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  #541  
Old April 9th, 2002, 09:15 PM
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Default Re: Babylon 5 Mod

I know I haven't been as active in this MOD as others, but if you'd my site can be a mirror for the MOD.

www.xmission.com/~rstulce

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  #542  
Old April 9th, 2002, 09:15 PM
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Default Re: Babylon 5 Mod

I know I haven't been as active in this MOD as others, but if you'd my site can be a mirror for the MOD.

www.xmission.com/~rstulce

[ 09 April 2002: Message edited by: Rambie ]

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  #543  
Old April 10th, 2002, 06:32 PM

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Default Re: Babylon 5 Mod

Another mirror certainly could not hurt

Also, though I have had success with the AI in the past week, I am still having issues with the different sized engines, though I can force the AI to choose engines of my liking, it is a HUGE pain in the butt and would require me to make vehicle designs for each size group. Instead I am reworking the engines al together. Sizes will remain in a range of 5-10 kt, but the amount of output will differ (as will supply drain). Trying to figure this out and will then post the results.
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  #544  
Old April 10th, 2002, 07:12 PM
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Default Re: Babylon 5 Mod

Val:
Are you making the AIs use a fixed number of engines?
If so, why is the "x engines per KT size of the ship" not working for you?
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  #545  
Old April 10th, 2002, 07:44 PM

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Default Re: Babylon 5 Mod

I was trying to make the AI use a fixed number of engines, but what would always happen is they would reach the next 'plataeu' of engine (eg: from light to medium) it would put too many of the large engines on the ship, making it unviable in combat. If I lower the # of engines then the ships are too slow until the larger engines appear. Unless I am doing something wrong... I can post the AI later if you would like a peek at it.
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  #546  
Old April 10th, 2002, 09:01 PM
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Default Re: Babylon 5 Mod

If there isn't a huge efficiency difference between the engines, why not just stick with light drives?
The AI could then concentrate on other research areas.

Later on, when you get large ships and large drives, you can design the ships with X heavy and Y light engines per KT.
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  #547  
Old April 11th, 2002, 01:41 AM
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Default Re: Babylon 5 Mod

*groan* I knew that the B5 component.txt file was big but jeezzzzzzz.......

My eyes have been a problem when looking at how this thing is setup so I thought I would print a copy so I could look at the designcreation.txt and research.txt for each B5 race....

almost 1700 pages later.....

almost got a hernia carrying the box to the car too

I never claimed to be the sharpest tool in the tool box!
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  #548  
Old April 11th, 2002, 03:07 PM

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Default Re: Babylon 5 Mod

Hi all,

I'm a big B5 fan, been playing SEIV a couple of weeks now and getting the hang of it.

2 questions.

Is there anywhere I can just download a set of graphics from B5 for SEIV. Say Narn or Shadows etc.

2ndly is there an actual B5 mod that goes further than this? I presume so hence this thread.

Unless it's really easy I would be happy with just the pictures!

Ta

Andy
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  #549  
Old April 11th, 2002, 03:12 PM
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Default Re: Babylon 5 Mod

B5 Mod Homepage


Val: Your homepage link goes to a 404 on spaceports. You might want to update it
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  #550  
Old April 12th, 2002, 05:01 AM
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Default Re: Babylon 5 Mod

Andy: Some of the B5 races are available in the racestyles area, some are available at the site SJ gave (careful..if ya D/L the mod stuff it is incompatible with Gold atm).

Question #2: The B5 MOD is being developed and tested, not ready for prime time yet..
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