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July 29th, 2003, 12:57 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
That makes a huge difference.
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July 29th, 2003, 01:48 AM
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First Lieutenant
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Re: Babylon 5 Mod
Imperator: rather important (to me ) PM
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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July 29th, 2003, 11:29 AM
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Brigadier General
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Join Date: Jun 2002
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Re: Babylon 5 Mod
Mindriders - Suggested: -999% to hit on their ship hulls, since they have little to no physical form?
Hmm... isn't that a bit over the op? I mean, they are made of pure energy, but most of the weapons are energy weapons.
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Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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July 29th, 2003, 02:09 PM
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Private
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Location: UK
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Re: Babylon 5 Mod
Hi all, I have been playing this Mod for a short while and I must say it seems really good. It is nice to see a decent adaptation of B5 as an actual mod.
While playing this game though I have discovered a large number of bugs and problems, and was wondering if you would like details of them. However I am using the "Gold" Version rather than the 1.49 Version, so I thought I'd ask rather than just post a list of things that don't work that you may have fixed.
By the way why have you chosen to stay pre gold with the mod rather than updating it to the newest Version? I ask this simply because it seems to me that once you have the mod ready you'll have to do a lot of work to move it to the new Version, and then playtest it to check for any mistakes made when moving it over...
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July 29th, 2003, 03:18 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Babylon 5 Mod
Going from classic to gold is easier that the reverse.
Since a Version for both was wanted, developing the mod for classic first was the natural choice.
My worst complaint right now is the unfinished ability descriptions.
PS: Who did those, and why haven't they finished it?
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July 29th, 2003, 06:35 PM
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Private
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Re: Babylon 5 Mod
Quote:
Originally posted by Suicide Junkie:
Going from classic to gold is easier that the reverse.
Since a Version for both was wanted, developing the mod for classic first was the natural choice.
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Ah, thanks, that makes sence.
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July 29th, 2003, 06:55 PM
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Brigadier General
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Join Date: Jun 2002
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Re: Babylon 5 Mod
My worst complaint right now is the unfinished ability descriptions.
Ehh... it might sound a bit noobish, but what do you mean?
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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July 29th, 2003, 07:04 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Babylon 5 Mod
Half of the facilities have abilities or descriptions labelled as "0" or just blank Last I checked (The PBW game files)
Same with many weapons.
We need to get them filled in, and distributed.
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July 29th, 2003, 09:17 PM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Quote:
My worst complaint right now is the unfinished ability descriptions.
PS: Who did those, and why haven't they finished it?
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Val, and because he made 1000s of comps.
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July 30th, 2003, 12:18 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
I could make a little utility to set the descriptions on abilities to
"[ability name] - [Ability amount 1] ([ability amount 2])"
If that would help...
I'd have it change only descriptions less than 3 characters long, to protect the ones that have been done already...
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