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July 12th, 2006, 01:36 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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New Mod: Babylon 5 Shadowfall
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NOTE! This mod has been updated! Be sure to get the most recent version later in this thread, or at
Shadowfall Version 2.0
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Here is the first release of my Babylon 5: Shadowfall mod. It has a few foibles and quirks, and is only about 50% of what I envision the final version to be, so I'm releasing it as a beta version (2). Whether or not I do any additional work on it depends on the feedback and assistance I get from the WW:R2IS community.
It contains several new weapons and hulls, new races and planets, new quests, and a few other new items.
I hope you enjoy!
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July 12th, 2006, 02:09 PM
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Private
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Join Date: Jan 2006
Posts: 28
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Re: New Mod: Babylon 5 Shadowfall
I tried to play the mod but it crashes the game (shuts it down) immediately after I select the mod and try to proceed.
Notwithstanding that, I poked around the files and the graphics look awesome! Nice work indeed. That must have been killer to put together. Looking forward to trying it.
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July 12th, 2006, 02:39 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: New Mod: Babylon 5 Shadowfall
Hmmm. I developed this on a Mac, and haven't had the chance to test it on a PC. When I install it from the ZIP archive, it runs fine on my Mac.
Tell me - can you read the ReadMe.txt and ResourceLinks.txt files, and do they look OK? One of the differences between how Macs and PCs is how text files handle line returns, and it could be the PC version can't read any of the .ini files I've edited or created.
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July 12th, 2006, 02:49 PM
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Private
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Join Date: Jan 2006
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Re: New Mod: Babylon 5 Shadowfall
Forget I said anything. My computer is the problem. I can't run WW at all for some reason.
While I'm writing you though - did you make the ship graphics with screen shots or from scratch?
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July 12th, 2006, 04:08 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: New Mod: Babylon 5 Shadowfall
I made them from a combination of sources. Check out the "ResourceLinks.txt" file in my mod for specific URLs. Mainly, I produced them from large-size ship schematic images from gaming / fan sites and from exporting and re-editing from 3D models that have been produced by fans for other games and programs.
I also used fan sites / schematic data to produce the weapon descriptions and strengths.
There are some FANTASTIC resources out there for people who want to make their own fleet mods.
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July 13th, 2006, 01:17 PM
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Private
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Join Date: Jan 2006
Posts: 28
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Re: New Mod: Babylon 5 Shadowfall
Finally had a chance to take a look at the mod. Whew, it's nice! You did a really slick job with the combat animations too.
I think the only thing I would change is the strength of the summonnable ship. It's so powerful that any fight except the shadows is way too easy. Man, that's a slick mod though. Nice work!
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July 13th, 2006, 02:24 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: New Mod: Babylon 5 Shadowfall
Thanks for the feedback!
I agree entirely - the Vorlon Star Dreadnaught is too powerful to summon any old time. It's supposed to be a one-use replacement for the Chromium Gong and Klakar beacon. However, I have yet to figure a way to make it one-use (hence, the "beta" version). I do have a quest activation that *should* steal the Vorlon beacon without warning, but it is unfortunately random.
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July 15th, 2006, 12:40 AM
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Private
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Join Date: Mar 2006
Location: CA
Posts: 16
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Re: New Mod: Babylon 5 Shadowfall
I just installed the mod. Fantastic Job!! Thank you!
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July 15th, 2006, 05:12 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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Mod Update: Babylon 5 Shadowfall
I've attached a significant update to the Babylon 5 Shadowfall mod (now Beta 3). I've added a few quests with rare trigger requirements, and my playtesting hasn't been able to confirm that they work as intended. So, I would appreciate if anybody would post when they encounter the following:
- catching Dureena
- Lorien
- the Keeper
- Lorien ridding you of a Keeper (and how)
- the Yarg, the On, the Arisia colony
- the "special" tracking computer
New in this version:
- Added "Dureena" quest and item
- Added "Book of G'Quan" item
- Added "Triluminary" item
- Added "Lifegiver" item (thanks, Voltayre, for the idea)
- Added "Lorien" quest and item
- Added "Keeper" quest and item. I'm proud of this one!
- Added "Arisia" quest
- Added "cursed" tracking computer.
- Added "Nashabban Hiddenbeast" (icon is actually one of Godzilla's enemies), "Zarg" and "On" creatures.
- Implemented "vorbeacon" quests to randomly take away the Vorlon beacon once used. It's too powerful to be able to use continually - and I still haven't found a way to instantly remove it after one use.
- Graphics: intro screen, end screen, navigation map, nebula map
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July 15th, 2006, 06:14 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: Mod Update: Babylon 5 Shadowfall
I played b2 a few times and loved how difficult it was. I deinstalled b2 before installing b3. When selecting the mod, beta 2 displays. Love the new splash screen. The first time playing b3 as Omega class, my G4 10.4.7 box locked up and had to hard reboot. After the reboot, no problem.
Will let you know how it goes.
Thanks for the mod. I'm really enjoying it.
Hal
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