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  #1  
Old January 17th, 2007, 08:49 PM

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

Ok, here's another short report:

- I played 5 times, of which I had Tirk's beacon three times, but he never could be summoned (neither on the map nor in battle). I played on a large map tonight with the Omega.
- Dust: the EA fleet was scanning my Pak'Ma'Ra ally for contraband although it was long since dead already. And I read carefully this time ;-).
- Dust (continued): this time, however, the EA fleet immediately attacked me, while another one later on did not. How come?
- Recommendations: make the Nial fighter have a much smaller turning radius to give it more agility, which it deserves.
- the Omega frontal cannons should be "integral". Right now I usually swap them with the Rocket Launcher in the second row and have my full firing arcs back again. They are even better protected there from enemy fire. In addition, it would make sense to have these heavy guns fixed to the ship permanently as their sheer size make them difficult to handle in deep space. The player still keeps four flexible weapon slots to put all his other nice guns and beams into.

Jamiri

EDIT: this page might help to get some ship pictures http://www.shipschematics.net/b5/chronology.html
  #2  
Old January 17th, 2007, 10:07 PM
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Default Re: Updated mod: The Babylon Project

The negative fleet numbers pick the fleet based onthe race's difficulty settings. -1 is the first fleet on the DIFx line, -10 is the last one. The DIF line is chosen based on the map size and the "number of enemies" setting, just like for regular fleets.
  #3  
Old January 20th, 2007, 03:08 AM
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Default Re: Updated mod: The Babylon Project

* What do you mean by: "make the Nial fighter have a much smaller turning radius to give it more agility"? I would like to keep it from stopping so much when firing but I'm not sure which attribute you're talking about.

* I'm looking into the large maps and fleets, for some reason none of the beacon allies shows up, I suspect it has something to do with the #'s in the distribution.ini file. The beacon allies work fine in medium size, so I figure all I have to do is tweak some numbers.

* Having dust on you should work properly now with the next update and the EA will attack on sight although I'll have to change the text around because I think the code for <uvar=shipname> will just grab the newest ship in your flotilla.

* I don't think I need to make the omega main guns structural, I should just be able to change the size of the weapon slots to make it so they only fit into the forward slots.

As for the distribution.ini file, curious about what these values mean exactly, these are the values for the large map size:

ENMY 4
FLET 25
JOBM 40
SCRN 96 112 128
SCRE 96 112 128
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  #4  
Old January 22nd, 2007, 06:58 AM

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

I mean the radius the Nial needs to make a full 180° turn, which seems to be much smaller for other fighters. Might have something to do with the overall speed of a fighter.

Currently the problem with the Nial is that it sometimes
does not stop spinning around the waypoint you sent it to.

With regard to the Omega: Didn't know that the weapon slots on one single ship can differ.
  #5  
Old January 22nd, 2007, 05:53 PM
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Default Re: Updated mod: The Babylon Project

Ok, new update 2.6 is posted at the top o' the thread.

* I believe I figured out the problem with some fleets not showing up in the large maps. Well actually, I came up with 2 fixes for it and I'm just not sure which one did it. It had to do with the max number of fleets allowable. This created some conflicts with some races always having a set # of fleets vs. the fleets created for the random races. Beacon allies should show up now on large maps.

* New Ships! Shadow Scout, Narn Frazi, EA Thunderbolt, and the entire Brakiri fleet has been redone.

* New image for the Omega shows rotated section. Doesn't actually rotate... yet?

* Centauri primus launches fighters now, should make it a bit tougher (antique primus unchanged). Why should the narn have all the fun?

* Changes to the weapon slot sizes for the Omega and the whitestar. Omega only has two large (size 3) weapon slots in the front. Whitestar only has one large weapon slot. Instead of being able to load up on heavy weapons, you'll have to pick and choose between your big guns.

* quest file naming structure changed ('ally_', 'alws_', 'evnt_', 'main_', 'game_', and 'nver_'). Purely an internal change and *shouldn't* affect anything in game. Just easier to organize everything now.

* Jumpgate access codes no longer findable, however they are still in game as a cheat code of sorts.

* The price of dust has gone up and the EA should respond accordingly to traffickers. Just say No to dust!

* You now have something of a choice of what to do with the data crystal containing Clark's dirty little secret.

* A bunch of other changes too small worth mentioning!
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