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  #4551  
Old February 18th, 2005, 02:35 PM
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Default Re: Babylon 5 Mod

Tim, no problem. Im busy these times as well. Spending a lot of time on reading and pickings stocks, of course selling them, too. Nothing is on hold though.
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  #4552  
Old February 18th, 2005, 03:29 PM
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Default Re: Babylon 5 Mod

RagsX:
Okay, that's good to hear. Thanks!

AT:
Maybe you could make the glowing thingy purple instead of yellow/orange? All the molecular slicers have a purple colour in the serie.
And I really vote for the second texture because in the serie the texture of the Shadow vessels have a network of reflective "strings" seperating the non-reflective "cells". This is best done with the second texture. Go for the second.
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  #4553  
Old February 19th, 2005, 02:59 AM
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Default Re: Babylon 5 Mod

Nice.
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  #4554  
Old February 24th, 2005, 10:06 AM

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Default Re: Babylon 5 Mod

Just to give you guys a heads-up about my own Babylon 5 mod that's still in development, hopefully it will be different enough from this one to make it still worth playing.

Primarily, it's supposed to be a Roleplay mod, with a heavy emphasis on race distinction. Hopefully, each race is going to be very different to play, with unique tech overload and different starting positions on the more "standard" technology trees. Colonisation is still a fairly slow process (so far I have it zeroed in at around 6-10 turns to build the ship, and 3-4 turns to build an income-generating facility).

Having said that, the game isn't really about colonisation, either, good planets will be scarce, with moons playing a major role. Bases will be equally as important as colonies, generating their own revenues. Balance will no doubt be an issue that might push some players away (after all, who wants to be the Drazi when you can be the Minbari and have all the awesome perks of being the oldest of the younger races?) but the whole point of the mod is roleplay, which hopefully appeals to at least some of you guys.

Each race is going to be added as it's completed. Right now, we're beta-testing the Earth Alliance, and are close to making sure that every EA weapon has an advantage that makes it worth taking (which was a major issue with me in the original mod), as well as fine-tuning game mechanics and flow. We're keeping it as canon as possible, while trying to keep the game fun.

The only worry I have is, aside from the credits file, do I need anything else from the art contributors for the mod, or is it all pretty much classed as being there for the taking?
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  #4555  
Old February 24th, 2005, 04:10 PM
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Default Re: Babylon 5 Mod

Quote:
Goatfoam said:
The only worry I have is, aside from the credits file, do I need anything else from the art contributors for the mod, or is it all pretty much classed as being there for the taking?
Do NOT include the imagemod as part of your download; simply state that your mod requires version X of Pack Y.
The credits are included with the imagemod downloads.

Unless of course, you mean title screens and/or interface images.
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  #4556  
Old February 24th, 2005, 05:59 PM

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Default Re: Babylon 5 Mod

Well, it was primarily the shipsets, since the AI files are going to be very specific.

Although, what I was planning on doing was cutting out all the pictures (for components and planets, mostly) that aren't being used, while keeping others, to save on space. Does the stuff in imagemod need to be kept together, or can elements of it be taken, so long as credit is given?
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  #4557  
Old February 24th, 2005, 06:24 PM
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Default Re: Babylon 5 Mod

Quote:
Goatfoam said: Does the stuff in imagemod need to be kept together, or can elements of it be taken, so long as credit is given?
Most people play multiple mods, so you want to keep everything together and just let people download the image mods in toto. This makes updating easier, too, since you can get your new images included in an imagemod update for the asking, and everyone can concentrate on just keeping their imagemods up to date rather than each individual game mod.
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  #4558  
Old February 24th, 2005, 09:21 PM
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Default Re: Babylon 5 Mod

Quote:
Goatfoam said:
Although, what I was planning on doing was cutting out all the pictures (for components and planets, mostly) that aren't being used, while keeping others, to save on space.
That would actually cost more space.
The way it works is that people install just one single copy of the imagemod. It is completely backwards compatible, so they can overwrite the stock files without any probelms.

Then you as a modder don't include any graphics files with your download.
Just include a note that they require image pack X.

Most people will already have it, and those that do not can download it from the many imagemod mirrors. Once downloaded and installed, it is available to EVERY mod with just one copy on the harddrive.
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  #4559  
Old February 24th, 2005, 11:02 PM
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Default Re: Babylon 5 Mod

Quote:
Goatfoam said:
Well, it was primarily the shipsets, since the AI files are going to be very specific.

Although, what I was planning on doing was cutting out all the pictures (for components and planets, mostly) that aren't being used, while keeping others, to save on space. Does the stuff in imagemod need to be kept together, or can elements of it be taken, so long as credit is given?
The stuff in the Image Mod should be left in the Image Mod, not cut apart...
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  #4560  
Old February 25th, 2005, 07:13 AM
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Default Re: Babylon 5 Mod

Quote:
Atrocities said:
Shadow Concept set A work in Progress.

Comments:
Could someone post a shadow ship so we can see the texture on it? Thanks.
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