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  #3721  
Old March 22nd, 2004, 07:43 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
quote:
Originally posted by Ragnarok-X:
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^
None available atm. You'll have to wait for Timestone to finish his Version.
Hahaha.. my Version. Hmm... hey don't forget Grumbler. And of course yourself. All the thing we are doing right now are based on your work too. Give yourself a bit credit. You deserve it.

Anyways, The Mod is progressing nicely. Well, the weapons anyway. Me and Grumbler really must talk more to eachother. Yes, I'll send him a message. Oh sorry about the absence of mind Last weekend. I had to take some time from The Mod and spend it with my GF. Sigh... it's a dirty job, but it better be me doing it...
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  #3722  
Old March 22nd, 2004, 11:17 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
quote:
Originally posted by Ragnarok-X:
Is there any way i could get a newer Version (newer than the Mid 2003 released one) ? ^_^
None available atm. You'll have to wait for Timestone to finish his Version.
This is the Last revisions I did:

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip

B5 Mod Race AI:

1055720287.zip
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  #3723  
Old March 23rd, 2004, 03:23 AM

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Default Re: Babylon 5 Mod

I have noticed that some of the component images the B5M uses are not in the image mod’s component packv22. I had a look at the component pack and it looks like space was saved for them, but the images were never submitted.

The images that the B5M uses but the image mod does not have are: 549, 550, 594, 595, 596, 597, 598, 767. I think that is all of them.
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  #3724  
Old March 23rd, 2004, 06:52 AM
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Default Re: Babylon 5 Mod

Would you guys mind moving component 767 to slot 766? SJ has added another component to slot 767 in one of the previous Image Mod packs...
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  #3725  
Old March 23rd, 2004, 08:19 AM
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Default Re: Babylon 5 Mod

Not at all, good enough for me.
As long as it work heh...
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  #3726  
Old March 24th, 2004, 01:41 PM
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Default Re: Babylon 5 Mod

Anyone seen of heard from Grumbler lately? I send him a mail, but no answer so far.

Oh goodie, goodie a new rank! Yehaa!

[ March 24, 2004, 11:41: Message edited by: Timstone ]
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  #3727  
Old March 25th, 2004, 04:13 PM
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Default Re: Babylon 5 Mod

I'm back in town now (and I thought I had a voice in how I was going to spend my spring break!)

I am getting together the list of how the weapons ought to look, from a tonnage perspective. I will have that to Timstone today, and then we can move on.
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  #3728  
Old March 25th, 2004, 07:26 PM
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Default Re: Babylon 5 Mod

WHAT vacation?! NOT in our time that will be!
Go spend vacation when you're dead!


Good to have you back again.
I've made progres with the Ancients (not the Vorlons and the Shadows, just the other eight). I've given them weapons. So they can blow you all out of the sky. They are VERY powerfull. I think they need to have very expensive ships or high maintenance costs. Any thoughts?
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  #3729  
Old March 25th, 2004, 11:53 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Timstone:
WHAT vacation?! NOT in our time that will be!
Go spend vacation when you're dead!


Good to have you back again.
I've made progres with the Ancients (not the Vorlons and the Shadows, just the other eight). I've given them weapons. So they can blow you all out of the sky. They are VERY powerfull. I think they need to have very expensive ships or high maintenance costs. Any thoughts?
High Maintenance costs....just opinion not based on much.


BTW been piddling around with the Version I quit on Last year. Mainly just so I can get the AI do do a reasonable job with designing the ships for a full tech game.

[ March 25, 2004, 22:22: Message edited by: pathfinder ]
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  #3730  
Old March 26th, 2004, 02:23 AM
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Default Re: Babylon 5 Mod

The ancients should have nasty fleets, seeing as they are at war with each other.

What if the ancient maintenance reducing components were simply made to require an "RP" racial trait?
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