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  #1  
Old January 23rd, 2007, 05:59 PM

Jamiri Jamiri is offline
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Default Re: Updated mod: The Babylon Project

Guess I've become an addict of your mod . I am always looking forward to the latest updates of this.

So today I couldn't wait to give the 2.60 a try. Here's what I found:

- the new Omega looks good. But check out the firing arc view of it in the game. It overlaps the border of the circle.

- EA dialogue seems to be cut short (or a full stop is missing)

- Hooray, the Brakiri ships have arrived! This was one of the greatest additions, I believe! I just couldn't stand the Muktian/Brakiri hybrids any longer. Their cruiser seems a bit weak though.

- What's the use of the Apocalypse box? Does it have any?

- Nice: the enemy Primus Battlecruisers now launch fighters. But they are missing the fighter bay on the schematics during combat (not too much of a problem).

- the Narn Gorith ally is also great. Have they been using Drazi Railguns all the time?

- Tirk's beacon cannot be traded (e.g. when he's dead). Intended or just a bug?

- The scanner anomalies are really creative! At the first encounter nothing happened and then on the second the nasty Shadow scout took me by surprise!

BUGs:

- I encountered B4 (after a long time eventually) and this time it jumped during combat, just like a Zorg Fighter! It was also armed like hell (which is no bug, I know)!

- Spelling: Micheal Garibaldi (in his second form) should be Michael

- Debriefing: when playing and finishing Omega missions, I got the following: "...put the XYZ to a test", where XYZ was the name of an allied ship long since dead.

- major bug: played Omega on large map, came to Earth and suddenly the End of Civil War event popped up. At that point I had not triggered any specific events or missions, and carried no specific items. The only special items I had were the Green Sash and I had dumped the Dust before (using no in the dialogue). The latter one might be the reason, as it probably affects EA fleets in some way.

Ideas:
- remove sound in the intro that is played when the planet is displayed.

- make some muzzle effects for the beam weapons (low priority)

- there's still the glass sound when you confirm something. Should be changed, imho.

Apart from that: Great, great, GREAT mod!

Jamiri
  #2  
Old January 24th, 2007, 05:45 AM
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PaddirN PaddirN is offline
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Default Re: Updated mod: The Babylon Project

Nice to see the bugs aren't too horrible this time around.

* I noticed the thing with the Omega firing arc being out of whack and I couldn't make heads or tails of it. It may have been that I made that frame on the ship image too big (?).

* With the Brakiri ships I went by the descriptions that I've been seeing on the net. Mostly they're described as being very impressive looking, but without any real teeth behind them. So I tried to make the brakiri weaker than the centauri, narns, and the drazi.

* The Apoc Box fit in nicely as a replacement for the codex of primordius, however since the Crusade show never actually explained much about the box I haven't thought of any real way to implement it, although it could just become a device that says random things.

* I think with the Primus it already had a weapon there and I just didn't feel like moving it around so I just made the fighter bay hidden, although that may actually make the fighter bay invulnerable come to think of it.

* Yea, drazi railguns have been standard the whole time. They look nice, but it really doesn't make any sense. The narn don't have any mid or small sized weapons. If I can fish up a graphic and I do some research on the show I may add some other narn weapons later.

* Never thought of making the beacons tradeable, though I suppose death and dismemberment is as good a reason as any. They probably won't fetch a high value though.

* Yea, I was hoping to make those encounters an X factor that would keep players on their toes just like the spacehulk events.

* The B4 zorg teleporting thing has been in for awhile now, although I don't know that anybody else noticed. I wanted it to be like some weird time warping effect, although it doesn't seem to look or act anything like the zorg, it moves way too fast. Also, its an earthforce space station so I wanted it to be armed with slightly more powerful weapons to make it a bit more formidable.

* When you say remove the intro sound, are you talking about the music or the little ripbobo, scrugug, and skrinch sounds? I tried to replace those sounds with silence before but to no avail. If I could I'd like to find some kind of "flash" type sound.

