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  #2231  
Old November 11th, 2002, 10:49 PM
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Default Re: Babylon 5 Mod

Val: Kewl, can't wait to see what ya done!
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  #2232  
Old November 12th, 2002, 12:00 AM
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Default Re: Babylon 5 Mod

Hahaha... glad you aren't a librarian.
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  #2233  
Old November 12th, 2002, 12:22 AM
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Default Re: Babylon 5 Mod

Val: Just figured why the Abbai keep loading up as various races! There is no Abbai_Main.bmp in their folder.

I've resent you the Moradi. Any time frame on the .34 update...

PF: Have you seen this link? May be useful for DOGA ship modelling. Based on AoG models.
http://hyperion.mystarship.com/b5w/league/league.htm Check out the Abbai.

[ November 12, 2002, 02:18: Message edited by: Nomor ]
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  #2234  
Old November 12th, 2002, 07:22 PM
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Default Re: Babylon 5 Mod

Yehaa! I've got my DVD's!!! Alrighty then! Now I finaly have the material to make a proper WP opening and closing together with a flood of other nice pics for the mod. Ohh... maybe even a nice scanner pic around there...
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  #2235  
Old November 12th, 2002, 08:46 PM

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Default Re: Babylon 5 Mod

Timstone
Still searching, good thing lives don't depend on this!

Looking forward to the updated Gates - not to mention more screen shots

PF
Sent them to that address, let me know if/when u get them.

Nomor
Funny thing is I used almost the same color scheme on the Bimith - the purple and grey, but seeing them more three dimensionally will help quite a bit! Mine are close, but more from an outline perspective. Here is what I 'touched up' from PF so far (plus the Abbai_Main):

AbbaiShips.zip
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  #2236  
Old November 13th, 2002, 01:20 AM
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Default Re: Babylon 5 Mod

Val: Outlook Express blocked the attachment. I have re-set OE but

Sorry...
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  #2237  
Old November 13th, 2002, 02:08 AM

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Default Re: Babylon 5 Mod

Resending
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  #2238  
Old November 13th, 2002, 03:19 AM
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Default Re: Babylon 5 Mod

Val: Got it. I especially like the Pak'Ma'Ra

The Abbai and Gaim look good but the Pak are especially well done IMHO.

Nomor: I also used both the pics from AoG website and the books to try and do a DOGA

[ November 13, 2002, 01:20: Message edited by: pathfinder ]
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  #2239  
Old November 13th, 2002, 04:51 AM
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Default Re: Babylon 5 Mod

*scratches head*
been looking at Centauri research.txt and see no big reason for slow racial research other than both EA and Centauri have multiple areas to research for racial "specialty" which have some "expensive" or bit longer basic research trails to get there...

IE Centauri have lasers (physics 2), ionic and plasma (physics 1). Also have ballistics to research (for ion torpedoes, each level of IT requires additional level of bOTH ionic weapond AND ballistics before being available IIRC). PD requires Military science then PD be researched.

I based racial weapons required on both the tech area.txt file (and what has racial advanced and the books from AoG as what weapons each race has on its ships)

Just to let ya know I at least did basic research before building the research file(s).

[ November 13, 2002, 02:57: Message edited by: pathfinder ]
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  #2240  
Old November 13th, 2002, 05:35 AM

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Default Re: Babylon 5 Mod

PF
Happy to hear you approve, especially the Pak

Any changes you want me to make, don't approve of?

Maybe in the cases of EA and Centauri (and other similar ones) we should have them research one line (like particle weapons) early on to get the basics out there and then research the others later than normal.

Working on Abbai a bit more tonight, though I did get the B5 Collection in the mail today, so I am not sure how long I can hold out To make matters worse, the new LoTR boxed set came out and Star Wars II... I will get no sleep this week...

Nomor
Above may slow down .34 release I am done with 2.75 of the 9 races PF sent me (though I think the Dilgar require almost no work other than the minis). I'll endeavor to get this done as quick as possible, but I would really like to include them all in one shot.

All PBW
So, when do we start!!
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