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  #861  
Old June 5th, 2002, 05:42 PM

AeoN2 AeoN2 is offline
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Default Re: Babylon 5 Mod

Quote:
Originally posted by PDF:
quote:
Originally posted by pathfinder:

PDF: I think you may have used an earlier components picture folder. The gold one you posted doesn't have the tiny fighter fission engine pics. The Raider race pic was also missing, which is also in the latest folder for them..
Hmmm, strange, I installed ALL parts of the mod in time-ascending order : basic core, then data, then updates, Last unfinished sets...
I started a couple of games without problems, so I supposed it was ok.Perhaps I missed stg, but can't see what !

Well good thing you did this for all us computer illiterates then

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  #862  
Old June 5th, 2002, 05:47 PM

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Default Re: Babylon 5 Mod

Looks to me like atleast one race portrait is missing too (get a crash when scrolling through the race pics in create new empire).

[still sitting back and waiting for a final release ]

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  #863  
Old June 5th, 2002, 06:16 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by AeoN2:
Looks to me like atleast one race portrait is missing too (get a crash when scrolling through the race pics in create new empire).

[still sitting back and waiting for a final release ]

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/sneer Stop your sarcasms, please !
Personnally I *do* have a working Gold Version
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  #864  
Old June 5th, 2002, 07:40 PM

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Default Re: Babylon 5 Mod

I've yet to test it (the Gold Version) either, just don't have the d/l speed on my laptop link through our dial-up connection here

Glad it does seem to work reasonable well after the conVersion though!

Also - has anyone been getting RCEs as of late (since the Last AI/Data release)? I'm over turn 200 and still none in a multiple AI (& Neutral) game. The AI has also been doing better with the modified mounts, the sats are actually dangerous at times

Anyone know how to tell the AI to build X # of sats at each planet rather than a total # of sats for their empire? Or how to direct it to put specific sats/mines at warp points?
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  #865  
Old June 5th, 2002, 11:20 PM
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Default Re: Babylon 5 Mod

PDF: Maybe check with Val....the component picture folder in B5Gold folder is missing # 697.bmp (tiny fission engine). Very minor issue IMHO.

Trust me, at times I get VERY confused when updates come down since I have kept most of the
old ones ....

Val: I had an RCE at about turn 350 in latest build test (all the AI design ministers) but I turned it back on for the Minbari after awhile to test, so far (mayybe 100 more turns) and no repeat RCE yet....

me be wondering as I had a memory problem (#2 stick was not seated properly) so maybe that caused or helped precipitate some of the RCE problems...

Edit/update: *grumble* RCE not 10 turns after I posted above

dreadnoughts had just been researched and bam...RCE next turn. Turn design minister off and away we march...

[ June 05, 2002, 23:24: Message edited by: pathfinder ]
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  #866  
Old June 6th, 2002, 04:24 AM

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Default Re: Babylon 5 Mod

Does it always tend to happen right around Dreadnought size? Or any other 'marker'?
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  #867  
Old June 6th, 2002, 04:47 AM
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Default Re: Babylon 5 Mod

SEEMS to be right after any marker...new ship type = RCE next turn (when new design done). me gonna look at my own race next go round and watch closely to see (or try to) when these occur....this is only major error I get...

PS: DOH! I designed a Dreadnought for the Minbari after the Last RCE and guess what just showed up!

[ June 06, 2002, 04:27: Message edited by: pathfinder ]
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  #868  
Old June 7th, 2002, 06:59 PM

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Default Re: Babylon 5 Mod

I made a few more changes to the AI - will post them after the weekend - and I just passed turn 110 without any RCEs (also have my empire on AI control to watch what they're doing). The changes have helped to keep the AI from using repair tugs for Troop Transports. AI is also building tons of troop transports so I have to adjust the numbers for build.

Also working on crew enhancements for ships - things like "Expert Navigator- bonus to Combat Move" and "Security Chief - bonus to ship defense" - so far they look good.
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  #869  
Old June 7th, 2002, 08:14 PM

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Default Re: Babylon 5 Mod

Notes from B5 mod Gold. Great Mod.

Well I am up to turn 250 and never had a RCE.
Here are the things I hav noticed so far.
(keep in mind I am playing Earthforce)
Minor Problems
Missing Pics
Comp 697 tiny fission engine
Comp 712 tiny gravimetric engine
Comp 702 tiny fusion engine
Uni-Pulse Cannon - ding for sound

AI Notes.
The AI's are expanding great (Except for the Shadows) most have done a better job than me.
They seem to be building plenty of ships,
One problem that I have seen is that the Early Ship Designs are about twice (or more) as fast as later ships. All the Ai's in the game (about 10) seem to be building nothing but speed 3 ships at this point in the game.

Example:
Vorlon Escort Carrier (Obsolete)
Power Medium Fission Reactor (1)
Engines Prot Adv Grav Engine III (12)
Fighter Bays (11)
ECM
Speed 5

Vorlon Escort Carrier (Current top of the line)
Power Medium Fission Reactor (1)
Engines Adv Fission Engine I (9)
Fighter Bays(12)
No ECM
Speed 3

Currently All my ships including Escort Carriers are running around at speed 9. This is a huge advantage.
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  #870  
Old June 7th, 2002, 08:57 PM

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Default Re: Babylon 5 Mod

Rich(04) - and anyone else having Gold problems :

B5ModGold.zip

For those of you using Gold and having trouble with missing Component Pics, this file should fix the missing files for you. I have to check on the sound still - as I'm not at my normal PC, I don't have all the files on hand.

I had noticed the AI slowing their ships down, I'm working on changing their research and construction tactics to make more challenging vessels. They do spread like a plague though! I have yet to match their size in the early game.

Glad you're enjoying it. All suggestions (and criticisms) are welcome!
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