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  #801  
Old May 28th, 2002, 05:03 AM
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Default Re: Babylon 5 Mod

I found one Last week...I'll search and post the url here after I do find it again...

EDIT: Got a pic of Mordren, bit blurry though. If you want it---is the B5 e-mail working again? otherwise pm me here with alternate e-mail adress. I converted it to a 128 x 128 .bmp, so that much is done.

Found it here: http://www.midwinter.com/lurk/univer...porting-4.html

I could help with the General AI files...had to modify the Shadow one any ways to fit the ancient and Shadows race attributes

me thinks the research.txt files are gonna be a beatch..them tech trees is big!

[ May 28, 2002, 23:44: Message edited by: pathfinder ]
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  #802  
Old May 28th, 2002, 04:06 PM

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Default Re: Babylon 5 Mod

Update052802.zip

The B5 e*mail is back up - sorry I didn't let y'all know sooner.

Thanks for the Morden pic

Yeah, the AI files will be fun
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  #803  
Old May 28th, 2002, 05:19 PM
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Default Re: Babylon 5 Mod

here is another Morden:
http://www.bakers-place.co.uk/b5qimages/morden.jpg
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  #804  
Old May 28th, 2002, 07:53 PM
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Default Re: Babylon 5 Mod

Hey Val,

Would be be possible for you to post your latest beta copy of B5modgold on the website.

Thanks
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  #805  
Old May 28th, 2002, 09:23 PM

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Default Re: Babylon 5 Mod

I will try to get it up there this week for y'all, along with the other patch update. I am being moved up to a site up near Boston for a month, so I'm trying to get everything organized before I go.

Oleg - Thanks for the other pic

[ May 28, 2002, 20:29: Message edited by: Val ]
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  #806  
Old May 29th, 2002, 01:31 AM
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Default Re: Babylon 5 Mod

Any ideas on setup for a general file for the Brakiri, Drazi, Raiders and Vree? I'd like to make something up for the shipsets available so I can use them in-game
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  #807  
Old May 29th, 2002, 01:45 AM
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Default Re: Babylon 5 Mod

Val:
Do the Vorlons and Shadows need the Organic Manipulation racial trait? It doesn't seem to do anything in-game.

Why do the Vorlons go from
--------------------------------------------------
Race Opt 2 Characteristic 10 Type := Maintenance Aptitude
Race Opt 2 Characteristic 10 Amount := 110
--------------------------------------------------
to
--------------------------------------------------
Race Opt 3 Characteristic 11 Type := Maintenance Aptitude
Race Opt 3 Characteristic 11 Amount := 104
--------------------------------------------------
?

Typoes:
--------------------------------------------------
In Components.txt:
Vorlon Fighter Cotrol Center

Improved Neutron Lasers have this in description:
Created by adding ceratin Vorlon

Light (and Heavy) Phasing Pulse Cannon description:
The phasing Pulse Cannon is an advanced

[ May 29, 2002, 00:59: Message edited by: Imperator Fyron ]
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  #808  
Old May 29th, 2002, 03:55 AM

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Default Re: Babylon 5 Mod

Actually, I have yet to edit any of the 'original' race files, all I did was add the new needed traits (oh and changed the Vorlons from Gas worlders to Rock worlders after reading their history) all the other stats are as they always have been. I have actually done the neutral races (eg - Gaim, Markab) with correct point values. I am planning on posting the newest AI this week before I head out, and I am going to look at some EMP files lighthorse sent me to use with the existing stuff to start creating the racial specific AIs.

Vree - Should be trading oriented.
Brakiri - Corporate oriented society, pretty much like the US but with the corporations being openly in charge
Drazi - War like, feudal in some ways. Not insanely berserk.

I am also still working on the Technomage as a nomadic test. The only thing is that I will be limiting them to 1 ship type - as that is all there is (after reading the technomage trilogy and checking a dozen or so sites on the web). What I may do is include a ship from each other race's shipsets and call them 'illusionary cloaked' ships (with new ships openning up for different tech levels). Now, a smart person would notice the color is wrong on the ship, but at a quick glance they may not realize that battlecruiser in their system is not actually theirs The other problem with them is that they have a very limited choice of weapons. This race will mostly be for human v. human, as there will be no colonies and war would be rough
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  #809  
Old May 29th, 2002, 04:53 AM
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Default Re: Babylon 5 Mod

Thanks Val, I'll see what I can do using the Ai_general.txt generator

RCE again involving design or refit minster: new design can't be made as is duplicate, but old design now labeled obsolete, does this put the AI into a never ending loop?
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  #810  
Old May 29th, 2002, 05:37 AM
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Default Re: Babylon 5 Mod

Hello Val,

Here some items for you, when you get some time after your move. I noted for the earth alliance research some more missing pictures & information;
1. Ancient scanner jammer i & II & II
cannot open file, comp_854.bmp
2. Refroactive armor (Primary) and Alternate
cannot open file comp_868.bmp & 867.bmp.
3. The same problem with Quad Pulsar comp 595.bmp
4. and Molecular disrupter comp_549.bmp
5. and Lastly Molcular Pulsar comp_550.bmp.

Also has anyone correctly the problem with the Narn's ship not having reactors. I would if I knew how.

Hope the move to Boston works out for you Val.
Remember to fill with your knees and not your back.
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