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December 4th, 2006, 05:00 AM
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Corporal
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Join Date: Oct 2006
Posts: 57
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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 only available from Babylon 5 (i.e. the Glory system) or any other race (maybe from EA Earth??) once you fulfill a mission or two. That would be really cool!
Looking forward to the jumpgates!
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December 5th, 2006, 04:57 AM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
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Re: New Mod: Babylon 5 Shadowfall
Aight, well tried contacting Psientist and haven't recieved a response yet and it looks as though he hasn't even posted on this forum in about 4 months the last time I checked. I'm gonna go ahead and start up a new thread and try and post a newer updated version of the B5 mod.
As for the starfuries in fighter bays, I'm not planning on making them available to players, but you should be able to see them in game >hint hint nudge nudge<
Also, I'm planning a name change in this newer version (for a number of reasons I'll get into when I post), credit still goes out to Psientist, wherever he is. 
__________________
Graeme out.
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December 5th, 2006, 06:25 AM
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Corporal
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Join Date: Oct 2006
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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 Tinashi Light Frigate? I always found the Nial Fighter such a poor addition to my fleet. Well, actually any lone fighter ally is useless, imo.
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December 5th, 2006, 12:22 PM
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Corporal
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Join Date: Dec 2005
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Re: New Mod: Babylon 5 Shadowfall
I haven't heard from Psientist myself nor have I been on in a long time, either. I see PaddirN has created an update to the Babylon mod that I've yet to check out but will in a moment.
For this mod, one of the problems was the Narn ship being unable to launch fighters. In your b5shadowfall_v22 mod folder, open fb_gorith.ini and replace line "STR0 Narn" with "STR0 Narn Regime" without the quotes, of course. This will allow the fighter bays to work. I have not tested any other fighter bays, yet. Thanks to Fingers for pointing out the simple name error that we missed before. I find it's usually something silly like that people miss.
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