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  #841  
Old June 3rd, 2002, 09:08 PM

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Default Re: Babylon 5 Mod

I have done something wrong. I get a whole bunch of Data File Errors on opening SE4 when my path.txt is set to B5Mod.

I downlaoded the b5Core.zip and the B5149 zip and then added the update from 523. I put all of these in the B5Mod directory under SE4 main dir.

I am using the 1.67 Version however. Is this my problem? Does it not yet work with SE4 Gold?

Thanks.
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  #842  
Old June 3rd, 2002, 09:13 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by PDF:
AeoN, if you want I can upload a "complete" B5Gold file .. You'll just need to know how to install a zip file. Tell me if you're interested
OK, this is probably my problem. Where can I get the "complete" Gold Version?
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  #843  
Old June 3rd, 2002, 09:18 PM

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Default Re: Babylon 5 Mod

AeoN2:
Make sure that all the files are extracting to the same folder - I had heard from someone that when they extracted on of the zips in had nested in one folder too deep - so the files were off.

PDF :
I'll check out the supplies thing, in the games I have played, I have needed better reactors to keep up with the better weapons and engines - or with the higher number of engines on the bigger ships. The power supply is 'unlimited' to be more in line with the B5 'reactor' system.

I will also revisit the Civ/Mil/Corp percentrages, that was just a quick idea I had tossed in without checking the game balance. The idea was to make the the ships cost a bit to produce, but make them a bit easier to maintain so you could have larger fleets - as they did in the show/books.

I am still in the midst of my transfer, so I will not have a lot of time this week, but I will try to get as much done as I can when I can

Other stuff I am working on includes revised Weapon Platforms to defend vs. incoming fighters and troops, Vree shipset, getting the Abbai/Hurr general files setup (thanks Simon for the excellent doc files!), AI to use armor (not that hard - just time consuming) and finishing the missing components.
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  #844  
Old June 3rd, 2002, 09:22 PM

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Default Re: Babylon 5 Mod

What you have downloaded so far is correct, but since you are playing with GOLD, there is one more file you need to download and install to make the mod 'GOLD'.

B5 Gold Data Files

This will replace many of the files from the 1.49 Version (at least the ones you need to replace for Gold).

The 'complete' mod has yet to be posted in one zip. The goal is to have 1 'Core' file that will have all the files in common for both Mods (Classic SE IV and SE IV GOLD) then to have a data file for either classic or gold.

Hope this helps
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  #845  
Old June 3rd, 2002, 11:38 PM
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Default Re: Babylon 5 Mod

I've got the latest files up on my mirror, and I've taken the liberty of breaking up the Core into 6 files of 3 meg each, in RAR form.
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  #846  
Old June 4th, 2002, 12:10 AM
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Default Re: Babylon 5 Mod

I used the file below, and it installed to a different mod directory.. np.. I tried installing it over to the B5mod dir.. I get tons of errors.. the same errors which cause the mod to be unplayable with the AI and core files both installed.. I have only been able to get it to run with the core file and core file only. Can anyone give me some advice on what I must be doing wrong?

[ June 03, 2002, 23:56: Message edited by: EViL JiM ]
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  #847  
Old June 4th, 2002, 12:50 AM
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Default Re: Babylon 5 Mod

Val/PDF: Trust me on these thoughts on reactors and energy. When you have those big engines (Advanced fission for example, you'll be sucking for more supplies/energy at the end of the move and if you are attacked...well you are history (no energy left to fight with. Also, at least for the EA (lasers) and Shadows (molecular slicers) you can use up your supplies before the end of a fight and wellllllll...... (Taps plays).....

So, it appears that there is an endless supply but not really....

I have not looked at the maintenance cost bit. I tend to look for big glaring error/problems. The maintenance bit didn't seem to be of importance....at least not to me...*shrug*
at least by my testing...

[ June 03, 2002, 23:54: Message edited by: pathfinder ]
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  #848  
Old June 4th, 2002, 03:24 AM

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Default Re: Babylon 5 Mod

That doesn't work.

The Core files unzip to a "b5mod" directory. The Gold update unzip to a B5ModGold" directory.

I tried renaming the "b5mod" directory to "B5ModGold" and then unzipping the gold data files. But I still get a ton of errors when I startup SE4 (after changing my path.txt to "B5ModGold" as well).

The core files I have are the ones from the B5 Mod Home page.

http://galileo.spaceports.com/~b5mod/

Is that correct?
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  #849  
Old June 4th, 2002, 03:40 AM

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Default Re: Babylon 5 Mod

Just copy the folders from the b5modgold directory to the b5mod directory (the folder structure should be nearly the same).
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  #850  
Old June 4th, 2002, 04:07 AM
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Default Re: Babylon 5 Mod

(*&^$# Minbari....snuck an escort carrier into a vital trade route within the EA region (mine ) of the universe and are raising heck with population transports and reinforcements to a system the EA..uhm..."liberated" from them

only complaint/problem is memory access errors at one of the warp points during strategic battles...finally had to conceed the warp point...then smash the buggers after they got in-sector
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