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  #4891  
Old October 8th, 2005, 04:37 PM
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Default Re: Babylon 5 Mod

Where can I downlaod the lasted version of this mod?
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  #4892  
Old October 8th, 2005, 10:56 PM
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Default Re: Babylon 5 Mod

There is a copy on imagemodserver:
http://imagemodserver.mine.nu/other/MM/SE4/Mods/B5mod/
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  #4893  
Old October 9th, 2005, 03:17 PM
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Default Re: B5 MOD General

Quote:
pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped....
Added back in with today's version, though the AI is not yet programmed to use them.
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  #4894  
Old October 9th, 2005, 03:36 PM
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Default Re: B5 MOD General

Here is the "beta 2" mod of the mod, mostly Ai upgrades (which will not affect games in progress) and some slightly tweaked data files, which you should use next time you start a game (it includes the Lorkan race data, which was still listed as "Lumati" in the RacialTraits.txt file).

You should find the AI a better opponent now (they build more sensibly, I hope). The Centauri AI files have been further "specialized" so that the Centauri now build slower but more heavily protected ships, plus they have offensive disadvantages and defensive advantages in the AI_General file, just to make them "more different." The rest of the AI remains largely generic except for the speech files modded earlier by Pathfinder.

Anyone looking to mod a race's general stats will probably want to use Centauri_AI_General as a template, as it lists all of the modifiable racial traits.

I will need to add a planetary bombardment ship to each race, as I left them out.
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File Type: zip 386412-B5 MOD v 1_9 Beta 2.zip (1.31 MB, 168 views)
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  #4895  
Old October 9th, 2005, 04:16 PM
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Default Re: B5 MOD General

Quote:
grumbler said:
Quote:
pathfinder said:
Rats.....

Biotech weapons and both planetary & advanced planetary weapons were dropped....
Added back in with today's version, though the AI is not yet programmed to use them.

No biggie, as I figured out a way to teach those scummy Vree a lesson or three!

One thing I noted...the Vree sure use a lot of defense ships instead of satellites...(battleships and battlecruisers, oh my! )
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  #4896  
Old October 9th, 2005, 09:07 PM
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Default Re: B5 MOD General

Yeah, the unit balance among the AI players is still not optimal. I bumped it up a bit with this round, but they still build gobs o'ships.

I don't think the AI_Construction_Unit.txt works as I thought it did, and I (or you?) may have to put some more units into the AI_C_V.txt. Modding Ai is the weakest part of my toolbox,and there are no sharp tools in there to begin with.
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  #4897  
Old November 4th, 2005, 04:09 PM
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Default Re: B5 MOD General

Is the thread dead?
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  #4898  
Old November 4th, 2005, 04:50 PM
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Default Re: B5 MOD General

I think a lot of SE players are on hiatus until SEV.
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  #4899  
Old November 4th, 2005, 04:59 PM
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Default Re: B5 MOD General

I played the mod some, but I don't have very many shipsets for it. I only put the pics in for about 1/3 of them. The vorlons seemed overpowering to me. I might have just had bad luck though. Didn't run into any major bugs, but I didn't get very far. Is there a plan for getting everything together, or parts still being worked on?
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  #4900  
Old November 4th, 2005, 06:04 PM
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Default Re: B5 MOD General

Im looking forward to making a B5 mod for SEV, wether it be a new product or more of a conversion of the existing mod, so i guess narf is right. SEV all the way. Does anyone know when it will be released anyway ?
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