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Search: Posts Made By: Jamiri
Forum: Scenarios and Mods January 17th, 2007, 08:49 PM
Replies: 94
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Views: 4,075
Posted By Jamiri
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