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Showing results 26 to 50 of 57
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Posts Made By:
Jamiri
Forum:
Scenarios and Mods
January 17th, 2007, 08:49 PM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Ok, here's another short report:
- I played 5 times, of which I had Tirk's beacon three times, but he never could be summoned (neither on the map nor in battle). I played on a large map tonight...
Forum:
Weird Worlds: Return to Infinite Space
January 17th, 2007, 04:37 PM
Replies:
2
Missing File
Views:
4,153
Posted By
Jamiri
Re: Missing File
Is there actually an error in the game? If yes, then I'd reinstall the whole game and see what happens!
Forum:
Scenarios and Mods
January 17th, 2007, 06:39 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Isn't it just because you made the Drakh and the Shadows being one race in order to not attack each other?
If you cannot correct it, I don't see a problem here, as the Drakh may very well support...
Forum:
Scenarios and Mods
January 16th, 2007, 07:44 PM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
I had a really good gaming experience with the B5 Project mod tonight. So here's my (bug) report:
I got the Narn and the Pak'Ma'Ra ally relatively early and managed to take out some fleets (played...
Forum:
Scenarios and Mods
January 14th, 2007, 09:02 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Neither on the map nor in combat!
You may be right. Need to double-check that next time.
However, there's another bug I found: I allied with the dark side (Morden) and had attached a keeper...
Forum:
Scenarios and Mods
January 13th, 2007, 07:54 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Getting the impression that on large maps events and quests still are erroneous sometimes. For example, yesterday (using the Omega) I got Vree's beacon but Vree could not be summoned. And I also had...
Forum:
Scenarios and Mods
January 11th, 2007, 06:54 AM
Replies:
10
Mizendar Mod
Views:
21,856
Posted By
Jamiri
Re: Mizendar Mod
Any chance we'll be seeing an update of your mod, Wydraz, that makes use of the 1.21 patch? I really like your mod ( I already liked it on SAIS) so how about adding in some more stuff ;-).
Forum:
Scenarios and Mods
January 10th, 2007, 07:01 PM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Last Episode of Dallas, rofl!
Just a quick note: some of the new click sounds you added are a bit, well, annoying. Especially the one that confirms your actions or is used when you click on the...
Forum:
Scenarios and Mods
January 4th, 2007, 05:58 PM
Replies:
6
Bug, Annoyance, or Misunderstanding in weapons?
Views:
3,645
Posted By
Jamiri
Re: Things I have since learned:
CLIP? I think that's how often a weapon fires before it has to reload, like an 'ammo clip' you need for a gun. Guess a good example would be the Fusion Rocket Launcher in the original WW.
Forum:
Scenarios and Mods
December 31st, 2006, 10:30 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Wow! This mod's really evolving! Every new release is better, filled with more surprises and has more depth than a previous release. Keep it coming, PaddirN!
Just want to give you my detailed...
Forum:
Scenarios and Mods
December 18th, 2006, 06:54 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
I like the idea as well. And I don't have a problem with summoning the closest of the fleets (as this is the most logical anyway, although MIND that no races besides the Centauri, Minbari, Vorlon and...
Forum:
Scenarios and Mods
December 13th, 2006, 05:47 AM
Replies:
14
Modding Questions
Views:
5,542
Posted By
Jamiri
Re: Modding Questions
Don't have any answers to your questions, but if you don't get enough feedback here you may also want to try out the forum over at Infinite Space Federation:
...
Forum:
Weird Worlds: Return to Infinite Space
December 12th, 2006, 09:48 AM
Replies:
7
Improving fun in combat
Views:
5,711
Posted By
Jamiri
Re: Improving fun in combat
Yep, that's what I also had in mind, as Fingers said something about network programming and 3D support as one of his possible future experiments.
Forum:
Weird Worlds: Return to Infinite Space
December 12th, 2006, 04:53 AM
Replies:
7
WW = 15-minutes game?!
Views:
6,531
Posted By
Jamiri
Re: WW = 15-minutes game?!
