Problems in B5 mod merging telepaths -1 reply

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jungus

I don't spend enough time here

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10th December 2002

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#1 15 years ago

I love this mod, however the "Merge 2 telepaths with 1 whitestar" league special weapon does not work for me. The "Merge 1 telepath" always has worked and I did manage to change hardpoint locations of the specials on the "teep"s (telepath vessels) that allowed the "Merge 3 telepaths with Sherin" (or whatever) to work. But this last one eludes me. Everything else works like a charm. Can anyone offer me any advice?

Thanks,

Jim




jungus

I don't spend enough time here

50 XP

10th December 2002

0 Uploads

16 Posts

0 Threads

#2 15 years ago

Nevermind, I looked into the special weapons ODFs and saw that the closing distance in the fusion gteep2.odf was 40 units instead of the larger 100 or 300 in the others. So I changed it to 200 units and now they all three work fine. Time to make my B5-Star Wars-Star Trek super combo mod! Any suggestions on how to build the tech tree? I want to do something like have a research center that will in some order warp drive, hyper drive, hyper gates, cyborging, biological weapons (species, vorlons, shadows, others?) and still have it spread over 4 to 6ish races.

Jim