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  #721  
Old May 16th, 2002, 07:10 AM
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Default Re: Babylon 5 Mod

Gees; and here I was, debating how many supply boxes to put on my destroyers...

Val- I've done 5 ships- Large and small carrier, small transport, colonizer, and escort. Not sure what would be a good race for them though. If you'd like to see the ones done, let me know where to put them and in what format. (I guess 48x48 .bmp would be best , eh?)
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  #722  
Old May 16th, 2002, 09:52 AM

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Default Re: Babylon 5 Mod

Sorry to interrupt your cosmic considerations, some low level questions :
* Are there some b5 maps or scens that go with the mod ? Where ?
* Any chance to have more doc for the mod ? I mean tech tree, background, special races techs, new components...
* Can you give some links to good B5 sites ? I'm not versed in B5 background, but the mod look soooo good !

Thanks !

I did begin conVersion to of the mod to Gold, seems easy... Think of completing this soon !

About this, SJ,
can you just tell me if I'm right with just changing those files :
* Settings.txt : adding new lines as per Gold reqs
* Components : updating vehicle/target types Ships/Bases... to new types (incl drones)
* AI files, as per capnq receipe

Are there others ?

Val,
Do you have plans to include drones in the mod, once it is converted to Gold ?
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  #723  
Old May 16th, 2002, 12:24 PM
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Default Re: Babylon 5 Mod

VAL: AI isn't loading carriers with fighters. LNAW and EA in current game.

PDF:
* Are there some b5 maps or scens that go with the mod ? Where ? None that I know of.

* Any chance to have more doc for the mod ? I mean tech tree, background, special races techs, new components... Val will have to answer this one but remember---these are still being developed/implemented....

as for background, I'd recommend going to the mod web site for a start, I believe the URL is in Val's signature...

[ May 16, 2002, 11:28: Message edited by: pathfinder ]
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  #724  
Old May 16th, 2002, 02:06 PM

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Default Re: Babylon 5 Mod

Ah ah, DONE !!! I've a working B5 mod for GOLD, after a paltry 1h30 of file updating !
In my previous post I forgot about this VehicleSize.txt file that now has 2 entries for bitmaps, but this was quickly corrected !

I've to test more but the game looks like it works normally ...
Will upload the Version soon !
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  #725  
Old May 16th, 2002, 05:09 PM

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Default Re: Babylon 5 Mod

Geoschmo:

Thanks for testing that. Is there a way to set a new planet size for below "Tiny" then we can set a special weapon that will only destroy these "balancers".

Gil:

Sure, love to see them! Post them here for all to enjoy or send them to me in a private message (or to b5mod@yhoo.com). 128 x 128 is best for the large pic, 36 x 36 for the overhead. Thanks!

PDF:

Map: There is a map in the mod, though it is incomplete. It does have all the JumpGates and systems named, but many of the systems are currently 'empty'. The ultimate goal is to use this map to create a scenario based around the time of the show will tech levels and colonies appropriate.

Documentation: On the website (as Pathfinder said, see my signature) there is a list of the races with descriptions - this will evolve as the races are added. A tech tree is something I was also planning on doing, though I am not sure when. The components will all have descriptions in them, so that will have to do (when we're done, maybe we can go through the components file and seperate all the descriptions or something.

Gold ConVersion: Thanks, let me know what sort of trouble you run into! Looking foward to the upload. Try to track the changes you made so as newer files are released you can easily update.

Drones: Drones do have a place with some races, so they will appear, just not sure if they will be restricted by race or free for all.

Pathfinder:

Was the AI loading the fighters in the past Versions? Damn...
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  #726  
Old May 16th, 2002, 08:35 PM
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Default Re: Babylon 5 Mod

Here they are... I'm not pleased with the rendering prog. I'm using, so the colors may change later. Also, I seem to not be able to get the ships in the same exact orientation. Any suggestions or gentle criticizms are most welcome.

http://www.gev.cc/SEIV/Ships/GEV/GEV_Ships.html

Link to a page might work better...

[ May 16, 2002, 20:51: Message edited by: Gil Hamilton ]
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  #727  
Old May 16th, 2002, 10:54 PM

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Default Re: Babylon 5 Mod

They look good, and might be suitable for the Markab, Grome or Hurr (I'll check the others and see if they have ship styles similar).

Could render them in DoGA 2, easier to get a consistant angle.
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  #728  
Old May 17th, 2002, 02:04 AM
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Default Re: Babylon 5 Mod

Like I said before, Goldifying is pretty easy once you've got a 1.49 mod.

FWIR,
- Add the two lines to settings.txt
- Search-replace the allowed vehicle type and the weapon target types
- Replace Bitmap name:= with Primary bitmap name and secondary bitmap name.
- Replace quadranttypes.txt

And that should be pretty much all, except for tweaks to support new gold features.

Such as the Organic armor / combat repairs thing.
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  #729  
Old May 17th, 2002, 02:22 AM
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Default Re: Babylon 5 Mod

Quote:
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..
Umm... you can place multiple reactors on one ship. 3 Light Ancient Reactors make more power (2500 more, to be precise) than 1 Medium Ancient Reactor, for the same cost and tonnage.

[ May 17, 2002, 01:26: Message edited by: Imperator Fyron ]
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  #730  
Old May 17th, 2002, 03:25 AM
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Default Re: Babylon 5 Mod

Val: yeah, Last test with Last Version Hyach and EA both had carriers and did not fill them with fighters..

Imperator: hehe, understood...I prefer to reserve the slots for other things...never though about adding in 3 little ones for the medium....*shrug*...
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