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  #761  
Old May 22nd, 2002, 05:16 PM

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Default Re: Babylon 5 Mod

Blessed diversity in choices is causing the AI to seize I would guess

I'm going to sit down and try to get some of this hammered out! I have finished Ship boarding/security (breaching Pods and Security Stations) and Planetary weapons. Also some more comp pics. Just want to knock out a few more things for y'all before posting
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  #762  
Old May 23rd, 2002, 12:34 AM
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Default Re: Babylon 5 Mod

Val: Sent ya the Last save game before an RCE I had Last night. Hope that helps. Turning the the design minister "off" got me past the RCE. I did notice that the EA had carriers with fighters but the fighters (at one time anyways) did NOT have the fuel cells/supplies...I also noticed the EA in a loop in refitting a frigate(s)...the new design was obsolete?! It got an error message that the new design was identical to the one being changed..

[ May 23, 2002, 00:12: Message edited by: pathfinder ]
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  #763  
Old May 23rd, 2002, 01:31 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.

-----------------------------
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.

-----------------------------
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

While playing as the Shadows, this occured:
The PDF Multi-Phased Cutter has the same targeting abilities as a normal Multi-Phased Cutter.

-----------------------------
There are not enough system names.
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  #764  
Old May 23rd, 2002, 04:32 AM

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Default Re: Babylon 5 Mod

Anyone sending stuff to the B5Mod yahoo e*mail address, I've been having some trouble with it in the past couple of days, it logs me in but doesn't show me anything (even though I know there is stuff there), I sent tech support a few E*Mails and am waiting to hear back. Sorry

Have to add back in the infantry Mounts/Components.

Fixed the Maint Bot III typos.

There's 211 systems in there, guess I can find 44 more, anyone notice any sytems I've missed?

There are a few more races in progress, splitting off some of the LNAW races to be individual (Drazi, Vree, Brakiri) which should help. Only prob is finding the variety of ships. Maybe one of y'all would be up to sculpting some new ships for existing races? I'm working on some Vree.
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  #765  
Old May 23rd, 2002, 04:40 AM
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Default Re: Babylon 5 Mod

Hmmm....guess I could try Drazi or Brachiri

[ May 23, 2002, 03:41: Message edited by: pathfinder ]
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  #766  
Old May 23rd, 2002, 06:39 AM

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Default Re: Babylon 5 Mod

Ok, I should be posting Version .28 tomorrow. It will have Planetary and Assault/Security components, fighter engine pics (thanks Simon) and some descriptions for the ShagToth, Hyach and Markab. Also has some of the new ruins techs and the beginnings of the Vree, Brakiri, Drazi and Raiders Race folders (these I am including for anyone who wants to work on making a new shipset - I'll leave Simon to do his incredible research on the racial backgrounds).

Does anyone have any pics of what the B5 computer screens looked like? Want to change the interface look to be more B5ish if I can find enough examples.
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  #767  
Old May 23rd, 2002, 07:13 AM

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Default Re: Babylon 5 Mod

Drakh ships are also on the table now (I have some samples). I'm working on adding some new Drakh weapons as well

I want to try to integrate some of SJ's p&n components and abilities for the Drakh/Raiders races, with SJ's permission - of course

I'm looking at some smaller facilities proposed by Simon to use as well.

I will also try to get the troops/infantry fixed.
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  #768  
Old May 23rd, 2002, 08:19 AM

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Default Re: Babylon 5 Mod

Ok, here is the latest stuff - I'm a bit tired, so forgive typos. I only checked to see if the game loaded and haven't tested it much. Update includes begginings of new racial shipsets, updated data/ai files, general files for Drazi, Hyach, ShagToth & Markab. New Components pics.

B5Mod052302.zip

Also have sample Drakh ships for y'all!

DrakhShips.zip
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  #769  
Old May 23rd, 2002, 05:49 PM

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Default Re: Babylon 5 Mod

Thanks and thanks

What components are needed to make them P&N like?
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  #770  
Old May 23rd, 2002, 06:22 PM
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Default Re: Babylon 5 Mod

Well, its not so much adding components, as taking away components and facilities
They should not be able to colonize, or make much use of colonies.

The things that are useful to add are:
- cheap, low tech boarding parties. (probably much less powerful than normal, but available in large numbers because they are so cheap)
- Large resource storage facilities. (They will have few planets under their control, so they have to save for a rainy day)
- more fighter options, and small ships.

What I've been adding to P&N for v2.6, is the ability to cloak undetectably. Basically, the pirates can pretend to be regular citizens, and be noticed but ignored until they are ready to attack.
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