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June 19th, 2005, 04:45 PM
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Private
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Join Date: Jun 2005
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Re: B5 MOD General
What is the last version of the B5 mod that lack overt (shows up when you try to run a turn) errors? Is there a single file download for it around?
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June 19th, 2005, 05:35 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: B5 MOD General
U.F.P. Unique Patrol Craft, Build windo shows movement of 8, when built moves 2, 6 Fission engines
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June 19th, 2005, 06:03 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: B5 MOD General
That is because the design screen dosen't take into account penalties due to:
- lack of supply
- having zero standard move points (bonus moves don't count in this case)
- lacking a bridge/lifesupport/crew quarter ability
- and more!
Going from 8 to 2, means you are either missing lifesupport, or BOTH bridge and crew quarters ability.
From the sounds of it, those abilities need to be added to the ship hull so the requirement of zero of those components dosen't mess things up.
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June 19th, 2005, 06:33 PM
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Colonel
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Re: B5 MOD General
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd
(Edit)...added Crew and life support...have lots of movement any idea on when a patch for the bugs will be out???
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June 19th, 2005, 09:23 PM
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Shrapnel Fanatic
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Re: B5 MOD General
Quote:
Norlion said:
What is the last version of the B5 mod that lack overt (shows up when you try to run a turn) errors? Is there a single file download for it around?
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As soon as Grumbler gets his files ready and sent to me, I'll give you a link.
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June 19th, 2005, 09:43 PM
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Private
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Join Date: Jun 2005
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Re: B5 MOD General
Thanks. I notice this mod to be a SLOW game. Still I have 2 friends including myself who plan to take it PBW. We want to use the latest bug free version.
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June 20th, 2005, 05:08 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
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Re: B5 MOD General
Quote:
mottlee said:
OK, I have had to reformat my drive, Have installed mod, patch and data files (in that order) I have Depots and errors about no "Antimatter" tech any Ideas???
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Yeah, there may still be a few places where Antimatter is spelled AntiMatter (capitalization DOES count). I thought I had found all of the instances, but it may be occurring in a race I have not tested.
Which race is giving you the "not found" result?
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June 20th, 2005, 05:11 PM
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Sergeant
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Location: Remington VA USA
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Re: B5 MOD General
Quote:
mottlee said:
For some reason this time I also do not have "Ship Yards"
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Ship yards have been subsumed into colony hubs. Your real ship construction will be in orbital yards - the colony hubs just give you the ability to construct in space.
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June 20th, 2005, 05:14 PM
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Sergeant
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Join Date: Jul 2002
Location: Remington VA USA
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Re: B5 MOD General
Raiders are not a working race yet. They will not have any tech and very few facilities and components, as they are not a B5 standard race.
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June 20th, 2005, 05:23 PM
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Sergeant
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Join Date: Jul 2002
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Re: B5 MOD General
Quote:
mottlee said:
Hull is said to have these built into it so I did not add them to it, IF this is so then the mod needs an upd
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The unique patrol ship has always worked for me exactly as designed (i.e. with built-in LS and CC), just as have the Unique Scout and the Unique Fast Courier. Do the latter two work correctly for you?
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