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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Fyron August 14th, 2002 08:16 AM

Re: Babylon 5 Mod
 
Only own atmosphere does make little sense. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder August 15th, 2002 01:09 AM

Re: Babylon 5 Mod
 
Ya know what the biggest problem with this MOD is?

After playing/testing it, all others kinda pale.
I fired up TDM after installing the patch and the TDM that goes with it....just kinda "vanilla" IMHO. There is just so much variety and the gameplay is so much different....(has parts of proportions, TDM and neo/devnull in it, plus all the various techs, especially the racial techs)

Yes, me be spoiled. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ August 15, 2002, 00:10: Message edited by: pathfinder ]

hyperpunk August 15th, 2002 08:24 PM

Re: Babylon 5 Mod
 
Where could I get to download the b5 mod? Seems like a stupid question but the galileo.spaceports.com/~b5mod page gives me a 404 and a 403 sometimes? I also found another site to download this mod from somebody's signature but I think the files were old and I couldn't d/l all of them... TIA

jimbob August 15th, 2002 09:04 PM

Re: Babylon 5 Mod
 
go to Space Empires IV Play by Web (seiv.pbw.cc) and register. Then go to downloads, you'll need to find 4 files named B5ModCore30.zip, B5ModCoreS30.zip, B5ModData30.zip and B5ModShipsets30.zip.

But there are several sections of the download area, and this is what messed me up. The first three files are found in the "mods" section, but the shipset file is in the "ships" section.

Now, until Last night I'd just sort of scanned the component file, etc. to get a feel for the mod. But Last night I finally found that Last file, and unzipped it yadda yadda... and Holy Crap !!! it's like a totally different game! "Good work" does not do the Mod justice. Unbelievable!

pathfinder August 15th, 2002 11:49 PM

Re: Babylon 5 Mod
 
jimbob: you looked at the techarea.txt file in the data folder yet? combine that with the components.txt.... each race can develope 2-3 weapon techs (including the common matter weapons) plus some unique racial ones....research.txt then becomes a real challenge to make...

hehe.....

jimbob August 17th, 2002 12:39 AM

Re: Babylon 5 Mod
 
Yeah, there is a whole swack of technology requirements and the like, but no real road map on how to get from A to B (without reading the tech file). But really my only problems right now are:
i) there are so many tech areas to research/figure out
ii) I have a job
iii) I have a wife
iv) My body needs some minimum amount of sleep.

Otherwise things is great!

pathfinder August 17th, 2002 03:11 AM

Re: Babylon 5 Mod
 
Tell me about it jimbob! I only figured out 3 1/2 tech trees (EA, Narn, Minbari and the Shadows)...but only the weapons and a few other components. I been testing since April sometime...

pathfinder August 17th, 2002 06:27 AM

Re: Babylon 5 Mod
 
*rubs eyes, blearily stares at monitor screen*

just finished draft Brakiri and ShagToth AI. Still haven't figgered out the armor tech trees, but got at least a basic research and designcreation done for both.

*passes out* *snort* *wheeez* ZZZZZzzzzzzz.....

javaslinger August 17th, 2002 10:28 AM

Re: Babylon 5 Mod
 
What's the ETA on a finalized (ish) Babylon 5 mod?

Gil Hamilton August 17th, 2002 12:55 PM

Re: Babylon 5 Mod
 
Believe I read on the thread, "....it's like a whole new game!". Understatement of the month!

I d/led the (what I thought was) the latest Version, but there are many missing files and misspellings in the component descriptions. Is there a later Version I've missed? B5ModGold.zip is the one.

If there is not a later Version and I have found mistakes, should I edit and post them?, or just list here what I've found?

Will only be Online here for a couple more days before we set off globe trotting, so it might be a while before re-establishing communications after Mon. Not to say I can't work on some fixes in the meantime to upload later. Tell me what you think.


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