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  #451  
Old March 24th, 2002, 10:49 PM

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Default Re: Babylon 5 Mod

SJ:

Thanks and thanks again Fixed the 300/1250 error, noticed a few more typos throughout during game play - mostly in the molecular weapons - and fixed them as well.

I'm working on adding your new armors to the main text files now and trying to take the time to finish the EM and Gravitic stuff.

For the armor names, how about using "Poly-Crystalline" and "Re-Enforced P-C" - it's the Minbari armor types.
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  #452  
Old March 24th, 2002, 10:59 PM

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Default Re: Babylon 5 Mod

PS - I'm working on a way to make installing the mod a little easier
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  #453  
Old March 25th, 2002, 12:04 AM
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Default Re: Babylon 5 Mod

Why don't you place it all in one zip file (except maybe the ship sets)? That would be a lot easier for non-modders/newbies to handle. I can understand why you'd want the various file types to be separated, so that if only one is updates, you wouldn't have to download the whole thing again. But why not have one file that contains the latest common release Version?

Also, the links to the files on your page are direct links to the ftp server. Your password is included in them. I suggest that you fix that ASAP before some unscrupulous person decides to mess your site up.
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  #454  
Old March 25th, 2002, 07:23 PM

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Default Re: Babylon 5 Mod

IF:

Thanks! Will fix and will also post up a one shot zip.

SJ:

The armor tech areas don't include any of the new stuff - such as "Passive Armor Physics" or "Emissive Armor Manufacturing". Do you want me to just add all those tech areas with their level limits, or do you already have these available?
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  #455  
Old March 25th, 2002, 07:31 PM
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Default Re: Babylon 5 Mod

Oops. I've got the armor tech areas.txt, I just forgot to move it to the uploads area.

I won't get home to upload it for another 10 hours, though.
I'll put it up as soon as I get home; if you don't want to wait, go ahead and add the areas, and you can update them later.
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  #456  
Old March 25th, 2002, 08:30 PM

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Default Re: Babylon 5 Mod

SJ:

I'm not that impatient Besides, looks like I brought the wrong disk with me to work and I won't be able to post any of the weekend revisions either!

Had a quick question for you - the passive (emissive style) armors are meant to be available to all the races, right? What are the other armors you are working towards?
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  #457  
Old March 25th, 2002, 08:44 PM
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Default Re: Babylon 5 Mod

The active armors are next up in tech after passives.
They can't really be organic armor regen, since that would interfere with the combat repairs for B5 gold.
Instead, these could be given the armor ability (since they heal over any holes).
Or, they could be internalized crystalline effects, like grav deflectors and whatnot

For the ancient race armors, they would be given high-power organic armor with crystalline effects as well. Internal damage to repairable systems would turn into a One-Round stun effect, since the OA ability would heal them on the next turn.
Shadows would get more emissive/crystalline, Vorlons would get more organic.
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  #458  
Old March 26th, 2002, 12:04 AM

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Default Re: Babylon 5 Mod

Does anyone know if "Long Range Scanner - System" works for facilities? Does this just give scanning ability of everything that enters a system or ranged.
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  #459  
Old March 26th, 2002, 03:42 AM
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Default Re: Babylon 5 Mod

AFAIK, it is a facility ability. I've never tried it on a component. It's used somewhere in the Psychic tech tree in unmodded SEIV. Psychic System Scanner, or something like that.
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  #460  
Old March 26th, 2002, 04:24 AM

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Default Re: Babylon 5 Mod

Thanks
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