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  #501  
Old April 4th, 2002, 05:23 AM
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Default Re: Babylon 5 Mod

Hmmm...no weapons on start-up? Not even on a mid-level tech start-up?

and only small fission reactor/engines at mid-level start-up?

[ 04 April 2002: Message edited by: pathfinder ]

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  #502  
Old April 4th, 2002, 06:04 AM
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Default Re: Babylon 5 Mod

I went through the component images recently and checked them all.

Which mini is missing?
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  #503  
Old April 4th, 2002, 06:30 AM
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Default Re: Babylon 5 Mod

The .bmp associated with the tiny engine pics in the menu used to design the fighters (designs, F3). description or label there but no picture. Tiny fission engine, pic # 697 and tiny fusion engine, pic number 703. they don't show in that menu.


Edit: Don't have time atm to get the #'s of all the pics but all the tiny engine pics for all fighter engines do not show in the design menu.

[ 04 April 2002: Message edited by: pathfinder ]

[ 04 April 2002: Message edited by: pathfinder ]

[ 04 April 2002: Message edited by: pathfinder ]

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  #504  
Old April 4th, 2002, 08:28 PM

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Default Re: Babylon 5 Mod

Removed all but the generic AI and testing is going well! Races are colonizing their systems and spreading around the galaxy. Currently working on the research order for the generic races so they get better engines/weapons.

Right now I see Sat ships, Transports (all types)& Cargo Ships. A few bases as well. I am hoping that the research changes will let them start making attack ships .

Also fixed a bunch of tech requirements on weapons that I had somehow set to 2 instead of 3 req techs!
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  #505  
Old April 4th, 2002, 10:26 PM

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Default Re: Babylon 5 Mod

More good news (can you stand it?!?)

The AI is now building ships with the Reactors and correct engines (although none have reached a point where they are building the medium sized reactors so I'm not sure if they'll use them - or how they'll use them). Carriers, kamakazi, colony and transports are all over the place and they are now being joined by attack ships (although poorly armed - but hey I've just started). It's looking promising I will post all the new Data files and an AI folder tonight or tomorrow (when I get a chance).

Yay!
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  #506  
Old April 4th, 2002, 11:06 PM
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Default Re: Babylon 5 Mod

Any word on using armor?

Do you know what abilities you want added, and on which armors?
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  #507  
Old April 4th, 2002, 11:37 PM

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Default Re: Babylon 5 Mod

Haven't seen it yet, though Armor is a bit further down the list in what is to be researched. Two of the AI are getting close then I will let you know what happens
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  #508  
Old April 5th, 2002, 01:31 AM
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Default Re: Babylon 5 Mod

Is the B5 mod still hosted at spaceports? I can't access there (need userid/password?)


BTW: Val: no problem, that beta testers are supposed to do

[ 04 April 2002: Message edited by: pathfinder ]

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  #509  
Old April 5th, 2002, 01:34 AM

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Default Re: Babylon 5 Mod

If anyone else is interested in testing along (and of course making suggestions) here are the new data and AI files. Before you install, go into the Pictures Folder and right click on the Races Folder, then choose "Find" and search for *.txt. Move them all to another folder if you want to save them, else delete them. Now do the same for the RacesNeutral folder. Then add the contents of this Zip.

AIandData.zip


Also, here are some of the newest updates (pics and other stuff):

NewUpdates.zip

Tomorrow I will post the mod in its entirety in one zip file on the website.

[ 05 April 2002: Message edited by: Val ]

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  #510  
Old April 5th, 2002, 02:04 AM
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Default Re: Babylon 5 Mod

quote:
Is the B5 mod still hosted at spaceports? I can't access there (need userid/password?)

The site may have been temporarily disabled if it exceeded the bandwidth limits. Val, if this is so, I think to get it reactivated, you need to go into the MIRC help chat channel for spaceports and ask them to reactivate it.
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