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  #621  
Old April 18th, 2002, 05:36 AM
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Default Re: Babylon 5 Mod

Val:
You should put a link to the sight in your sig.
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  #622  
Old April 18th, 2002, 06:14 PM

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Default Re: Babylon 5 Mod

Ok, I've uploaded all the files in a more user friendly download. I am working on the webpage now that explains what you need to do to get it running. What I'll most likely do is make the Geocities site (the old homepage) into a place where you can d/l the individual Groups of files (like it was) and the Spaceports site the 'all-in-one' d/l. By tomorrow it should be up and running.

TNARG:
Go check out the website B5 Mod Homepage and check the history and info pages. Our goal is (as Pathfinder put so well) to make a mod that will give the player the feel of the B5 Universe. This includes a lot of reworked art (ship components, warp points look like jump gates, events, races, etc.), new weapons (based on the AoG B5 Wars ship combat game) and a bit more of a 'realistic' feel (like proportions). The mod is playable, although the AI is currently only using the basic weapons (unique racial AIs have not yet been built) it does work well for human v. human. Give it a try, updates will be posted on the website (with notification here), so once you download the core mod and the 1.49Data files you will be able to keep up to date. Let us know what you like/don't like.

Pathfinder:
Thanks for the kind words and compliments We can only hope it is enjoyable once it is done!

IF:
Done.

[ 18 April 2002: Message edited by: Val ]

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  #623  
Old April 19th, 2002, 07:55 AM
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Default Re: Babylon 5 Mod

WHHOOOAAAAHHHH! I just downloaded the core b5mod, and I must say that I can hardly contain myself.
This is super, exactly what I have been looking and waiting for, well not exactly, but pretty darn close. So does anyone have an inkling of when perhaps this little gem may come together?

I am also glad to hear that aspects of the Proportions Mod are or perhaps may be incorportated. It just seems to add a bit more realism.

Please say that the finished Version (I completely understand that there is a great deal of work going into this)is just around the corner.
Swell, keep up the good work, looks excellant so far.
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  #624  
Old April 19th, 2002, 08:01 PM

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Default Re: Babylon 5 Mod

Tnarg:
Glad you like The next release should have a few 'proportions' like mods made to it, and hopefully AI for the individual races. Rambie is also working on Victory/Defeat pics and those should be included as well. I am also working on the jump gate open/close animation for when a new gate is open or an old gate falls into disrepair (right now a warp point opens). SJ is working on specialty armors, and Master B is looking at the AI. SO, not right around the corner, but close!

Everyone (including Lurkers):
Anyone who has downloaded the whole shebang, I would love to hear what you like and don't like so far. What does it need to feel more like "B5"? How is the generic AI so far? Do you want anything else as we develop it?

Thanks!
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  #625  
Old April 19th, 2002, 08:13 PM
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Default Re: Babylon 5 Mod

I've noticed in the Pictures folder that there are quiet a few files for new component art; however, when I load a game it is the regular SEIV components. Am I forgetting to do something?

Also the ship-sets look outstanding. My only gripe where that several races (namely the main ones) had the same weapons platforms, satelites, mines, or even space stations. I don't know, just an observation. Other than that woooahh.
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  #626  
Old April 20th, 2002, 12:29 AM
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Default Re: Babylon 5 Mod

tnarg: naw, the AI files haven't been loaded with the race-specific stuff IIRC. For instance the Minbari and a coupla other races use a special race-specific crew quarters which you see IF you have the AI setup to get them (or you do it yourself). Also the Race-specific weapons haven't been enabled in the research.txt files or designcreation.txt files. They will be sometime (and trust they are pretty neat ).

Val, et al: hehe, I d/l the latest build and will let ya'll know what I think in my usual, socially despicable manner

[ 19 April 2002: Message edited by: pathfinder ]

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  #627  
Old April 20th, 2002, 02:32 AM
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Default Re: Babylon 5 Mod

Small thing noted: several of the generic pics have "generic" spelled wrong.

Also the intro screen rocks!

AI (EA) is producing ships (escorts mostly) but the mineral/radioactive production can't keep up (*shrug* so what else in new...this been an old problem IIRC)

[ 20 April 2002: Message edited by: pathfinder ]

[ 20 April 2002: Message edited by: pathfinder ]

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  #628  
Old April 20th, 2002, 03:27 PM
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Default Re: Babylon 5 Mod

Hehe, I wonder what the Minbari are up to, they just finished researching planetary weapons and got mass drivers I & II.


So far so good....no big glitches...
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  #629  
Old April 20th, 2002, 04:57 PM

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Default Re: Babylon 5 Mod

Very nice.

I am playing EA and there seem to be missing pic's. Comps 697 and 702 fighter engines. There may be others but I havn't run across them yet.

Also when a fighter is created by the AI it will show a speed 6-8 in the design screen. This normally would mean speed 3-4 in combat. Instead they have only a move of only 1. Slower than that of ships. I believe this is due to it not being given a fuel source.

[ 20 April 2002: Message edited by: Rich04 ]

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  #630  
Old April 20th, 2002, 05:34 PM
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Default Re: Babylon 5 Mod

I suggest building a primary reactor right into the fighter hull. You could then add secondary powerplants if you want your fighters to carry bigger-than normal guns.
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