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Search: Posts Made By: PaddirN
Forum: Scenarios and Mods August 6th, 2010, 03:16 PM
Replies: 94
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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 11th, 2007, 04:53 PM
Replies: 94
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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, 05:51 AM
Replies: 94
Views: 48,815
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 3rd, 2007, 04:28 PM
Replies: 94
Views: 48,815
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
Views: 48,815
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
Views: 48,815
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, 01:47 AM
Replies: 94
Views: 48,815
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...
Forum: Scenarios and Mods December 29th, 2006, 01:37 PM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

Aight, new update is posted at the top. Just wanted to fix that bug really quick, but I figured I may as well just post everything I've worked on since the last update. Newer things include:

* 2...
Forum: Scenarios and Mods December 29th, 2006, 01:09 PM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

huh... That's really weird, I'll try and mess around and see if I can recreate that one.

(10 minutes later)...

ok, figured it out. Apparently that was supposed to be a popup, but it wasn't...
Forum: Scenarios and Mods December 27th, 2006, 07:25 PM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

OK, new version 2.45 has now been uploaded, you can get it at the top of the thread. Highlights include:

* As per request: the addition of beacons to your list of allies in the war against the...
Forum: Scenarios and Mods December 18th, 2006, 07:39 AM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

Actually I just uploaded the new update, you can find it at the top of the thread.

Two somewhat big changes:

1) Victory main gun is now a one shot (per combat) deal, with a "gong" type...
Forum: Scenarios and Mods December 17th, 2006, 03:13 PM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

It's an interesting idea and it may actually help with another problem I've encountered. Maybe do the beacons as trade-offs: Each race would have its own item that would befriend them and get their...
Forum: Scenarios and Mods December 16th, 2006, 09:41 AM
Replies: 94
Views: 48,815
Posted By PaddirN
Re: Updated mod: The Babylon Project

1) With the Delenn thing I believe the problem was that I didn't have that pic at the correct size (128x128), it should be corrected with the next update.

2) The events for both the narn and the...
Showing results 1 to 25 of 30

 
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