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  #1101  
Old August 14th, 2002, 08:16 AM
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Default Re: Babylon 5 Mod

Only own atmosphere does make little sense.
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  #1102  
Old August 15th, 2002, 01:09 AM
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Default 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.

[ August 15, 2002, 00:10: Message edited by: pathfinder ]
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  #1103  
Old August 15th, 2002, 08:24 PM

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Default 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
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  #1104  
Old August 15th, 2002, 09:04 PM
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Default 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!
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  #1105  
Old August 15th, 2002, 11:49 PM
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Default 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.....
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  #1106  
Old August 17th, 2002, 12:39 AM
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Default 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!
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  #1107  
Old August 17th, 2002, 03:11 AM
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Default 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...
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  #1108  
Old August 17th, 2002, 06:27 AM
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Default 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.....
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  #1109  
Old August 17th, 2002, 10:28 AM

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Default Re: Babylon 5 Mod

What's the ETA on a finalized (ish) Babylon 5 mod?
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  #1110  
Old August 17th, 2002, 12:55 PM
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Default 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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