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  #781  
Old May 26th, 2002, 09:25 PM
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Default Re: Babylon 5 Mod

Imperator: hehe, yeah the Shadows are fun to be...slicing and dicing
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  #782  
Old May 26th, 2002, 09:44 PM
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Default Re: Babylon 5 Mod

Val: RCE I just had...the AI race is in a design loop with colony ships..same design over and over and over....

Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines...

[ May 26, 2002, 22:49: Message edited by: pathfinder ]
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  #783  
Old May 26th, 2002, 10:23 PM
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Default Re: Babylon 5 Mod

Val,

I don't know if your awared that Research files for Narn's Pulsar Mine I and II dosen't show the weapon's picture or information.
Hope this helps some.
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  #784  
Old May 27th, 2002, 12:53 AM

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Default Re: Babylon 5 Mod

"Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines..."

the AI ignores that field, it's for players only. So no reason to put it low unless you want to.

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  #785  
Old May 27th, 2002, 01:03 AM
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Default Re: Babylon 5 Mod

Gunslinger: Research for race specific weapons/facilities has not been implemented in the AI_research.txt file yet, some of the special facilities haven't even been developed yet (ie no description added to the components.txt file nor pic in the components (picture) folder)

Remember this MOD is in development, not a finised "product" yet.

As far as the population hauling, Gold AI doesn't haul to non-atmosphere planets. IE--rock/oxygen race transports will ONLY haul population to colonized rock/oxygen planets (or so has been my experience in other mods/regular Gold games). I haven't as yet had a problem with AI hauling to same/atmosphere planets in the B5 MoD

[ May 26, 2002, 13:30: Message edited by: pathfinder ]
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  #786  
Old May 27th, 2002, 02:10 AM
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Default Re: Babylon 5 Mod

Phoenix-D: Ah okies....me pulling what hair I got left out trying to figger out why RCE's with design minister...colony ships APPEAR to be the main culprit.....
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  #787  
Old May 27th, 2002, 03:20 AM
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Default Re: Babylon 5 Mod

Uh oh

Silly me, changed over to the Minbari to reset their design minister back on and the idiot Shadows declared the Minbari MEE.....DOH! Idiot Shadows have no fleet except for a couple of escort and small transports!

argh....Minbari fighters have no fuel cells/supplies, so they are next to worthless

[ May 27, 2002, 03:31: Message edited by: pathfinder ]
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  #788  
Old May 27th, 2002, 06:36 AM
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Default Re: Babylon 5 Mod

That is pretty silly. We need to post more frequently in here to prevent the Cantina thread from overtaking us.
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  #789  
Old May 27th, 2002, 07:00 AM
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Default Re: Babylon 5 Mod

Just my contribution to keep the Babylon 5 thread at the top. Of course, I have this feeling that this thread is doomed to second place behind the hordes of sillyness, absurdity, and general babbling (hmm...sounds a bit like this post )

Anyway, I'm now going to ask one of those questions I always vowed I'd never ask. I'm too lazy to catch up on 797 Posts, so I'll ask instead. What exactly is the status on this mod? I get the general idea that the pre-gold Version is the most advanced, which is fine (I kept my rebate). I probably could find these answers somewhere about 13 pages back, but I don't have time--I'm too busy posting nonsense. Thanks for putting up with some newbie-ness from a definite non-newbie.
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  #790  
Old May 27th, 2002, 07:02 AM
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Default Re: Babylon 5 Mod

Well, at least this will be the largest legitimate thread. Meaning the largest thread that actually has a SE4 purpose.

The mod is still in Beta. It is being designed in 1.49. Val will be able to give you more information than I can.

[ May 27, 2002, 06:04: Message edited by: Imperator Fyron ]
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