* The GUI beep sounds can be disabled if you go into the directory '/Weird Worlds/babylonproject_v##/sounds/gui/' and just go through and delete any or all of the beeps in there to go back to the default sounds. Otherwise I may be awhile in trying to fine tune the sounds.
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  #3  
Old January 24th, 2007, 07:02 AM

Jamiri Jamiri is offline
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Default Re: Updated mod: The Babylon Project

Quote:
PaddirN said:
Nice to see the bugs aren't too horrible this time around.

* I noticed the thing with the Omega firing arc being out of whack and I couldn't make heads or tails of it. It may have been that I made that frame on the ship image too big (?).
Probably, yes. You could compare it in size with the old Omega or the Primus.

Quote:

* I think with the Primus it already had a weapon there and I just didn't feel like moving it around so I just made the fighter bay hidden, although that may actually make the fighter bay invulnerable come to think of it.
Exactly, the fighter bay cannot be damaged during combat, that's why I mentioned this point.

Quote:

* Never thought of making the beacons tradeable, though I suppose death and dismemberment is as good a reason as any. They probably won't fetch a high value though.
Beacons of dead allies are rather worthless, I suppose, so trade value could be very low.

Quote:

* The B4 zorg teleporting thing has been in for awhile now, although I don't know that anybody else noticed. I wanted it to be like some weird time warping effect, although it doesn't seem to look or act anything like the zorg, it moves way too fast. Also, its an earthforce space station so I wanted it to be armed with slightly more powerful weapons to make it a bit more formidable.
Aha, now I'm getting it. So B4 is warping in and out of the normal space time as in the series. Should have more effect to it though.

Quote:

* When you say remove the intro sound, are you talking about the music or the little ripbobo, scrugug, and skrinch sounds? I tried to replace those sounds with silence before but to no avail. If I could I'd like to find some kind of "flash" type sound.
Yeah, not talking about the music but the sounds you mentioned.

Jamiri
  #4  
Old January 24th, 2007, 01:08 PM

Jamiri Jamiri is offline
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Default Re: Updated mod: The Babylon Project

If you ever re-incarnate the Earth Civil War quest in a future upgrade, wouldn't it be great to have "Earth Alliance GOD Satellites" stationed around Earth orbit?

IIRC, these were a major obstacle for the B5 fleet that went in to free Earth from Clarke and his minions.

Information on them can be found here:

http://www.kitsune.addr.com/SF-Conve.../Earth_GOD.htm

Just an idea.
  #5  
Old January 24th, 2007, 04:39 PM

Jamiri Jamiri is offline
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Default Re: Updated mod: The Babylon Project

Another issue:
Remember when I mentioned the conflict between the quest about Garibaldi and the data crystal about Clarke? I think something similar happens, when you have the very same crystal and Delenn (after going through the Crysalis) on board.

I got Delenn (after transformation) first and then collected the crystal, went to B5 and selected "no" for the disclosure of the material about Clarke (how evil!), before going to Minbar. On Minbar, however, Delenn did not trigger the beacon that you should get for calling the Minbari Fleet.

Hmm, I am getting the impression that two different quests cannot run in parallel...
  #6  
Old January 24th, 2007, 06:26 PM

chabex chabex is offline
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Default Re: Updated mod: The Babylon Project

Wooow, PaddirN! I hope you won't get tired to bring up updates like this! :-)

Some side notes: If you look at the storyline of B5 by the time you could have a Victory class ship, no Shadows linger around... I hate to say this but shouldn't be them replaced? Let say with those aliens from Legends of the Rangers?
  #7  
Old January 24th, 2007, 06:53 PM

Jamiri Jamiri is offline
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Default Re: Updated mod: The Babylon Project

Although I hardly play the Victory Class I don't think that Shadows and the Victory Class co-existing in the same time period break the game...
 

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