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  #4831  
Old August 4th, 2005, 12:21 AM
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Default Re: B5 MOD General

Drones...be sure the following lines are the last ones in the AI_SETTINGS.TXT file for EVERY race:

Percentage of total drones to keep as planetary cargo := 40
Number Of Anti-Ship Drones Per Target := 3
Number Of Anti-Planet Drones Per Target := 3
Maximum Anti-Ship Drone Target System Distance := 5
Maximum Anti-Planet Drone Target System Distance := 5

The numbers can vary BUT you MUST have those lines or else you get errors.
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  #4832  
Old August 4th, 2005, 02:24 AM
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Default Re: B5 MOD General

Quote:
Dragonswrd said:
...not having any facilities to build....
That is not a mod error. You must select either B5 Standard Race or B5 Ancient Race and the trait that matches your race (Narn, Drazi, etc.).
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  #4833  
Old August 5th, 2005, 10:51 PM
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Default Re: B5 MOD General

Sorry, folks, I have been at conferences for most of the last month. I must admit that I do not understand some of JohnFutch's errors, but am REALLY glad someone is starting this from scratch, as I don't have a good handle on "configuration control" and he, alas, will find all the stuff that I will not have encountered by virtue of the gradual changes!

You have to select "B5 standard race" as your race. None of the others work right now. The plan is to have the B5 Ancients work as a non-player race at some point, but B5 Nomads probably will never work, for reasons of me not understanding how to make them work!

The AI should all be modded up to speed, unless you are trying to use Technomages, Raiders, Shadows, Vorlons, or League of Non-Aligned Worlds. The later is now in the game as seperate races, and the first three are not activated and any AI they have is bad juju.

I hope this weekend to get out a "more final" version of the mod with the weapons racialized (though not yet the facilities). Timstone has some ideas on how to make the weapons more in line with the B5Wars books, but since i don't have the books I am not sure where we are going with that.

Please keep trying. It is very valuable to hear of your problems, and your pain will yield a better mod.

Keep chacking back for updates. I am trying to bag this before the end of August.
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  #4834  
Old August 6th, 2005, 12:58 AM
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Default Re: B5 MOD General

We don't want you to rush through completion. Just need a stabilized version to host in place of all of the different files out there now...
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  #4835  
Old August 6th, 2005, 01:02 AM
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Default Re: B5 MOD General

At this point in the games life span, I would call this a dead dog mod. Just tag and bag it.

The B5 mod, DOA.
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  #4836  
Old August 6th, 2005, 02:40 AM
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Default Re: B5 MOD General

Or not... *hands AT a mellowing brewski*
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  #4837  
Old August 6th, 2005, 08:52 AM
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Default Re: B5 MOD General


Game over man, game f'ing over man!
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  #4838  
Old August 6th, 2005, 02:49 PM
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Default Re: B5 MOD General

*Ignores AT completely*

Fyron:
Thanks for the support man! Thumbs up for you!

Grumbler:
I'll make some of the weapons I've send you (I mean the ideas for the plans).
Please send me a mail (if you have the time of course) to tell me what you don't understand or just see differently.
I'll send the weapons ASAP.
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  #4839  
Old August 8th, 2005, 10:49 PM
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Default Re: B5 MOD General

Okay, after a few false starts i am in production mode on the weapons for each race. Maybe 25% done. I have also gone and "commented out" the race types, races, and technologies that are not applicable to human players in the race selection portion, so that hopefully will get rid of some of the confusion.

Anyone want to volunteer to do the .emp files and associated AI_general files?
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  #4840  
Old August 8th, 2005, 11:06 PM
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Default Re: B5 MOD General

.emp files are easy to generate automatically after you get the AI_General.txt files done.
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