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  #581  
Old April 13th, 2002, 02:43 AM
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Default Re: Babylon 5 Mod

hehe..Thanks Val and S/J. Got me dandy going, even if only with general light weapons and slow but long-legged (depending on race) ships. LNAW and ShagToth are going at tooth and claw...

No major bugs seen with the new files so far
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  #582  
Old April 13th, 2002, 03:01 AM

Val Val is offline
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Default Re: Babylon 5 Mod

I'm almost done with basic (general) weapon AIs, it now progresses as the AI researches more powerful weapons rather than a straight shot of Light Bolt Cannons. Next stop is armor then targeting/ECM systems!
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  #583  
Old April 13th, 2002, 05:56 PM

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Default Re: Babylon 5 Mod

I'm getting ready for the next step for the AI and had a question for y'all:

I need to assign point costs to the various racial traits. In general most races get a bunch of specials for their race (weapons, components and eventually facilities), some only get the basics plus their rather pathetic technology, a few have more powerful weapons in general and some get access to ancient tech.

What I was thinking, was to base the race cost on the 'age' the race falls into on the show - since the technology in the game is based on the level they achieved by the time of the show.

So:

Fledgling Races (like Grome & Hurr) - 100
Young Races (EA, Narn, Centauri) - 250
Midborn Races (Minbari, Yolu, Hyach) - 500
Ancient Races (Vorlons, Shadows) - 750 (this is actually 2 racial abilities)

What do y'all think?
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  #584  
Old April 13th, 2002, 06:13 PM
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Default Re: Babylon 5 Mod

Sounds ok to me. I didn't get to watch much B5 so I'll defer to those who did.
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  #585  
Old April 13th, 2002, 10:48 PM

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Default Re: Babylon 5 Mod

I fine with it, sounds good, though arent the Humans more "advanced" or "wiser/older" whatever, than the Narn Regime ?
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  #586  
Old April 13th, 2002, 11:09 PM

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Default Re: Babylon 5 Mod

The Narn actually had space flight and more advanced weapons before the humans, stolen from the Centauri of course (or is that 'reappropriated'). There is some variance between the main 'young' species, but it is a relatively level playing field. The Minbari would be a step up, the Vorlons would be a jump up
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  #587  
Old April 14th, 2002, 12:52 AM

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Default Re: Babylon 5 Mod

oh didnt knew that :]

well the reason i like Babylon 5 are mainly the wars and combats in space. it just looks fcking great :] though i know a bit from the background story, still you know more, Val
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  #588  
Old April 14th, 2002, 01:30 AM

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Default Re: Babylon 5 Mod

Val,

I deleted everything I could think of and it made no difference ot the error message so I reinstalled the entire game, and JUST copied in the pictures / races / earth alliance files. I can now play as sheriden. All other races are standard SEIV. Will do for now!

Andy

Try removing the subfolders for the 'named' neutral races (eg: Gaim) and see what happens.
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  #589  
Old April 14th, 2002, 05:12 AM

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Default Re: Babylon 5 Mod

Gunslinger:
That's what drew me in as well and is what I am hoping for in the mod (with time).

Andy:
You have Gold, right? I will try to check all the B5 Gold AI sometime this week and repost in an 'easier to use' format. One thing MM recomends is that you create a subfolder in the SEIV folder andd put all your mod stuff in there, then use mod launcher (which is on the CD) to run the mod. This way, if you mess something up in the mod, you don't mess up your game. The way the whole B5Mod started for me was when I was trying to collect all the B5 races in one mod folder to play normal SE IV, then I got this bright idea...
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  #590  
Old April 14th, 2002, 06:58 AM
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Default Re: Babylon 5 Mod

Is the game going to be scaled similar to the Proportions Mod in regards to homeworlds and colonies? This would be most appropriate to B5, since there are few colony worlds (mostly controlled by older races) that posess similar levels of production as the homeworlds.
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