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  #71  
Old August 14th, 2006, 11:35 PM

ImUrOBGYN ImUrOBGYN is offline
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Default Re: Mod Update: Babylon 5 Shadowfall

...and the second file.
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  #72  
Old August 16th, 2006, 05:45 AM

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Default Re: Mod Update: Babylon 5 Shadowfall

While digging through your mod, I noticed under the 'gamedata/items' folder, you only have fb_gorith.ini for fighter bays. Would this affect the non-working narn fighter bays?
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  #73  
Old August 17th, 2006, 06:20 PM
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Default Re: Mod Update: Babylon 5 Shadowfall

not really. "Gorith" is the name of the narn fighter hull! Thanks for looking though.

On the crashlogs, it shows that the game is still generating too many fleets, even though the fleets-per-race and distribution.ini FLEETS settings should limit it well below the engine limitations. Sigh.
  #74  
Old August 17th, 2006, 11:12 PM

ImUrOBGYN ImUrOBGYN is offline
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Default Re: Mod Update: Babylon 5 Shadowfall

Would it have anything to do with map size? When started playing this game, one of the first things I messed with was the map size. When I increased it too much, the game would crash. I don't know if there are map size limitations or by creating such a large map, I had in turn caused the game to produce too many fleets. Another shot in the dark... I'm going to try that other file you sent in a few mintues.
  #75  
Old August 23rd, 2006, 11:36 AM
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Default Re: Mod Update: Babylon 5 Shadowfall

There are indeed map size limitations, but this shouldn't be coming close to them. And, if that was the case, the "small" and "medium" maps should behave much differently than the "large" maps, since they are the same as the unmodified "medium" and "large" map settings of the default game.

I've got no more solutions, sorry.
  #76  
Old October 2nd, 2006, 09:50 AM

Jamiri Jamiri is offline
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Default Re: Mod Update: Babylon 5 Shadowfall

Great mod! Really enjoyed it so far. Had the Vorlon Destroyer once. Won all battles then ;-). The other day, however, the Vorlon did not show up at all even though I had the beacon. Bug?

Please, make all the other ship conversions as well (Gaim and others). I'd also remove all the original WW items as they distract from the B5 mood a bit.

Another thing: sometimes I reach a planet and the music for meeting an ally plays, but no ally at all shows up, neither anything else is found on the planet. Is that intended?

Keep up the excellent work! Waiting for the next updated version. By the way: is 2.2 the most recent one?

Jamiri
  #77  
Old October 7th, 2006, 05:19 PM

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Default Re: Mod Update: Babylon 5 Shadowfall

Hi Psientist,
first of all my respect for this fantastic mod, even if it still has some glitches. It was also trying to track the problems with fighterbay and some others you mentioned, but without success so far. But in order to keep this most promising mod alive I will submit my "stderr" and "stdout" from my recent crash to desktop, on the big map with the terran battleship.

Hope someone more into coding can make anything out of this.

Regards from Germany,

Simon

EDIT: I just noticed from the post above me that 2.2 is available, the crashlogs I have submitted were from 2.1. Sorry.
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  #78  
Old October 11th, 2006, 01:57 AM

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Default Re: Mod Update: Babylon 5 Shadowfall

I think he's left this one 'as-is'. I could be wrong.
  #79  
Old October 29th, 2006, 03:16 PM

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Default Re: Mod Update: Babylon 5 Shadowfall

Greetings, Is there any trail to follow in order to meet the Shadows? I am playing for a long time but have never met them (only the Drakh)
  #80  
Old November 11th, 2006, 08:29 PM
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Default Re: Mod Update: Babylon 5 Shadowfall

It appears the fighter bay problem is caused by a simple error of not naming the race correctly in the fighter bay file (fb_gorith.ini). It refers to "Narn" rather than "Narn Regime" which is the name of the race. Correcting that should make it work.
 

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