.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #1  
Old December 9th, 2006, 04:45 PM
PaddirN's Avatar

PaddirN PaddirN is offline
Private
 
Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
Thanks: 2
Thanked 0 Times in 0 Posts
PaddirN is on a distinguished road
Default Re: Updated mod: The Babylon Project

Not sure about the black hole thing, tried reproducing it myself, haven't seen it crop up yet. But if it does have to do with the double bauble effect, that shouldn't be a problem with next release.

Which quests still aren't working? I've been doing some cleaning up and may have fixed it by now.
__________________
Graeme out.
  #2  
Old December 10th, 2006, 07:52 PM

chabex chabex is offline
Corporal
 
Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
chabex is on a distinguished road
Default Re: Updated mod: The Babylon Project

I can confirm some glitches that Jamiri found: Excalibur firing the main gun like behind the ship, and I had the Neutrino Array which supposed to reveal cloacked ships (eg.: Shadow Mothership) but I could not see it coming (Rest In Peaces...)

And I wonder: do you think if it would be a good /possible idea to have Bester/Lyta or any telepath as a solution to defeat/stop the Shadow Mothership (if it is already there- delete this part) to have a little chance for surviving the encounter?
  #3  
Old December 10th, 2006, 10:57 PM
PaddirN's Avatar

PaddirN PaddirN is offline
Private
 
Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
Thanks: 2
Thanked 0 Times in 0 Posts
PaddirN is on a distinguished road
Default Re: Updated mod: The Babylon Project

Yea, saw the Victory class glitch and have taken care of that. Oddly enough, I didn't change anything about that and just carried it right over from Shadowfall. Turns out the OFFS variable for that beam effect was set to -200, which apparently is whyt its behind the ship, I just don't know why it didn't do that before. I'm still thinking it has to do with 1.2 update(?)

With the neutrino array sensor, I think that the only way for an item to have hypervision is if it is an item in your cargo hold, otherwise if a ship's systems or even passengers have it it won't have any effect. So I've just turned the neutrino array into a normal sensor and added something else that might help level the playing field a little.

I don't know that there's really anything that would specifically help against the Battle crabs (apart from the thing I talked about last paragraph). There *might* be a way to send them away to another star system, but I don't think there's a way to just outright destroy them or weaken them with an item... Perhaps the First Ones can be of assistance. I'm wanting to do something with Lorien to send them away, but the problem with that is you have to actually go to Z'ha'dum first. Meh, I'll figure something out.

2.35 update should be available here in a little bit, just doing some minor tweaking with quests and then I'll upload it.

btw I have no idea what the procedure is for version numbers so if they don't make sense that's why. I mean, how do you tell the difference between 2.35 or 2.4 or 2.5?
__________________
Graeme out.
  #4  
Old December 16th, 2006, 03:28 AM

ImUrOBGYN ImUrOBGYN is offline
Corporal
 
Join Date: Dec 2005
Posts: 55
Thanks: 0
Thanked 0 Times in 0 Posts
ImUrOBGYN is on a distinguished road
Default Re: Updated mod: The Babylon Project

Couple issues other than the ones mentioned...

1. When Delenn enters her special chrysalis event, the text box w/her pic that comes up is screwed up. The bottom half is blurred or something to that affect.

2. I've had problems getting the Narn to join with the Narn book in my hold. They did finally join me once when entering a star system while they were battling another race. Game before that, I met them in 3 seperate star systems and each time they would not join me. They were not in battle either time. Dunno if that matters.
  #5  
Old December 16th, 2006, 09:41 AM
PaddirN's Avatar

PaddirN PaddirN is offline
Private
 
Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
Thanks: 2
Thanked 0 Times in 0 Posts
PaddirN is on a distinguished road
Default Re: Updated mod: The Babylon Project

1) With the Delenn thing I believe the problem was that I didn't have that pic at the correct size (128x128), it should be corrected with the next update.

2) The events for both the narn and the centauri are both in need of a major overhaul and I think thats next on my to-do list b/c its been bugging me for awhile now too. With the narn book not working it may be a problem with some of the code i added. To keep from having too many allies at once I made certain allies mutually exclusive from others, don't know if thats the case here, but it sounds like it.

While I'm at it, things to look forward to next update:

* Big change to the Victory class and I think you know what I'm talking about (along with something you might not).

* Mission-specific quests. Not a big deal for now, but I may expand on it later on.

* Changes to some alien fleet set-ups that were just plain weird/stupid

* Merged the shadows and the drakh together into one uber race to keep them from battling it out (tsk tsk senseless violence), may have to bump up the number of fleets now.
__________________
Graeme out.
  #6  
Old December 17th, 2006, 10:37 AM

chabex chabex is offline
Corporal
 
Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
chabex is on a distinguished road
Default Re: Updated mod: The Babylon Project

An idea- or question- hit me: would it be possible to use more beacons? Or use the existing one to summon an ally of choice? It would be cool if in case you have allies like the centaury or narn etc. they could be summoned to fight eg. the Shadow Battlecrab. This would be more like in the series and it would be more fun to play. Only small ships could be added to the fleet. Of course it would cut the possibility to upgrade those capital ships, but with race specific permanent weaponry could spice up the B5 feeling.
Opinions?
  #7  
Old December 17th, 2006, 03:13 PM
PaddirN's Avatar

PaddirN PaddirN is offline
Private
 
Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
Thanks: 2
Thanked 0 Times in 0 Posts
PaddirN is on a distinguished road
Default Re: Updated mod: The Babylon Project

It's an interesting idea and it may actually help with another problem I've encountered. Maybe do the beacons as trade-offs: Each race would have its own item that would befriend them and get their beacons.

The only thing is that the command to get those beaconed allies to come is a SUMN command which I think just summons the nearest <race> fleet to your position. In the regular game this is just fine with the klakar because they only have just one fleet. So if I wanted specific allies I think I'd need to make new races for each one. Not too hard, but I'll think about it some more and play around with it.
__________________
Graeme out.
  #8  
Old January 2nd, 2007, 11:43 PM

drumsonly2002 drumsonly2002 is offline
Private
 
Join Date: Sep 2006
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
drumsonly2002 is on a distinguished road
Default 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.
  #9  
Old January 3rd, 2007, 03:54 PM
Ace_Garp's Avatar

Ace_Garp Ace_Garp is offline
Corporal
 
Join Date: May 2006
Location: UK
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
Ace_Garp is on a distinguished road
Default 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.
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.