Dude thats an amazing model! I don't think that it is a very big problem where the fighters launch. Its still a minor detail in the big picture. And the picture is sweet! Damn thats a real space station! :)
Tacitus_Germanicus
[quote who="SpardaSon21" reply="2659" id="3010354"] Quoting Tacitus_Germanicus, reply 2658I mean, who can turn down a chance to blow up EA ships with a Minbari fleet I can. I would much rather take down a Minbari fleet as the EA by swarming it with masses of expendable corvettes and LCV's.[/quote] Some people just love to swarm, others to crush the swarm with huge and superior ships. :) "Each to his own" or how the saying goes.
Release the mod! :D Most of us would gladly play the mod even with a somewhat lacking tech tree. Heck I loved to play the mod even in the earliest stages. I mean, who can turn down a chance to blow up EA ships with a Minbari fleet or to tear up a planet with a well placed Shadow bombardement? I know I can't. :) I even started thinking about downloading a pirated version of the game (I already own a copy of the retail version) just to get to play the old mod again. My addiction is
I should say that I didn't mean that you should take the time to do the planets themselves, but instead ask the teams of active mods (like Maelestrom) if you could add their planets to your mod. I don't think they are against sharing if due credit is given.
It's wonderfull that the mod is still alive and kicking. Im sure that Im not the only one checking in on a daily basis just for the hope of a new release of our favorite mod. Would it be possible for the mod to add some more planets, like for instance the Maelestrom mod has done, except the most extravagant or game changing planets like the Dyson Sphere, Legendary planet, Ancient planet, Ring world and so on? Im thinking about the vast amount of planets that seem more in place for
Wonderfull that you are back and on the case! :) Hope you enjoyed your vacation by the way.
I'v been checking in from time to time and I just can't wait to see how the mod has evolved since the last version. You guys are doing a terrific job in creating one of the best mods out there. Keep up the good work!
Wonderfull mod dude! Loved playing it, even If I did change som stats for the duplicating little buggers- mostly their scout, they now can be used as a cannonfodder unit that causes some minor damage. Keep up the good work!
EternalRequiem: I wrote in a way that I hoped wouldn't be misinterpeted. But appareantly not. What I meant was that because of the 2 gb limit (of which I am aware) maybe the Vorlon fighters needn't have a high polycount as you seldom actually zoom in and see the fighters anyway.
TobiWahn_Kenobi: My version is not corrupt. Used filefront. Thoumsin: Is it really that important that the fighters have a high poly count? In game you rarely see them up close after all. Keeping them in the general "shape" of the Vorlon fighters may be enough? General question abou
doomser1: Its an easy fix that just requiers some editing of the gamefiles. I'v changed both the Vorlons and the shadows by tweaking the files for playability. And yesterday I nearly got my ass kicked by the sudden appearance of three Ancient Battlecrabs and one Young Battlecrab. Managed to beat them off only to find that I had managed to get the attention of the Vorlon Empire. Although they seem more happy with only using the smaller ships they still managed to take out a large fleet of abou
Then I'll just wait. :)
Klacey: Im not involved in the modprocess as such( Im not a member of the mod-team ), I just love the work that the mod-team have put into the mod and just tweak the files for balancing and playability. Since its not my original work (just adding and tweaking stats) Im not sure that I should go ahead and post all the files before the modteam gives a green light. But seeing as how its really cool to play the Shadows and at the same time a real pain witho
Tweaked the Vorlon in similar ways as the Shadows today. So they too can colonize, have culture, bomb planets, and use more ships.Didn't add trade since it just isn't very "Vorlony" just as the Shadows they tend to be a little on the "get close to our empire and we'll blow you away" wavelength. Not really the bartering kind of aliens in other words.
Having played the Shadow faction yesterday I started modding the mods stats right away. There was some things that needed fixing, others was just for the playing experience. Overall changes: Shipcap increased with about 5x (Its more fun to have hundreds of ships than just a mere fifty) Capitalshipcap increased to a max of 150. (Its not like you norma
Wonderfull news!!! Im actually thinking about taking a night of from work just to really get a chance to play the new version! :) Awsome work guys!
If the purpose of the antimatter is to act as a ability/fighter asset (as in the game already) then just expanding the "refuel" area should do the trick (mostly) regarding the AI. (And also playing against "trader" AI's) How will the jumpgates work ingame?
The only AI friendly ("ish") solution I can think of right now would entail just slowing down the recharge rates of antimatter on the ships and increasing it for players/AI ships within close proximity of owned starsystems with tradestation/repairbays etc, since the AI always builds these at owned planets. However... it was established that the ships could still "jump" even if they had an antimatter amount of 0, or wasn't it? If so this would make this solution obsolete= big problem.<
Wonderfull news TobiWahn_Kenobi!!! This will be very exciting to playtest. Im guessing that there won't be any functioning AI (for the Minbari, EA, Narn and Centauri) with the refuelling system in its early stages of this mod? I'll probably try to merge this mod with 7ds or Vanilla Sins in that case, but it'll still be a blast to get to test some new functions, factions and ships! Im Eagerly awaiting the 0.40 :)
TobiWahn_Kenobi: What I did was mostly changing the stats (speed, etc) for the fighters so as to make them more usefull, the firepower/range/reload-time of the Minbari weapons and other minor things as to change the gameplay in regards to the various factions and their ships. After playtesting the game for eight hours (restarting after changes where made about 20-30 times ;) ) In the end it made the game more fun to play (for me as I only play against the AI). Im also a sucker f
I tried your 0.35 version and was amazed, yet I felt the pressing need to mod the stats of the various factions. (playing against the vanilla factions proved a daunting task untill some adjustements were made to these factions and the EA/Minbari.) Still the 0.35 version was very playable and this just makes me even more eager to get my hands on the 0.40 version. While I still lack any moddeling skills, texturing skills or any of the other essential skills actually
Hi everybody, just took the time to join the forums based on the fact that your team is doing this terrific mod! Unfortunately Im not good at most of the really usefull aspects of modding, and have only been involved with one previous mod (Tyranids for Dawn of War) where I only did a few animations and otherwise just went about with general balancing. So I don't think I have that much to offer to your mod. But since I REALLY love the idea of having the Babylon 5 univers