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Re: Babylon 5 Mod
Tim, no problem. Im busy these times as well. Spending a lot of time on reading and pickings stocks, of course selling them, too. Nothing is on hold though.
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Re: Babylon 5 Mod
RagsX:
Okay, that's good to hear. Thanks! AT: Maybe you could make the glowing thingy purple instead of yellow/orange? All the molecular slicers have a purple colour in the serie. And I really vote for the second texture because in the serie the texture of the Shadow vessels have a network of reflective "strings" seperating the non-reflective "cells". This is best done with the second texture. Go for the second. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Babylon 5 Mod
Nice.
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Re: Babylon 5 Mod
Just to give you guys a heads-up about my own Babylon 5 mod that's still in development, hopefully it will be different enough from this one to make it still worth playing.
Primarily, it's supposed to be a Roleplay mod, with a heavy emphasis on race distinction. Hopefully, each race is going to be very different to play, with unique tech overload and different starting positions on the more "standard" technology trees. Colonisation is still a fairly slow process (so far I have it zeroed in at around 6-10 turns to build the ship, and 3-4 turns to build an income-generating facility). Having said that, the game isn't really about colonisation, either, good planets will be scarce, with moons playing a major role. Bases will be equally as important as colonies, generating their own revenues. Balance will no doubt be an issue that might push some players away (after all, who wants to be the Drazi when you can be the Minbari and have all the awesome perks of being the oldest of the younger races?) but the whole point of the mod is roleplay, which hopefully appeals to at least some of you guys. Each race is going to be added as it's completed. Right now, we're beta-testing the Earth Alliance, and are close to making sure that every EA weapon has an advantage that makes it worth taking (which was a major issue with me in the original mod), as well as fine-tuning game mechanics and flow. We're keeping it as canon as possible, while trying to keep the game fun. The only worry I have is, aside from the credits file, do I need anything else from the art contributors for the mod, or is it all pretty much classed as being there for the taking? |
Re: Babylon 5 Mod
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The credits are included with the imagemod downloads. Unless of course, you mean title screens and/or interface images. |
Re: Babylon 5 Mod
Well, it was primarily the shipsets, since the AI files are going to be very specific.
Although, what I was planning on doing was cutting out all the pictures (for components and planets, mostly) that aren't being used, while keeping others, to save on space. Does the stuff in imagemod need to be kept together, or can elements of it be taken, so long as credit is given? |
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The way it works is that people install just one single copy of the imagemod. It is completely backwards compatible, so they can overwrite the stock files without any probelms. Then you as a modder don't include any graphics files with your download. Just include a note that they require image pack X. Most people will already have it, and those that do not can download it from the many imagemod mirrors. Once downloaded and installed, it is available to EVERY mod with just one copy on the harddrive. |
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