. During the time we worked on it, my enthusiasm slowly died away and I simply didn't do anything anymore (what a GF can do for you... ). So I blame myself for the fact that there wasn't a working Version of our mod released.

Now Rags-X asked for helpers with the next Version of the B5 mod, I volunteered as first. I wanted to start right away, but unfortunately I didn't remember the huge amount of work a mod requires. So my part quickly became less and less in this Version. Rags-X has done all the work sofar, I only handed him files of the B5 Mod Grumbler and I worked on.
Now my part is limited to the weapons. I have a handy dandy Excel sheet exclusively for the weapons. It's not very user-friendly, but I think I'll be the only one to use it. I use it in conjunction with the Techgridder.
I'm going to make at least a list of weapos and it's most important data available for Rags-X.
I think my greatest contribution is the fact that I have almost all tyhe B5 Wars books, in those books you can find a wealth of information on the various weapons.


Sorry for any grudges I might have caused. If I have made anyone angry or if I hurt someone with my actions (or lack of them), I'll apologize to him/her personally.


Edit:
If I might suggest a name for this Version of the B5 Mod:
Babylon 5 Mod: Renaissance.
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  #4415  
Old January 7th, 2005, 08:09 AM
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Default Re: Babylon 5 Mod

Quote:
Timstone said:
Babylon 5 Mod: Renaissance.
Quote:
aiken said:
ps: "Babylon 5: Renascence". Sounds, eh?
according to my dictionary these are synonyms
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  #4416  
Old January 7th, 2005, 08:45 AM
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Default Re: Babylon 5 Mod

Ragnarok, I wasn't offended and meant no offense, I was just astonished that you would even consider starting this over from scratch, particularly given the size and complexity of the mod.

I have not, to be sure, played the Last Version that Pathfinder posted (which I am pretty sure was incomplete in any case), and I don't blame anyone for being frustrated with the existing status of the mod. I was working on this with Tim for about six months, and between us we talked about a number of things and ended up with a pretty complete game with the exception of the weapons files.

Now, the Version we ended up with has not been playtested by anyone save us (or maybe even me) so there are sure to be some elements that need to be tweaked (in particular the "findable" Ancients technology needs to be balanced both between the various techs and netween the cost to find and the effect of finding them) but the mod is playable and even kind of fun (until about turn 200, when the AI runs out of good weapons for its ships).

Races need to be balanced as well, of course, but that is something carried over from Val's mod. AI_D_C is the same for all races at the moment, with component families varied by race to create some variety. Facilities need to be added/modded to give more racial flavor as well.

There are no First Ones in the mod as it stands.

I will package up the thing as it stands this weekend and send it to IF. It uses all the existing graphics so is almost entirely data files and hence not so big.

Again, my point was that I was surprised that you and Tim would be talking about starting over, given that I know Tim is aware of how difficult this would be.
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  #4417  
Old January 7th, 2005, 09:03 AM
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Default Re: Babylon 5 Mod

Tim,

Looking back over our email exchanges I can see that you did not have as much as I remembered - mostly facilties, engine components, AI_D_C and AI_C_F files, and the "weapons mounts." Maybe I did some work after we stopped making progress and just thought you were part of it.

In any case, I will see if I cannot get what exists on my drive posted via IF so everyone can start poking holes in it and Ragnarok can steal what he wants. I have zero "pride of authorship" and am really only concerned to save anyone from having to re-invent the wheel.

Once IF has hung the files out there where people can pick them and open them up I will start a series of Posts explaining what is there and why (facilities, for instance, have changed a lot from the Val Version).

The Ragnarok can decide what he wants to keep, what he wants to mod, and what he wants to discard. I think his will probably be the only Version of this mod released for this game, so I am not sure how necessary it is to have a different name. I do not have a complete mod because I do not have (and have no interest in buying) the B5 game manuals that everyone agreed would be the basis for the weapons, so there is no competing mod to the one Ragnarok wants to create.
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  #4418  
Old January 7th, 2005, 09:19 AM
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Default Re: Babylon 5 Mod

Grumbler:
Thanks for your kind words. And please send anything usefull to RagsX, he's da great kahuna of this next Version.
You're right about the playtesting. Nobody but you ever playtested our Version of the mod. Haha, pretty silly that one of the authors never got to see the mod. Ah well, no hard feelings at all.
Thanks for the good words and the help you're offering. Thumbs up for you!
[img]/threads/images/Graemlins/Flag_Netherlands.gif[/img]

If we had some sort of rating system on this board, I would have given you the full smack of stars.
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  #4419  
Old January 7th, 2005, 02:21 PM
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Default Re: Babylon 5 Mod

Grumbler, if you dont mind, please send the files you mention to me via email. I would most appreciate them.

RolandTheGunslinger-at-web.de

thanks a bunch and please zip them, else the formating gets lost, somehow.
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  #4420  
Old January 7th, 2005, 10:08 PM
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Default Re: Babylon 5 Mod

Tim,

I went back through my email archives and found that I had, in fact, been working with a coupla other Users (starchild and two others who did not sign emails with user names) since you and I stopped woking on this back in [could it really be as long ago as April 2004?].

Sorry. It all kinda blended together, and so I thought you had more in hand than you did.

Ragnarok, I am sending what I have via IF, since he has set up a channel that allows large files to be more easily handled than via email. Once he Posts the files it will be easy for everyone to get to them and start tearing them apart in search of the "good nuggets" (which is what is needed).

I am excited that someone wants to finish this off. Sorry if it sounded otherwise before, I just had "lost the lockon" on where the mod really was, and we know that there are currents in hyperspace that suck us down the gravity incline once we lose the lockon.
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