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January 2nd, 2007, 11:43 PM
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Private
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Join Date: Sep 2006
Posts: 6
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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.
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January 3rd, 2007, 03:54 PM
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Corporal
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Join Date: May 2006
Location: UK
Posts: 60
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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.
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January 3rd, 2007, 04:28 PM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
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Re: Updated mod: The Babylon Project
Actually yeah, it should carry over everything from v1.2. I haven't noticed anything thats caused any problems with carrying it over to 1.2, although there was an unknown crash I was getting at one point which I haven't seen for some time now. Hopefully its gone away now.
Oh, and just got a message back from psientist:
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Re: B5: Shadowfall open source?
From: Psientist
I am indeed no longer updating this mod. If you want to release your own variants, go right ahead. Just make sure you identify your version differently, and credit your changes and my original sources appropriately.
If you intend to do lots of work on it, you might want to give it a new name and numbering system, but build upon the existing version history so there's no confusion.
Good luck!
"
I guess the torch has been officially passed now.
__________________
Graeme out.
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January 4th, 2007, 03:04 PM
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Private
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Join Date: Jan 2007
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Re: Updated mod: The Babylon Project
Best mod ever! Thank you.
I found a small bug in v.2.50. After winning the Centauri fleet at their home wold, I got another jump point generator at every subsequent visit.
Before the first visit to Centauri homeworld I had previously found a jump generator as a random item on a planet, if that makes any difference.
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January 8th, 2007, 04:10 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Updated mod: The Babylon Project
Sounds like everybody likes PaddirN's mod - wish I could play it (it crashes on my mac, doh). keep up the good work...
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January 9th, 2007, 07:27 PM
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Private
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Join Date: Jul 2006
Location: Fieldbrook, CA USA
Posts: 13
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Re: Updated mod: The Babylon Project
I'm in the same boat ... Mac. Guess I'll have to wait for a bit. Still enjoying Psientist's mod.
Hal
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January 10th, 2007, 05:51 AM
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Private
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Join Date: Nov 2006
Location: Columbus, OH
Posts: 45
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Re: Updated mod: The Babylon Project
Why exactly doesn't the mod work on macs? Is it just because of the 1.2 changes? Do any mods work then, or do mac-users have to just play vanilla?
I should think that 1.2 mods would still work on macs if you just took out a few files from the gamedata directory. The only thing I did to bring this mod to 1.2 was to add a few .ini files, I believe its just strings.ini and numbers.ini, though I think there may be one or two more (just compare the gamedata folders with an older mod). It should work fine if you just pull those files out I would think...
__________________
Graeme out.
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