Re: Updated mod: The Babylon Project
Ok, new update 2.6 is posted at the top o' the thread.
* I believe I figured out the problem with some fleets not showing up in the large maps. Well actually, I came up with 2 fixes for it and I'm just not sure which one did it. It had to do with the max number of fleets allowable. This created some conflicts with some races always having a set # of fleets vs. the fleets created for the random races. Beacon allies should show up now on large maps.
* New Ships! Shadow Scout, Narn Frazi, EA Thunderbolt, and the entire Brakiri fleet has been redone.
* New image for the Omega shows rotated section. Doesn't actually rotate... yet?
* Centauri primus launches fighters now, should make it a bit tougher (antique primus unchanged). Why should the narn have all the fun?
* Changes to the weapon slot sizes for the Omega and the whitestar. Omega only has two large (size 3) weapon slots in the front. Whitestar only has one large weapon slot. Instead of being able to load up on heavy weapons, you'll have to pick and choose between your big guns.
* quest file naming structure changed ('ally_', 'alws_', 'evnt_', 'main_', 'game_', and 'nver_'). Purely an internal change and *shouldn't* affect anything in game. Just easier to organize everything now.
* Jumpgate access codes no longer findable, however they are still in game as a cheat code of sorts.
* The price of dust has gone up and the EA should respond accordingly to traffickers. Just say No to dust!
* You now have something of a choice of what to do with the data crystal containing Clark's dirty little secret.
* A bunch of other changes too small worth mentioning!
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Graeme out.
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