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August 13th, 2006, 04:30 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Ok, so far...
No crashes so far! Haven't played the large map yet.
Vorlon Beacon is working.
Narn fighter bay still does not work. They're not very powerful already and without that, they're really weak. Which is sad because I really liked the Narn on the show. Especially the delegate. (Can't remember name offhand but you use his avatar.)
Will it ever be possible to make allies/enemies when entering a multiple race planet/battle screen? Generally, even if I kill every race in the battle, it still doesn't have any bearing on my future relations nor am I ever able to make allies.
BTW, I noticed the little stars move on the map. Took me awhile, lol. I had to go back and check the original version. Didn't think they had 'em. Nice touch. Going back to the original.. hardly remembered what it looked like. Though the nebulas look pretty cool.
I don't know if I'm missing something because it doesn't work or not. I'm going to go back through your 'readme', etc later and see if there's anything you implemented that I've yet to find or come across. Or you could just send me all the quests, etc and make it easier for me.
Attached is my latest stdout file. No crashes, so the other file was not produced.
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August 13th, 2006, 05:30 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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Re: Mod Update: Babylon 5 Shadowfall
In multi-race battles, I think all diplomacy is suspended. I think the game design documentation mentions somewhere that they had planned on implementing "betrayal" and other features into such events, but never got around to it.
Glad to see everything else is pretty stable right now in v2.2.
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August 13th, 2006, 10:04 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
In previous versions and various other mods, there were times when I would meet two races or more without having established a relationship with them and have been asked to join their side. I've even been asked to join the side of both races one after the other! I'll see if I can find the text in the default folder for this.
Okay... I remember this happening with the Zorg before, for example. Here's text from the file zorg.ini located in C:\Program Files\Shrapnel Games\Weird Worlds\default\gamedata\races. I've also attached the zorg.ini file but in notepad. (Forum won't let me attach an .ini file.)
The first one is if you've already established a friendly relationship with the Zorg the second paragraph is if you haven't attacked or established a friendly relationship with them. Two possible requests for each.
++++++++++++++++++++++++++++++++++++++++++++
TEXT greetallyfriendly
<color=990>Uninvited guests come to pilfer from the table of wisdom, yet they do not express humility nor do they relinquish arms at the door. We ask your aid that we may teach these curs some manners.<color=999>
<color=990>Although our adversaries' negative waves convey ill intentions, our auguries portend victory. Will you join us in celebration as we confront them?<color=999>
END
TEXT greetallyneutral
<color=990>Uninvited guests come to pilfer from the table of wisdom, yet they do not express humility nor do they relinquish arms at the door. We ask your aid that we may teach these curs some manners.<color=999>
<color=990>Although our adversaries' negative waves convey ill intentions, our auguries portend victory. Will you join us in celebration as we confront them?<color=999>
END
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August 14th, 2006, 02:30 PM
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Private
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Join Date: Aug 2006
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Re: Mod Update: Babylon 5 Shadowfall
Heh. Love the mod. It's great fun and better than the full game I'd say. But, I'm afraid to add that I've had ally-able aliens for some time (I probably sohuld have mentioned it...).
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August 14th, 2006, 11:34 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Hate to be the harbinger, but here's the files after the crash. The usual, on my way to a planet and just as I arrived, it crashed to desktop.
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August 14th, 2006, 11:35 PM
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Corporal
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Join Date: Dec 2005
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Re: Mod Update: Babylon 5 Shadowfall
...and the second file.
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August 16th, 2006, 05:45 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
While digging through your mod, I noticed under the 'gamedata/items' folder, you only have fb_gorith.ini for fighter bays. Would this affect the non-working narn fighter bays?
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August 17th, 2006, 06:20 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
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Re: Mod Update: Babylon 5 Shadowfall
not really. "Gorith" is the name of the narn fighter hull! Thanks for looking though.
On the crashlogs, it shows that the game is still generating too many fleets, even though the fleets-per-race and distribution.ini FLEETS settings should limit it well below the engine limitations. Sigh.
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August 17th, 2006, 11:12 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Would it have anything to do with map size? When started playing this game, one of the first things I messed with was the map size. When I increased it too much, the game would crash. I don't know if there are map size limitations or by creating such a large map, I had in turn caused the game to produce too many fleets. Another shot in the dark... I'm going to try that other file you sent in a few mintues.
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