It's still pretty fuzzy in my own mind but... In Dread Lords there is a style number and a module number. The style number can only be 0 to 5 and corresponds to the shipcfg files. The module number corresponds to components / actual models. Dark Avatar is more complicated, there are another couple of files in the chain (to be honest I hate the templates system!). The module number works the same but there is no style number. Instead, the styles work like this: 1. A sty
rav8
The forums have a logic of their own, quite possibly voodoo of some sort, it's not worth trying to understand As far as I know there is only one static trade image. To have something different for each mood you have to use movies. Have a look at the RaceConfig.xml file, the tags are mostly self explanatory.
Last one for now, but my personal favourite, the beast that's no longer with us... The Colonial Battlestar Pegasus - download
Colonial Raptor - download
Cylon Raider - download Cylon Heavy Raider - download
All the credit should go to the two talented people who actually made the models - Coxxon1 and AncientAngel. I'll try and get the other military ships up today (raider, heavy raider & raptor). After that it will be back to the B5 mod for a while but I will import the civilian ships too eventually
So does no feedback mean nobody is running in to any major glitches?
Colonial Viper Mk II - download Colonial Viper Mk VII - download
Cylon Basestar Download here , more to come
The Colonial Battlestar Galactica Download here , more to come!
UPDATE: Beta 0.6.3 is now up, a quickie for Dread Lords players. If you are using 0.6.2 in Dark Avatar, without any problems, don't bother downloading this one.
(i.e. is there anyone NOT having this issue)? Hope I am not the only one! Played a full game of 0.6.2 using Dark Avatar and didn't have invisible ship problems. One bug I did run in to was the core ship designs becoming unavailable after lots of savegame reloads (but I was still able to build my own designs and make new ones, not sure what the go was). Just checked 0.6.2 with Dread Lords and couldn't replicate the invisible ship issues, even
UPDATE: Beta 0.6.2 is now up, lots of minor fixes. If there are any invisible ships floating around please let me know (and also make it clear which version of GalCiv2 you are using and which mod directory you have selected). The Rangers had their own (significant?) military - the Minbari Federation represents the warrior caste while the Anla'Shok represent the religious caste. I will fix the Minbari
UPDATE: New file host, download link to 0.6.1 in topic post (naming fixes - thanks Nicky for the info). The Brakiri and Drazi seem to me to be perfect examples of minor races so I demoted them. And having the Firstones as a major seemed a little too far from that authentic B5 feel. You can always make your own custom races - the portraits are still there.
I think you are overstating things a little but it does look like the Hyperion is bogus. Kept changing my mind about whether it should be a medium or large hull and forgot to fix all the references to the model. I will do a full audit and check all the naming as soon as I can.
New release here .
1 thing, i use dl and i can´t see the b5 ships in the main menue where you can choose your ship style In Dread Lords the B5 ship styles aren't selectable but they will work if you choose one of the B5 major races and ignore the ship styles in the appearance tab. From the readme: * In Dark Avatar, fleets are divided in to selectable styles * In Dread Lords, only pre-defined B5 races have access to B5 ships
Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this modification. This topic post will always contain current information. GC2: Babylon 5 Beta v0.6.5 for Dark Avatar and Dread Lords Eight major races and eight minor races, over 100 unique hull models. K
One week, 9th of April - support for both DA and DL (and i'll make it a thread that always has the current version in the top post and nag Kryo to change the stickied post)
is b5 0.5 compatible for the full version of DA? cause on the top post all it says is that it was for the beta I only tested it for the beta - it hasn't been updated to take in to account changes to DA since the beta. I will change the Nova model Star Adder, wasn't sure about that one. Working on 0.6 at the moment... and realising that keeping a GC2:Dread Lords version alive is going to more than double the amount of time required.
Thanks for the input Nesto, it is very much appreciated. Getting the actual station in to GC2 is something I have been trying to sort from the beginning. Ideally it would be awesome to be able to replace a planet model with the B5 station model... Clark's forces could have Earth and Sheridan's forces would start with a colony on B5. This would probably require some changes to actual game code tho so start spamming the devs! <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=
Awesome Eclipse! When I eventually get this B5 mod under control (!!) it would be really cool to get a BSG mod going or chip in on one already in progress. Kenwebb has some great BSG ships made from GC2 jewellery but in the long run some BSG models would be handy. Was always planning to wait till the freespace2 BSG mod was done but that is taking forever and I'm no
That is pretty sweet for a first attempt Eclipse! It would be great to have someone around who digs B5, plays GC2, and can model in 3dsmax README CORRECTION Hopefully this will clear up a few problems people have been having with newer versions of DA: 2 Copy the mod folder to ..GalCiv2\DarkAvatar\Mods should read: 2 Copy the mod folder to ..GalCiv2\Mods<
Going to postpone that date for 0.6 by at least a week sorry! I'll try and make it worth the wait
looks awesome!