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  #3361  
Old July 29th, 2003, 12:57 AM
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Default Re: Babylon 5 Mod

That makes a huge difference.
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  #3362  
Old July 29th, 2003, 01:48 AM
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Default Re: Babylon 5 Mod

Imperator: rather important (to me ) PM
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  #3363  
Old July 29th, 2003, 11:29 AM
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Default 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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  #3364  
Old July 29th, 2003, 02:09 PM

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Default 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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  #3365  
Old July 29th, 2003, 03:18 PM
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Default 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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  #3366  
Old July 29th, 2003, 06:35 PM

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Default 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.

Ah, thanks, that makes sence.
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  #3367  
Old July 29th, 2003, 06:55 PM
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Default 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?
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  #3368  
Old July 29th, 2003, 07:04 PM
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Default 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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  #3369  
Old July 29th, 2003, 09:17 PM
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Default 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?
Val, and because he made 1000s of comps.
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  #3370  
Old July 30th, 2003, 12:18 AM
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Default 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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