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  #741  
Old May 18th, 2002, 07:21 PM
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Default Re: Babylon 5 Mod

Val: Shadow Ships---yeah, me been cruisin' the internet....oh well...good luck...I'll try something DOGA but not sure I could get the right look..
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  #742  
Old May 19th, 2002, 03:30 AM
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Default Re: Babylon 5 Mod

A few errors I encountered today:

When starting up a game, these races generated errors.
Minbari
Research Phased Energy Weapons
Research Energy Pulse Weapons

Earthealliance
Research Energy Pulse Weapons
Research High Energy Discharge Weapons
Research Energy Stream Weapons
Research Missile Weapons
etc.

Vorlon
Same errors

I copied the Default_Research.txt file into each of them, and the error went away.

While playing as the Shadows, this occured:
Living CPU upgraded to External Cargo Bay.
The PDF Multi-Phased Cutter has the same targeting abilities as a normal Multi-Phased Cutter.

Edit:
Oh yeah, there are not enough system names.

[ May 19, 2002, 03:25: Message edited by: Imperator Fyron ]
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  #743  
Old May 19th, 2002, 04:14 AM
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Default Re: Babylon 5 Mod

By Imperator Fyron: " While playing as the Shadows, this occured: Living CPU upgraded to External Cargo Bay"

Found the same too...
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  #744  
Old May 19th, 2002, 04:43 AM

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Default Re: Babylon 5 Mod

The individual races shouldn't have any Design Files, they should be using the defaults. They haven't been made yet.

I'll look into the CPU to Cargo thing

I finished up Security & Breaching Pods. Working on Planetary Weapons and EM (Vorlon) Weapons.
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  #745  
Old May 19th, 2002, 05:02 AM
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Default Re: Babylon 5 Mod

I know. I think that those races were trying to use the Research files from the normal data set. I have no clue why they would do that, when the other races just used the default B5 ones.

There are not enough races for a high player number game. The game I am running has a couple duplicate empires. Maybe you should put in a warning about that, or mod the settings so that high player starts can't have more races than there are in the mod.

Several of the races didn't get empire names in the game. It's very odd.
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  #746  
Old May 19th, 2002, 05:14 AM
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Default Re: Babylon 5 Mod

Just wondering here: if on occaission they use "normal" research then try to design to that research...maybe that is what causing the RCE's I see at times? I can get by them by shutting down the design minister... i.e. designing something that it now can't find a component (from "normal" components) for?
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  #747  
Old May 19th, 2002, 05:45 AM
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Default Re: Babylon 5 Mod

Val:
Is there a purpose to Infantry other than policing action? All that fits on them is the Troop Cockpit.

-------------------
Repair Bot II:
Size 50
Repairs 2

Repair Bot III:
Size 150
Repiars 3

I assume that this is a typo.

[ May 19, 2002, 04:58: Message edited by: Imperator Fyron ]
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  #748  
Old May 19th, 2002, 06:09 AM
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Default Re: Babylon 5 Mod

Imperator: The infantry good at riot control...I use them to keep morale to at least happy.... other than that...*shrug* This was critical to keep Shadows production up since reproduction rate is set so low...
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  #749  
Old May 20th, 2002, 02:02 AM
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Default Re: Babylon 5 Mod

Val: Still working on the Minabari? They be missing component pics comp_549 and comp_550. One is for the Molecular pulsar, the other for the molecular disruptor..

also missing is the pic for the tiny anti-matter engine..

[ May 20, 2002, 03:59: Message edited by: pathfinder ]
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  #750  
Old May 20th, 2002, 03:00 AM
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Default Re: Babylon 5 Mod

Why have infantry require a cockpit?
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