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  #701  
Old May 14th, 2002, 11:35 PM

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Default Re: Babylon 5 Mod

PF:

Ouch, sounds like the Shadows are working pretty well on a power level

Pheonix-D:

So, if components are in the same family, but are specified as Base OR Ship, they will overlap due to the family being the same?

Putting a different component inbetween the various types is a good idea!

IF:

Appologies to SJ, should have known if there was something to find, SJ would have found it first

When I get a chance I'll check over the reactor ratios.
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  #702  
Old May 15th, 2002, 07:04 AM
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Default Re: Babylon 5 Mod

*scratches head*

Imperator: More powerful? Guess I read things differently. Bottom line: light reactor has 3500 supplies, medium 8000...at least in the Version I have. If you have Shadow specific weapons you'll need every drop of supplies you can get, regardless of other characteristics..

Val: hehe, the black hole is what got those fleets and my 2 ships....though I did have a smallish (12 ships) fleet take on a 20+ fleet of Hyach and rip them without a loss. My fleet had a cruiser, 2 light cruiser, coupla destoryers, rest frigates...I tell ya those molecular slicers will tear butt...ya just hope ya got enough supplies (big enough reactor) to Last 30 combat turns...

[ May 15, 2002, 06:39 AM: Message edited by: pathfinder ]
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  #703  
Old May 15th, 2002, 07:25 AM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Val:
(snip)
This mod is still 'pre-gold', once this mod is tested and working reasonably well, then it will be upgraded to Gold. There is actually a test game being setup between 4 players right now that will hopefully determine the mods playability and balance. I do have some new AI I have to post, along with some minor add-ons (like the new Sat sizes and such). I am hoping to have a good solid Version of this mod by June, maybe run a PBW test and then go Gold by July... but I've always been a dreamer
Is there a technical issue preventing the mod from working with Gold ? Did someone try ?
I'm not sure about it, but it seems that only trivial changes to files are needed, provided you don't use the new drones - problem is that I don't know them !
Am I wrong ?
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  #704  
Old May 15th, 2002, 07:42 AM
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Default Re: Babylon 5 Mod

PDF: patience .... Val is doing this a step at a time, getting at least the major bugs out the way . he (others?) decided to start with 1.49 first. I accidently put them in gold when I first started testing and they did't work there....

one thing to remember is that this mod has totally different tech trees and components to get "right" and implement in the AI files...a real tough thing to do IMHO.

[ May 15, 2002, 06:47 AM: Message edited by: pathfinder ]
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  #705  
Old May 15th, 2002, 07:51 AM
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Default Re: Babylon 5 Mod

Val: baseship doesn't have a pic to use, I get an error message (program can't find one).

also, is there any way to replace the dreadnought pic....?? get pics for the infantry?

Shadow mega weapons leads no where...intended?
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  #706  
Old May 15th, 2002, 11:14 AM

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Default Re: Babylon 5 Mod

PDF:

SJ could guide you on converting the mod to Gold if you would like (and if he has the time). I think there were also a few threads that explained how to convert it over. The only reason we haven't done it is that we wanted to focus on making sure everthing worked in 1.49 before advancing it to Gold - to avoid having to make repairs in both at the same time - too much!

PF:

There are other Shadow and ancient weapons on the way, I just bought a book about the Ancients and it includes a bunch of new weapons that I will be adding in my next round of weapons.

Never realized the Shadow Baseship was missing. The Dreadnought pic should be the 'death cloud', though that needs to be changed. The Shadow shipset does need a bit of work, anyone up for fixing it?
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  #707  
Old May 15th, 2002, 11:36 AM

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Default Re: Babylon 5 Mod

Val,
I dloaded your mod and just looked at the files -and wooohoo ! it's the most impressive one I saw : superb graphics, new sounds, very rich tech and components, with lots of race-specifics, all this with a real SciFi background, I'd really want to play this !

Obviously I just can admire the files , lol, as I'm stuck with my Gold Version, and so am quite angered by *not* being able to play this where non-Gold owners can !

So I'll have a look at converting, if SJ just can be kind enough to guide me, I'm not too dumb computer-wise

Thx to all !
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  #708  
Old May 15th, 2002, 10:01 PM

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Default Re: Babylon 5 Mod

I've been working on a Ruins Tech that will 'stabilize' a star. Basically it is building a spher/ring world, but it is cheaper and has almost no space on it. I've attached a zip with the 'test' bits (you would have to add each piece to the relevant file in your mod). The only problem I am having is that when it builds the 'Balancer' it does not mask the BMP of the planet, so the star appears to disappear in the game. Anyone have any solutions?

StellarBalancer.zip
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  #709  
Old May 15th, 2002, 10:13 PM
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Default Re: Babylon 5 Mod

I've ideas on what to do for the various levels of active armor, but I just haven't had time to type them up yet. This weekend, unless we go to the cottage.

Quote:
The only problem I am having is that when it builds the 'Balancer' it does not mask the BMP of the planet, so the star appears to disappear in the game. Anyone have any solutions?
Make the Star Stabilizer planet look like a Star?
Say something like "The stabilizers moderate the fusion reactions in the star, and locking its energy output to that of an average G-type star" (yellow, sunlike)
Then your stabilizer planet image can look like a yellow star with a thin spherical grid of energy beams around it, or something similarily cool looking.

I would reccommend making this stabilizer facility have a limit of zero people and zero facilities.
When a colony ship lands, they are just taking control of the automated stations, and will get strategic vision from the place. The place is already fulfilling its primary purpose (saving the lives of everyone in the system), and dosen't need to be inhabitable.
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  #710  
Old May 15th, 2002, 10:28 PM

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Default Re: Babylon 5 Mod

I was thinking along the same lines (using a star for the image), but I like your description about why it turns Yellow and the pic idea

I will drop the pop down, but I was thinking that 1 facility would be cool - like Education Center or Archeoligical Site. What do y'all think?
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