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January 2nd, 2007, 11:43 PM
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Private
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Join Date: Sep 2006
Posts: 6
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Re: Updated mod: The Babylon Project
EXCELLENT WORK!!!! Like owning a new game (space sim). Fantastic. It's great to see new mods. Well appreciated.
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January 3rd, 2007, 03:54 PM
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Corporal
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Join Date: May 2006
Location: UK
Posts: 60
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Re: Updated mod: The Babylon Project
This sounds like a great Mod - but just one question.
Does it use any of the new content / features from WW 1.2 ?
I use a Mac, and the latest update isn't (yet) available.
I can't tell just by trying it, as another mod used some parts from the update, and seemed to run fine until it crashed on me at an apparently random time.
Anyway - look forward to trying this mod - when I can.
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January 3rd, 2007, 04:28 PM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
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Re: Updated mod: The Babylon Project
Actually yeah, it should carry over everything from v1.2. I haven't noticed anything thats caused any problems with carrying it over to 1.2, although there was an unknown crash I was getting at one point which I haven't seen for some time now. Hopefully its gone away now.
Oh, and just got a message back from psientist:
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Re: B5: Shadowfall open source?
From: Psientist
I am indeed no longer updating this mod. If you want to release your own variants, go right ahead. Just make sure you identify your version differently, and credit your changes and my original sources appropriately.
If you intend to do lots of work on it, you might want to give it a new name and numbering system, but build upon the existing version history so there's no confusion.
Good luck!
"
I guess the torch has been officially passed now.
__________________
Graeme out.
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January 4th, 2007, 03:04 PM
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Private
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Join Date: Jan 2007
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Re: Updated mod: The Babylon Project
Best mod ever! Thank you.
I found a small bug in v.2.50. After winning the Centauri fleet at their home wold, I got another jump point generator at every subsequent visit.
Before the first visit to Centauri homeworld I had previously found a jump generator as a random item on a planet, if that makes any difference.
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January 8th, 2007, 04:10 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Thanked 33 Times in 11 Posts
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Re: Updated mod: The Babylon Project
Sounds like everybody likes PaddirN's mod - wish I could play it (it crashes on my mac, doh). keep up the good work...
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January 9th, 2007, 07:27 PM
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Private
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Join Date: Jul 2006
Location: Fieldbrook, CA USA
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Re: Updated mod: The Babylon Project
I'm in the same boat ... Mac. Guess I'll have to wait for a bit. Still enjoying Psientist's mod.
Hal
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January 10th, 2007, 05:51 AM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
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Re: Updated mod: The Babylon Project
Why exactly doesn't the mod work on macs? Is it just because of the 1.2 changes? Do any mods work then, or do mac-users have to just play vanilla?
I should think that 1.2 mods would still work on macs if you just took out a few files from the gamedata directory. The only thing I did to bring this mod to 1.2 was to add a few .ini files, I believe its just strings.ini and numbers.ini, though I think there may be one or two more (just compare the gamedata folders with an older mod). It should work fine if you just pull those files out I would think...
__________________
Graeme out.
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January 10th, 2007, 08:17 AM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
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Re: Updated mod: The Babylon Project
Aight, new 2.55 update has been posted. This update is more for maintenance and upkeep than anything else. I've been going back through the series (and I'm actually watching Crusade now all the way through for the first time evar) and trying to bring the weapons effects more in line with the series. You'll notice a big difference with the Omega guns (positions and color) and the Drakh weapons. Apparently the Drakh are pansies and actually have a light blue and yellow weapon effect theme going on.
New items and lifeforms have been added in as well to spice things up, some may help your cause, others may get you into trouble... Also, the Jump Point Generator is no longer findable, may add another quest at some point to pick it up for a price.
I've also apparently reached the upper limits of the max # of quests allowed in a mod. I'm confidant I should be able to condense some quests together, but it won't be much, so don't expect many more new quests unless I start deleting old ones.
BUGS: there is still a non-occurring event which I haven't been able to identify yet. You'll notice it when you reach a planet and nothing happens (no item, no fleets, no events). I suspect its the Vorlon ally event (who? what? where?). Can anybody else confirm this? If you've seen this quest pop up let me know, otherwise I'm clueless.
__________________
Graeme out.
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January 10th, 2007, 03:15 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: Updated mod: The Babylon Project
I never had any crash issues when I put the 1.2 content into my mac, it just acted funny sometimes. (especially with the multimissile launcher) I'm guessing that the new mod overflows one of the old hardcoded system limits that was increased after 1.2. But that's just a guess.
-Jeremy
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January 10th, 2007, 07:01 PM
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Corporal
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Join Date: Oct 2006
Posts: 57
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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 buttons that change playing speed during combat (sounds a bit like breaking glass). In my eyes (or ears ;-) ) the click sounds shouldn't be too prominent.
The reduced firing arcs of the Omega are good, it's already the most powerful of the three ships anyway.
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