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  #441  
Old March 22nd, 2002, 05:04 AM
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Default Re: Babylon 5 Mod

MB: Private Message, so as not to flood the thread with code samples and overly technical discussion.
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  #442  
Old March 22nd, 2002, 08:27 PM

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Default Re: Babylon 5 Mod

Klebdog:

Posting for all to see is a good way to get everyone's opinions so I'd say make a general post if you're comfortable with that

SJ & MB:

I know you're posting all that AI stuff in a private message, but would you two be opposed to starting a new thread in the forum so those that are interested can read (and learn) along? Also, we might be surprised at some suggestions other AI modders might have come up with to make life easier.
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  #443  
Old March 22nd, 2002, 09:28 PM
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Default Re: Babylon 5 Mod

Actually, there's nothing to see yet, since MB apparently has not read the post below yet.
Public threads do tend to sink fast around here, so perhaps just a summary in here would be better.
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  #444  
Old March 22nd, 2002, 11:41 PM

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Default Re: Babylon 5 Mod

A post here would be just as fine I sent MB an email to let him know!

I downloaded all the armor updates and will add them into the data file this weekend and post Monday
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  #445  
Old March 23rd, 2002, 08:29 AM

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Default Re: Babylon 5 Mod

I thought I saw some way to turn off the infinite supply for bases - was I halucinating?
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  #446  
Old March 23rd, 2002, 06:08 PM
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Default Re: Babylon 5 Mod

Yes, there is:
- Take all the base hulls, and change the vehicle type from "Base" to "Ship"
- Remove all emergency propulsion components, unless you are willing to allow bases to move.
- Change allowed vehicle types for components from base to ship.
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  #447  
Old March 23rd, 2002, 08:17 PM

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Default Re: Babylon 5 Mod

Val,
I tried to post my changes on the site but I couldn't for some reason. If anyone wants to check out the files let me know and I will send it to you ASAP. All the files that I changed in the "Data File" are just based on ideas that I wanted to try out. Any feed back from the general public would be most helpful.

Thanks,
Klebdog
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  #448  
Old March 24th, 2002, 05:55 AM

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Default Re: Babylon 5 Mod

KD:

To upload files use this link - Upload File - then upload the files. Then copy the text that comes back. Then open up a "New Topic", tell people what your ideas are for the mod you are working on and paste the link to your file there. From what you've E*Mailed me so far, your stuff looks good and I think you can get some great feedback from the people on this forum

SJ:

I haven't been able to get to the link to the armors you posted, could you possibly zip them all together and E*Mail them to b5mod@yahoo.com? Thanks much!
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  #449  
Old March 24th, 2002, 05:19 PM
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Default Re: Babylon 5 Mod

Val: I sent the files (6KB zipped) Last night so you should have them now.

Does anybody have some suggestions for Active armor names? I'm hoping for about 5 levels, but I can't think of anything.
If all else fails, I may just go with copying the inert armor and making it self-heal (plus some tweaks to price/image/strength).
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  #450  
Old March 24th, 2002, 10:38 PM
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Default Re: Babylon 5 Mod

Found a data file bug:
Where 300 != 1250 in the cargo storage ability.
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