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  #4781  
Old June 26th, 2005, 09:54 PM
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Default Re: B5 MOD General

OK, I thought it was good to go, OK still a work in progress
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  #4782  
Old June 30th, 2005, 05:56 PM
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Default Re: B5 MOD General

Status check!!!!????
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  #4783  
Old July 1st, 2005, 02:44 PM
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Default Re: B5 MOD General

I have found the bugs in the Shagtoth (now ShagToth) as well (another capitalization inconsistency) and have made the new improved and advanced weapons. I hope to have another version of components.txt and techarea.txt out this weekend, and then will start the final cut at facilities.

Anyone feel like finalizing the AI_general (the verbage is there, but not the numbers in many case) and then doing the .emp files?

My thinking at this point is that the diference between the 2k, 3k, and 5k races should all be in special traits. In other words, the 2K race should have the racial access (worth a different amount for different races), plus +/- for traits, and maybe one special trait. The 3k version of the race should just add a special trait, and the 5k version add one major new special trait or two minor ones.

We might want to re-allocate some points for special traits (like reduce Lucky to 500 points and increase Advanced Storage Techniques to maybe 1500 or 2000) - anyone seen a good write-up on such a modification?
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  #4784  
Old July 2nd, 2005, 03:47 PM
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Default Re: B5 MOD General

This was created after much forum discussion:

http://www.latibulum.com/pvk/pvkbalance/

I tend to agree with most of the reasoning.
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  #4785  
Old July 3rd, 2005, 09:23 AM
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Default Re: B5 MOD General

IF, thanks, i remembered this kind of thing being discussed, but didn't know the name of the result. The PvK mod is just what I was looking for.

I think I have somehow buggered up the AI_Contruction_Vehicles and AI_Contruction_Units files, because neutral races are not building nearly enough warships. I remember that there was a set of AI files that was considered a very good model, but don't know enough to search effectively for the specifics. Can you recall offhand which set of AI files that was?

Also, the neutrals to are late-game and still "unconnected" are doing random research. Do you know if I need to repeat the entire AI_Research string for the other AI traits as "unconnected" or is it better to just add "unconnected" to the other AI traits for all the other research tech levels? Either way it is a lot of work, but easier now than when I have done all the racial files.
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  #4786  
Old July 9th, 2005, 01:07 AM
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Default Re: B5 MOD General

What's your status Grumbler?
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  #4787  
Old July 9th, 2005, 01:13 AM

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Default Re: B5 MOD General

Hey,

I'm new to SEIV Gold, but not to the B5 universe. I recently installed the 1.8 version of this mod plus the progressive patches released by grumbler on this thread over a clean install of v1.91 SEIV Gold. I removed all of the non-working races (ie Vorlons, Shadows, League, etc.) No matter what race I tried, I had no access to ships or facilities of any kind -- neither for construction nor design. The only thing I could design and build was a weapons platform. Technologies listed no benefits or improved "ship types", and from what I could tell, I should have at least had access to the basic facilities and colony ship designs. I don't believe this is working as intended.

I placed the mod under the suggested directory of "B5 Mod" in their proper branches under the root directory of the SEIV Gold install. I am using the latest version of the Mod Loader from Matryx.

Any suggestions?

Thanks all.
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  #4788  
Old July 9th, 2005, 01:29 AM
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Default Re: B5 MOD General

Already answered over on SpaceEmpires.net.

Quote:
Fyron said:
In the B5 mod, you must select 2 racial traits. For a normal race, you select "B5 Standard Race" and the triat matching the race you wish to play. Most items require such traits.
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  #4789  
Old July 9th, 2005, 01:36 AM

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Default Re: B5 MOD General

Found it right after I posted here. Thanks again.
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  #4790  
Old July 9th, 2005, 02:27 AM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
What's your status Grumbler?
I have finished all the weapons templates for basic, full, improved and advanced (except advanced molecular weapons - I need to rethink what advantages they should have) and started to sort the races by what types of weapons they get. Right now the plan is to have every race get one weapon they can build to Advanced status, plus one that goes up to Improved (which is less than advanced), one they can build all the way through level X basic but not improved or advanced, three they can build through level VII basic, but no improved or advanced or PD or MS, and three they cannot research at all.

It does not have to fall out exactly that way, though - this is just my current thinking. I am posting the race/weapon grid here, and welcome comments (but mostly will not be able to answer the "why did you..." questions).

Maybe some races should get more weapon types and cost more points to choose?
Attached Files
File Type: zip 365242-Race weapons capabilities.zip (6.8 KB, 137 views)
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