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Showing results 1 to 25 of 45
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Posts Made By:
PaddirN
Forum:
Scenarios and Mods
August 6th, 2010, 03:16 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
To anybody still reading up on this, I apologize for the lack of any updates, shortly after my last few I entered into the College of Design at OSU and life got really busy, really fast and my time...
Forum:
Scenarios and Mods
April 3rd, 2007, 03:58 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Hi, sorry its been awhile since I've made any news on here. My HDD problems are all cleared up, but I've still been kept busy with other things: massive overtime at a job I'm trying to quit, spring...
Forum:
Scenarios and Mods
February 8th, 2007, 07:06 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Short answer: Might be awhile
Long Answer:
Unfortunately it will be a while before I get another release ready. I had barely started with the new update when disaster struck! Well not quite a...
Forum:
Scenarios and Mods
January 27th, 2007, 08:27 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Actually some of the things you mentioned are already implemented in the game. I don't want to spoil the game, but the Walkers do make an appearance, though not as a summonable ally. There gift is...
Forum:
Scenarios and Mods
January 25th, 2007, 08:06 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
* Ideally it'd be nice to have the Drakh replace the Shadows for the Victory mission, although I'm not altogether sure how to accomplish that. I could give both races a 'never' flag and then only...
Forum:
Scenarios and Mods
January 24th, 2007, 05:45 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Nice to see the bugs aren't too horrible this time around.
* I noticed the thing with the Omega firing arc being out of whack and I couldn't make heads or tails of it. It may have been that I made...
Forum:
Scenarios and Mods
January 22nd, 2007, 05:53 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
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...
Forum:
Scenarios and Mods
January 20th, 2007, 03:08 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
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...
Forum:
Scenarios and Mods
January 17th, 2007, 05:08 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Whew! That's some hella feedback, glad people are still enjoying the mod, bugs and all. I'll try to get to everything.
* As far as events not showing up (Morden, Delenn chrysalis), I'm guessing...
Forum:
Scenarios and Mods
January 13th, 2007, 03:38 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
That's largely my fault. Due to time constraints (i.e. not having very much of it), most of my testing consists of just running through the game on default settings with a whitestar. Not incredibly...
Forum:
Scenarios and Mods
January 12th, 2007, 07:44 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
That's odd about the 3rdspace alien quest, I actually just went through it not long ago without a problem, was even able to beat them with the help of a cloak. I'll play around with it more when I...
Forum:
Scenarios and Mods
January 12th, 2007, 07:32 AM
Replies:
2
Okay, help needed with something:
Views:
2,464
Posted By
PaddirN
Re: Okay, help needed with something:
Just an idea, but you could make two versions of the device, say 'dv_device' and 'dv_device1' along with whatever the other required item is, let's call it 'it_item'. dv_device would be a dummy...
Forum:
Scenarios and Mods
January 11th, 2007, 04:53 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Your problem might be that you didn't bring in all the required files for those allies to work: hulls, systems, weapons, graphics, even races. You also need to account for all that stuff in the...
Forum:
Scenarios and Mods
January 11th, 2007, 06:24 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Yea, I remember when I put the sounds in I thought they were quite annoying and I meant to rearrange them or at least bring the volume down on some, but I never got around to it and eventually I...
Forum:
Scenarios and Mods
January 10th, 2007, 08:17 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Aight, new 2.55 update has been posted. This update is more for maintenance and upkeep than anything else. I've been going back through the series (and I'm actually watching Crusade now all the way...
Forum:
Scenarios and Mods
January 10th, 2007, 07:48 AM
Replies:
14
Modding Questions
Views:
3,456
Posted By
PaddirN
Re: Modding Questions
Well after poking around a little bit and examining the engine limitations I found that the max number of quests is 64, and apparently I had reached that limit... I think. Is that 64 quests listed in...
Forum:
Scenarios and Mods
January 10th, 2007, 05:51 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Why exactly doesn't the mod work on macs? Is it just because of the 1.2 changes? Do any mods work then, or do mac-users have to just play vanilla?
I should think that 1.2 mods would still work on...
Forum:
Scenarios and Mods
January 9th, 2007, 05:28 AM
Replies:
14
Modding Questions
Views:
3,456
Posted By
PaddirN
Re: Modding Questions
Here's the stdout.txt file if it helps
Forum:
Scenarios and Mods
January 9th, 2007, 05:23 AM
Replies:
14
Modding Questions
Views:
3,456
Posted By
PaddirN
Re: Modding Questions
Oh, and before I forget,
is it possible to make a weapon that fires, explodes at a certain distance (a la the multi-missile), and releases a swarm of fighters instead of missiles?
I'm thinking...
Forum:
Scenarios and Mods
January 9th, 2007, 05:17 AM
Replies:
14
Modding Questions
Views:
3,456
Posted By
PaddirN
Re: Modding Questions
Aight, broke the cardinal rule and added a few things at a time before I checked...
getting an error whenever I explore a planet, found this in the stderr.txt file:
Fatal signal: Segmentation...
Forum:
Scenarios and Mods
January 3rd, 2007, 04:28 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Actually yeah, it should carry over everything from v1.2. I haven't noticed anything thats caused any problems with carrying it over to 1.2, although there was an unknown crash I was getting at one...
Forum:
Scenarios and Mods
January 2nd, 2007, 02:56 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
- I've thought about adding a small fighter bay to the victory and there's already a version of the omega with the fighter bay in the earth alliance fleet, but i'm kind of worried about play balance...
Forum:
Scenarios and Mods
December 31st, 2006, 03:08 PM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Tanks for the feedback, I'm glad people like the mod, though I'm starting to worry about the bugs cropping up.
Impressions:
- One of my overall design ideas was to put in choices and conflict,...
Forum:
Scenarios and Mods
December 31st, 2006, 03:51 AM
Replies:
14
Modding Questions
Views:
3,456
Posted By
PaddirN
Re: Modding Questions
I noticed in the kawangi and ravian hull files under one of the weapons there were some flags after the xy coordinates: 'hidden' 'nouse' 'trigburn'/'trigblow'. I assume these are fairly self...
Forum:
Scenarios and Mods
December 31st, 2006, 01:47 AM
Replies:
94
Updated mod: The Babylon Project
Views:
58,852
Posted By
PaddirN
Re: Updated mod: The Babylon Project
Tanks, although I still think like 90% of the work was really done by Psientist, I'm just extending the work. This is actually my first attempt at modding anything, but Weird Worlds is fairly easy to...
Showing results 1 to 25 of 45
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