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  #521  
Old April 6th, 2002, 06:45 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Babylon 5 Mod

quote:
Originally posted by pathfinder:
Who the heck are the ShagToth? Are there any pictures of them? I have not been able to find any...


That's another name for the Soul Hunters. I forget now if it's the Minbari name for them or their own name for themselves.
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  #522  
Old April 6th, 2002, 06:47 AM
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Default Re: Babylon 5 Mod

ahh..thankee suh! now to either re-name the folder or rename the shipset
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  #523  
Old April 6th, 2002, 11:13 AM

TheGunslinger TheGunslinger is offline
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Default Re: Babylon 5 Mod

hey Pathfinder, i have EXACTLY the same problem that you have (many Unknown Values for Weapons at the start up)

can you please explain (exactly) how you solved that ?
Thanks
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  #524  
Old April 6th, 2002, 05:38 PM
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Default Re: Babylon 5 Mod

What weapon series do the ShagToth (soulhunters) use? Psychic abilities yes but what weapons? I didn't find any "psychic" weapons except the shipboard telepaths. Common series maybe?
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  #525  
Old April 6th, 2002, 06:38 PM
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Default Re: Babylon 5 Mod



The blighters now design but design colony ships with 2 colony modules and no reactors, and the escorts/transports with no reactors. So they just sit there.... Edit: I fixed---seems I needed to up colony module back to 200KT with minimum % for the module to 40%...well it werks!


On my earlier post about weapons; maybe all races start out with level 1 general tiny and general light then research their prospective race specific (if they have any) weapons. Just a suggestion so that all races start with SOMETHING!


EDIT/UPDATE: Seems that if you add a statement reactor=true and number reactor=1 in the shipsize file they put a reactor in. Also I seriously recommend the light fission reactor be upgrded to 1500 instead of staying 500 for output (otherwise the ships just sit because they don't have ennough supplies to move).


PPPPSSSS: I guess the two issues that get me are the engine to ship size // light reactor output issue and the no weapons at start (which I fixed in my setup)... when these two issues are "fixed" I think some "serious" tweaking can be done (not that you guys haven't beat this thing into decent shape so far)
[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

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  #526  
Old April 6th, 2002, 11:13 PM
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Default Re: Babylon 5 Mod

Where might I find the sight to download this Mod.
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  #527  
Old April 6th, 2002, 11:21 PM
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Default Re: Babylon 5 Mod

tnarg: this mod is being tested, not quite ready for prime time.

now if ya wanna help test

this is suicide junkies site: http://imagemodserver.mine.nu/b5mod

no instructions, the one with instructions used up its bandwidth and currently is available.

[ 06 April 2002: Message edited by: pathfinder ]

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  #528  
Old April 6th, 2002, 11:28 PM
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Default Re: Babylon 5 Mod

Weapons: Uhm...what would be a good "general" startup" technology to use? The 'General Light" series have to have physics researched...

Seeems to me there should be something (mass driver, DUC, ???) at the very start available to all...


guess I'll be quiet...starting to repeat myself....
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  #529  
Old April 6th, 2002, 11:29 PM
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Default Re: Babylon 5 Mod

Mass drivers are powerful weapons of mass destruction. They wouldn't be very appropriate as a basic weapon.

[ 06 April 2002: Message edited by: Imperator Fyron ]

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  #530  
Old April 7th, 2002, 02:17 AM
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Default Re: Babylon 5 Mod

The AI_research.txt file (found in the picture/race folder) for the two B5 races I am beta testing for the B5 mod had references to the regular weapons for the game. These weapons did not have a corresponding note in the component.txt file in the data folder. I merely deleted the lines in the AI_research.txt file to the weapons that I got errors from.

I would back up my files before doing this!

Hope I am clear enough here.

[ 06 April 2002: Message edited by: pathfinder ]

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