View Single Post
  #27  
Old December 31st, 2006, 10:30 AM

Jamiri Jamiri is offline
Corporal
 
Join Date: Oct 2006
Posts: 57
Thanks: 0
Thanked 0 Times in 0 Posts
Jamiri is on a distinguished road
Default 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 feedback once again (you don't have to answer this long post).


Impressions:
- the game has so many options and decision points now that every time I play it it's really different depending on the choices I make. This mod is truely a must have for B5 fans!
- Very cool is the new pics and sounds you added. I am really happy to see that the old hyperdrive "Christmas bells" sound was removed and replaced.
- You did it! The Drazi Merc finally co-operates with the game ;-)! I also like the way you made it work.
- The cloaking sound of the Shadows is even better!!! However, why does de-cloaking still play the old sound. It'd be even more frightening if a Shadow crab uncloaked right in front of you with this eerie sound.
- The Raiders are much better now, especially their weapons are cool visually. The Battle Wagon is also a nice addition.
- You can return Garibaldi and Bester early - but does it have some benefit for the player or you just lose the ability to catch certain thiefs? Maybe you should get some reward for bringing them back early.
- There is less WW stuff, and more B5 items! Not that I dislike the WW gizmos, but they don't really fit into the setting. I have said that earlier, but especially the Urlu and the Muktian ships seem a bit awkward.
- The Nials have become much more of a threat, although they tend to stop once close to an enemy.
- Wow, the Vorlons as a Kawangi replacement. Can I still get them as an ally against the Shadows?
- Very cool that you placed Morden closer to Epsilon Eridani. Makes you take a tough decision in the beginning. However if you go evil, now you can just wish for a Shadow Cleaver Beam and you're done. Maybe Shadow tech should not be given away so easily - same for Vorlon tech, which Morden shouldn't have for sale anyway.
- The Hyperion class is really great. How many fighters does it launch simultaneously? Unlimited?
- I also like the idea with the Data crystals. Had a good laugh until I got the one mentioning Clarke's scheming - that was the moment when I thought: Another important B5 story element in the mod! Things are getting better and better! Go, PaddirN! Go!
- Nice idea having the Centauri Battlecruiser drift in space - now the player can decide whether to board it (and making the Narn your enemies thå next time you meet them) or to leave it behind to keep the chances of befriending the Narn
- The jumpgates: well, though I see they really should be in the game and the female voice over, as well as the beacon approach is really great, I doubt that using the Aethric Mirror for this purpose is a good idea. The problem is that you displace enemy fleets with it, which is not realistic and makes the game far too simple. Unfortunately, I do not have any better idea on how to implement them in the game.


Ideas:
- the Triluminary should be removed once you have Delenn on your ship, and Delenn should always be much more valuable than the Triluminary (makes it a minor mission to have to pick up Delenn from her homeworld to get those additional points). Does Delenn acutally have a higher purpose in the game?
- The Omega Class X-Ray main cannons should have their own proper sound from the series. The Tachyon Ray sound is not suitable for their mighty beams.
- Have some defense against the virus - maybe something like the Plasmaworm from WW, of which the description fits nicely!
- My personal opinion is that it should NOT be possible to find a Jump Point Generator on the map. It makes it a much more interesting and tough choice whether to ally with the Centauri (forfeiting the chance for such a device ) or whether to attack them to acquire a Jump Point Generator in battle against them. In addition, the device is very powerwul, so it should be quite hard to get one.


BUGS:
- One of the encounters in a black hole removed a beacon that I did not have
- when I summon Tirk the first time while not in combat, the radar screen pops up if I click on view in the planet display
- Great solution for the Victory Class main gun. However, I got the Narn ally by giving the Book of Narn to them. So during combat the Narn cruiser fired the Victory main gun instead.
- when I chose to be evil (give in to Morden's offer) the Shadows still attack me? Why? Also, why do the Minbari turn against me then, but the other races such as the Narn or EA don't?
- I still got the event where I meet the EA fleet in deep space hailing me and exchanging information, although B5 had turned independent due to Clarke's takeover of EA. Shouldn't this cancel this event to happen?
- Can Justin's mission to lure Sheridan to Zha'hadum acutally be completed? After getting this mission, I flew back to B5 to get to sheridan but nothing happened. Maybe it's a bug so let me recreate what I did: I got the mission from Justin on Zha'hadum (no battle took place), then I moved to a couple of black holes, where I had taken away my non-existing beacon (as described earlier), I moved on to B5 (nothing happened) returned to Zha'hadum, where I then also discovered the First One??? Why did I get to events on the same planet, and why can I free the First One from the Zha'hadum prison when I'm allied to the Shadows in the first place??
- B4 always attacks me and never just drifts defenselessly in space. Is that intentional? Furthermore, it does not have a long range attack, which makes it such an easy target even with the weakest weapons on your ship. How about some figther cover Or just remove the weapons entirely.
- The Drakh Keeper event did not place any Keeper icon in my hold. Is that because you removed it? Is there still any effect of this event?
- When I summon the Drazi Merc outside battle for the first time, the radar pops up and a first contact text box is displayed, which feels strange as it is not really first contact. Should work somehow similar to the Klakar encounter and summoning.

PaddirN, I really appreciate the great job you're doing here! I know how hard it is to come up with a mod of such scope (did my own mod back then for Strange Adventures in Infinite Space). I just wanted to let you know that there are players who enjoy playing what you produced! Keep up the great work!