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Search: Posts Made By: Jamiri
Forum: Scenarios and Mods August 8th, 2010, 11:39 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Go, modders, go! I really would like to see an updated version of this one!!!
Forum: Scenarios and Mods July 19th, 2008, 07:46 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

This is definitely THE best mod of WW in terms of theme and added stuff. Lots of missions and other things to find out. Nice special gadgets and cool B5 stuff all over the place.

However, there's...
Forum: Scenarios and Mods May 28th, 2007, 03:56 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

I think the Jump Point Generator should stay as it is. I never found it balanced to acquire it by mere luck. Now you have to fight for it to get it.

Hey PaddirN, any news from development?
Forum: Scenarios and Mods April 3rd, 2007, 04:54 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

When you enter a battle the fleet has already left hyperspace and hence travels without the need of warp drives.
Forum: Scenarios and Mods March 30th, 2007, 08:44 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Yeah, PaddirN, bring it on! Hope you recovered your HDD!



No way, unless you have a fighter bay on your own ship that launches one single fighter only. Maybe there is a parameter that can be...
Forum: Scenarios and Mods February 9th, 2007, 10:42 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Ok, take your time! Hardware issues never ain't easy stuff...
Forum: Scenarios and Mods February 7th, 2007, 10:54 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Will we be seeing another update of the B5 mod soon?
Forum: Scenarios and Mods January 24th, 2007, 06:53 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Although I hardly play the Victory Class I don't think that Shadows and the Victory Class co-existing in the same time period break the game...
Forum: Scenarios and Mods January 24th, 2007, 04:39 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Another issue:
Remember when I mentioned the conflict between the quest about Garibaldi and the data crystal about Clarke? I think something similar happens, when you have the very same crystal and...
Forum: Scenarios and Mods January 24th, 2007, 01:08 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

If you ever re-incarnate the Earth Civil War quest in a future upgrade, wouldn't it be great to have "Earth Alliance GOD Satellites" stationed around Earth orbit?

IIRC, these were a major obstacle...
Forum: Scenarios and Mods January 24th, 2007, 07:02 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Probably, yes. You could compare it in size with the old Omega or the Primus.



Exactly, the fighter bay cannot be damaged during combat, that's why I mentioned this point.



Beacons of...
Forum: Scenarios and Mods January 23rd, 2007, 05:59 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Guess I've become an addict of your mod http://forum.shrapnelgames.com/images/smilies/happy.gif. I am always looking forward to the latest updates of this.

So today I couldn't wait to give the...
Forum: Scenarios and Mods January 22nd, 2007, 06:58 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

I mean the radius the Nial needs to make a full 180° turn, which seems to be much smaller for other fighters. Might have something to do with the overall speed of a fighter.

Currently the problem...
Forum: Scenarios and Mods January 17th, 2007, 08:49 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Ok, here's another short report:

- I played 5 times, of which I had Tirk's beacon three times, but he never could be summoned (neither on the map nor in battle). I played on a large map tonight...
Forum: Scenarios and Mods January 17th, 2007, 06:39 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Isn't it just because you made the Drakh and the Shadows being one race in order to not attack each other?
If you cannot correct it, I don't see a problem here, as the Drakh may very well support...
Forum: Scenarios and Mods January 16th, 2007, 07:44 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

I had a really good gaming experience with the B5 Project mod tonight. So here's my (bug) report:

I got the Narn and the Pak'Ma'Ra ally relatively early and managed to take out some fleets (played...
Forum: Scenarios and Mods January 14th, 2007, 09:02 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Neither on the map nor in combat!



You may be right. Need to double-check that next time.

However, there's another bug I found: I allied with the dark side (Morden) and had attached a keeper...
Forum: Scenarios and Mods January 13th, 2007, 07:54 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Getting the impression that on large maps events and quests still are erroneous sometimes. For example, yesterday (using the Omega) I got Vree's beacon but Vree could not be summoned. And I also had...
Forum: Scenarios and Mods January 10th, 2007, 07:01 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Last Episode of Dallas, rofl!

Just a quick note: some of the new click sounds you added are a bit, well, annoying. Especially the one that confirms your actions or is used when you click on the...
Forum: Scenarios and Mods December 31st, 2006, 10:30 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Wow! This mod's really evolving! Every new release is better, filled with more surprises and has more depth than a previous release. Keep it coming, PaddirN!

Just want to give you my detailed...
Forum: Scenarios and Mods December 18th, 2006, 06:54 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

I like the idea as well. And I don't have a problem with summoning the closest of the fleets (as this is the most logical anyway, although MIND that no races besides the Centauri, Minbari, Vorlon and...
Forum: Scenarios and Mods December 9th, 2006, 01:33 PM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Probably a bug in some of the encounters that are triggered in black holes. Must be one of the first Firstborn events. Had you met Morden in before? Maybe there's a conflict when the game has to...
Forum: Scenarios and Mods December 7th, 2006, 04:49 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Excellent job! Overall you did some very good improvements, creative and very well implemented. Played about 20 games with all settings medium and really enjoyed it so far. Here's my feedback:

- I...
Forum: Scenarios and Mods December 6th, 2006, 05:50 AM
Replies: 94
Views: 34,828
Posted By Jamiri
Re: Updated mod: The Babylon Project

Great! Just downloading it! I'll try it out tonight and let you know about any bugs I come across!

Looking also forward to your other ideas!

As for the Pak'ma'ra (and the other races that use...
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