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  #2241  
Old November 13th, 2002, 08:15 AM

AGoetz AGoetz is offline
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Default Re: Babylon 5 Mod

Trying to load the test start game and failing :-

I've reinstalled SEIV
Applied the 1.49 Patch
Added B5ModCore
Added B5ModData
Added 31Patch
Added 32Patch
Added 33Patch

What else should I add to this in order to get a successful load of the test save file?
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  #2242  
Old November 13th, 2002, 01:28 PM
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Default Re: Babylon 5 Mod

Val: Naw, they all look great to me . Wouldn't change a thing...

Hmmm...guess I'll try and load that test game to night...

EA Should be ballistics (fewer things to research, though I like (despite maintenance costs) the laser/pulse combo ) Centauri should either be Ion or laser weapons (longer range). Just my opinion. Others?

[ November 13, 2002, 11:40: Message edited by: pathfinder ]
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  #2243  
Old November 13th, 2002, 05:39 PM

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Default Re: Babylon 5 Mod

EA uses a lot of Particle Cannons too, might be a good general area.

Haven't run the test on my new PC yet. Will do it tonight!
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  #2244  
Old November 13th, 2002, 05:44 PM
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Default Re: Babylon 5 Mod

B5 team,

I'm just starting to poke around in the B5 files (always trying to learn), and I notice that in Settings.txt, your population modifiers have an interesting feature. Your Production Modifier Percent steadily climbs as population rises until it plateaus at 225% with a population of about 600, and then slowly decreases until it flatlines at 100% 'round 'bout 1900 population. SY Rate Modifier Percent shows a slower growth, hits 100% 'bout the same time the Production Modifier tanks at 100%, but is always progressively increasing to the end of the cycle.

This is obviously a carefully designed feature, but I don't recognize what it is supposed to simulate.

CombatSquirrel
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  #2245  
Old November 13th, 2002, 10:32 PM
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Default Re: Babylon 5 Mod

It represents the fact that the more people there are on a planet, the more the planet gets paved over for housing and such. There is less room for mines, farms, etc.
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  #2246  
Old November 14th, 2002, 01:02 AM
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Default Re: Babylon 5 Mod

IF: What folder do I put the test game file (for the PBW)? I never played pBW before....
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  #2247  
Old November 14th, 2002, 01:04 AM
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Default Re: Babylon 5 Mod

Val: Lighthorses comments were on racial weapons not being developed soon enuf....(as were 1-2 other players)....those folks want the AI racial weapons developed sooner than later IIRC. In several cases will be difficult, not impossible but...

The only way (maybe) to speed it up is put a larger % of the available research points in those techs (kept all at 25%).

[ November 13, 2002, 23:05: Message edited by: pathfinder ]
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  #2248  
Old November 14th, 2002, 01:24 AM
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Default Re: Babylon 5 Mod

Put it in the Savegame folder in the B5 Mod folder.
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  #2249  
Old November 14th, 2002, 01:25 AM
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Default Re: Babylon 5 Mod

Okies...Thanks!

Rats: Invalid data files error message...

[ November 13, 2002, 23:28: Message edited by: pathfinder ]
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  #2250  
Old November 14th, 2002, 02:59 AM
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Default Re: Babylon 5 Mod

Lighthorse: At least one area is no quibble. I found I had only 2 levels of PD researched by EA & Centauri ...DOH!

Thanks for that find!
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