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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Fyron July 29th, 2003 12:57 AM

Re: Babylon 5 Mod
 
That makes a huge difference. http://forum.shrapnelgames.com/images/icons/icon10.gif

jimbob July 29th, 2003 01:48 AM

Re: Babylon 5 Mod
 
Imperator: rather important (to me http://forum.shrapnelgames.com/images/icons/icon12.gif ) PM

Timstone July 29th, 2003 11:29 AM

Re: Babylon 5 Mod
 
Mindriders - Suggested: -999% to hit on their ship hulls, since they have little to no physical form?

Hmm... isn't that a bit over the op? I mean, they are made of pure energy, but most of the weapons are energy weapons.

FMMonty July 29th, 2003 02:09 PM

Re: Babylon 5 Mod
 
Hi all, I have been playing this Mod for a short while and I must say it seems really good. It is nice to see a decent adaptation of B5 as an actual mod.

While playing this game though I have discovered a large number of bugs and problems, and was wondering if you would like details of them. However I am using the "Gold" Version rather than the 1.49 Version, so I thought I'd ask rather than just post a list of things that don't work that you may have fixed.

By the way why have you chosen to stay pre gold with the mod rather than updating it to the newest Version? I ask this simply because it seems to me that once you have the mod ready you'll have to do a lot of work to move it to the new Version, and then playtest it to check for any mistakes made when moving it over...

Suicide Junkie July 29th, 2003 03:18 PM

Re: Babylon 5 Mod
 
Going from classic to gold is easier that the reverse.
Since a Version for both was wanted, developing the mod for classic first was the natural choice.

My worst complaint right now is the unfinished ability descriptions.

PS: Who did those, and why haven't they finished it?

FMMonty July 29th, 2003 06:35 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
Going from classic to gold is easier that the reverse.
Since a Version for both was wanted, developing the mod for classic first was the natural choice.


<font size="2" face="Verdana, Helvetica, sans-serif">Ah, thanks, that makes sence.

Timstone July 29th, 2003 06:55 PM

Re: Babylon 5 Mod
 
My worst complaint right now is the unfinished ability descriptions.

Ehh... it might sound a bit noobish, but what do you mean? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif

Suicide Junkie July 29th, 2003 07:04 PM

Re: Babylon 5 Mod
 
Half of the facilities have abilities or descriptions labelled as "0" or just blank Last I checked (The PBW game files)
Same with many weapons.

We need to get them filled in, and distributed.

Fyron July 29th, 2003 09:17 PM

Re: Babylon 5 Mod
 
Quote:

My worst complaint right now is the unfinished ability descriptions.

PS: Who did those, and why haven't they finished it?
<font size="2" face="Verdana, Helvetica, sans-serif">Val, and because he made 1000s of comps. http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie July 30th, 2003 12:18 AM

Re: Babylon 5 Mod
 
I could make a little utility to set the descriptions on abilities to
"[ability name] - [Ability amount 1] ([ability amount 2])"
If that would help...

I'd have it change only descriptions less than 3 characters long, to protect the ones that have been done already...


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