This game is all about being quick and short, it's acutally its USP.
Look for other games in this genre (such as Space Rangers 2) if you want a single game to last weeks of your real life.
Forum:
Weird Worlds: Return to Infinite Space
December 12th, 2006, 04:49 AM
Replies:
7
The translator's corner
Views:
6,080
Posted By
Jamiri
Re: The translator\'s corner
This effort will be much appreciated by the French gamers, I believe. Digital Eel should be grateful to you!
Forum:
Weird Worlds: Return to Infinite Space
December 11th, 2006, 12:22 PM
Replies:
7
Improving fun in combat
Views:
5,711
Posted By
Jamiri
Re: Improving fun in combat
A 30-minutes 4X (exploxe, expand, exploit, exterminate) variant in the WW/SAIS universe would be really cool, where players could chose a race and then build their small empire, expand and then...
Forum:
Scenarios and Mods
December 9th, 2006, 01:33 PM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Probably a bug in some of the encounters that are triggered in black holes. Must be one of the first Firstborn events. Had you met Morden in before? Maybe there's a conflict when the game has to...
Forum:
After Action Reports
December 7th, 2006, 05:08 AM
Replies:
2
Sector Prime Classifieds
Views:
13,113
Posted By
Jamiri
Re: Sector Prime Classifieds
http://forum.shrapnelgames.com/images/smilies/biggrin.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif...
Forum:
Scenarios and Mods
December 7th, 2006, 05:04 AM
Replies:
2
Mod: choose your main quest!
Views:
4,599
Posted By
Jamiri
Re: Mod: choose your main quest!
That's a nice little add-on! Thanks! The approach could be used as a "blueprint" for testing out custom quests in mods.
Forum:
Scenarios and Mods
December 7th, 2006, 04:49 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Excellent job! Overall you did some very good improvements, creative and very well implemented. Played about 20 games with all settings medium and really enjoyed it so far. Here's my feedback:
- I...
Forum:
Scenarios and Mods
December 6th, 2006, 05:50 AM
Replies:
94
Updated mod: The Babylon Project
Views:
79,851
Posted By
Jamiri
Re: Updated mod: The Babylon Project
Great! Just downloading it! I'll try it out tonight and let you know about any bugs I come across!
Looking also forward to your other ideas!
As for the Pak'ma'ra (and the other races that use...
Forum:
Scenarios and Mods
December 5th, 2006, 06:25 AM
Replies:
96
New Mod: Babylon 5 Shadowfall
Views:
31,321
Posted By
Jamiri
Re: New Mod: Babylon 5 Shadowfall
I think Psientist wouldn't mind to meddle with his (abandoned) mod, as long as you give him the credits he merits!
And while you are at it "modding the mod": can you change the Minbari ally into a...
Forum:
Weird Worlds: Return to Infinite Space
December 5th, 2006, 06:17 AM
Replies:
34
10 questions from the devs.
Views:
23,425
Posted By
Jamiri
Re: 10 questions from the devs.
Love those ideas! The Xerox Sphere in the SAIS mod "The Urluquai Crusade" was a modification of the Timeless Bauble that was based on this prinicple. In addition to that, there was also a fake Xerox...
Forum:
Scenarios and Mods
December 4th, 2006, 05:00 AM
Replies:
96
New Mod: Babylon 5 Shadowfall
Views:
31,321
Posted By
Jamiri
Re: New Mod: Babylon 5 Shadowfall
Sounds good to me having the Starfuries as a fighter bay add-on. However, don't you think it would make the Omega a little bit too powerful right from the start? Maybe you could make the fighter bay...
Forum:
Scenarios and Mods
December 1st, 2006, 11:52 AM
Replies:
6
Modmakers: Lessons Learned the Hard Way
Views:
4,075
Posted By
Jamiri
Re: Modmakers: Lessons Learned the Hard Way
Fixed now in 1.2!
Showing results 26 to 50 of 57
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