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  #4721  
Old May 25th, 2005, 06:17 PM
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Default Re: B5 MOD General

I am not meaning to stomp on toes it was a question...I did not know the maker of this is AWOL...sorry, I do like the modw just confusing to research something and get nothing
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  #4722  
Old May 27th, 2005, 03:05 PM
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Default Re: B5 MOD General

Mottlee,

I definately want to hear about things like research that leads nowhere (which I can "make invisible" without deleting it pending someone else's contribution that uses it). Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them, so I am definately the person to ask if there is spomething there you do not understand (though my answer may be that I do not understand it, either).

No stomping on toes is possible with me, as I have no particular dog in this hunt. I just threw in what I did to make it work for me, and if people don't like some of the bits like modular engines they can leave those out.

The main focus of the mod right now is to
1. "tweak" the weapons so that they are balanced and all of them are worth researching; and
2. "Racializing" the facilities so that each race has a different set of at least hub facilities but no race ('cept the Ancients) have an advantage.

Finishing those two areas, plus smoothing any rough spots (like Stellar Manipulation research going nowhere) will pretty much finish this version of the mod.
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  #4723  
Old May 27th, 2005, 03:48 PM
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Default Re: B5 MOD General

Quote:
grumbler said:
...Some changes to the mod (like the simplification of the armor system) are not really my idea, but I implemented them...
I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?
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  #4724  
Old May 28th, 2005, 09:01 PM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
I am not seeing any simplification of the armor in the version of you work that I have on SEnet. Is this a more recent, as of yet unreleased change?
Really? I dropped the "manufacturing" tech and left in engineering and physics, so you should have just armor size and number (heavy 0, light 4, etc).

I downloaded everything over again and that is the way it is working for me.

I probably should take a couple of hours and put together a "clean" version of the mod in toto. Next rainy day, that is what I will do.

In the meantime, here is the latest components and techarea, just to be sure. Some may note that this components file includes ancients components, unlike the last version. I am still tweaking these to make Ancients work (though not as player races, as they will have no research and start with all of their techs, hulls, components, and facilities).
Attached Files
File Type: zip 356327-components.zip (348.2 KB, 164 views)
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  #4725  
Old June 2nd, 2005, 01:47 AM

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Default Re: B5 MOD General

In that case, "Rain, day, RAIN!

edit:

Can anyone tell me how to get emails when threads are updated? I can't figure it out.
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  #4726  
Old June 11th, 2005, 09:57 PM
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Default Re: B5 MOD General

OK I have researched a "Jump Gate", built same....HOW IN THE HE** do you get it to work???!!! said I have no movement left...Dooh it's a base! Have put a base engine on it, solar sail but no luck...HELP!!!!!!!!!!!!
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  #4727  
Old June 11th, 2005, 10:26 PM
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Default Re: B5 MOD General

If solar sails in B5 Mod are like in stock, they don't provide any movement unless you have at least 1 regular movement point's worth of engines. This is an essential feature of the propulsion system in Carrier Battles Mod, incidentally...
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  #4728  
Old June 11th, 2005, 10:48 PM
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Default Re: B5 MOD General

The only jump gates that I see are mountable on ships, not bases. Very old versions of the mod did have them mountable on bases, but they can not work without the ship/base having movement points, so it was removed. Are you sure you have the latest version?
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  #4729  
Old June 11th, 2005, 11:20 PM
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Default Re: B5 MOD General

Hmmm....I D/L off the link here in the forums...may not be
no ver number so I don't know, in the game there are 2 warp point openers..1 4995Kt and the other is like in stock game altho I can not get above Lvl 1 on it
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  #4730  
Old June 11th, 2005, 11:34 PM
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Default Re: B5 MOD General

Did you apply *this file* (babylon 5 v2.zip) as a patch?

Also, did you apply the latest Components.txt and TechArea.txt files posted a few posts down by Grumbler?

In these versions, there are 5 levels of Jump Gates. They are 4985 kT and are mountable only on ships, not bases. There are also Jump Drives, whihc are 1000 kT and also only mountable on ships. These are the only two types of components with the "Open Warp Point Distance" ability.
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