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August 8th, 2006, 09:22 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Mod Update: Babylon 5 Shadowfall
Dang, that did help. Thanks, ImUrOBGYN. I've never gotten one of those files... where do you find it? It will help me resize the fleets.
It looks like I am exceeding the maximum number of ships in the game variable. It is keeping the Shadow, Drakh and a few other homeworld fleets from loading, and explains why latter fleets do not load such as the Sunhawk quest.
Unfortunately, that means I have to make smaller fleets! Which is too bad, because it's FUN to take on a couple hundred Gaim at once...
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August 8th, 2006, 05:04 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Yea, fighting the huge fleets are fun, especially when you've built a crazy, powerful ship for ripping through the hordes, full power ahead.
The files are found in C:\Program Files\Shrapnel Games\Weird Worlds by default. Figured they might help after glancing through them. Always glad to help as it helps you to create something bigger and better for the rest of us! (  That sounded selfish.  )
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August 8th, 2006, 05:29 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Mod Update: Babylon 5 Shadowfall
Hmmm... One of those has never showed up there on my mac. I'll have to just experiment at getting the number of ships down. Since there is a bit of randomness, there will be some guesswork involved - unless I reduce the number of ships per fleet to a maximum of 8 (since the large map has 30 fleets - 8x30=240 plus a few allies / quest fleets).
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August 9th, 2006, 02:30 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Maybe it only shows up as a debugger. So basically, you have to have the crash for it to show. If it's not crashing your Mac, then there's no reason for the file to be created. Just a shot in the dark.
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August 10th, 2006, 04:44 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Also, I've been meaning to tell you that the beacon for one of the "Firt Ones" never seems to work no matter when I use it. It always tells me I used it but nobody comes. I hit 'Ok', then another window comes up saying I sent the signal and then that's it. I hit 'Ok' and the beacon selection disappears. (If I'm in the battle screen.) It used to work in earlier versions if I remember correctly.
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August 10th, 2006, 03:49 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Mod Update: Babylon 5 Shadowfall
It's all the same problem. A number of the fleets are not generating. The crash log you sent me showed that I was generating too many ships in the mod, exceeding the engine limitations (256 max ships in the game at any point). The mod would generate all the race fleets until it hit its limit, then just stop. On my Mac, it would play; on the PC, it would sometimes crash (but obviously not always).
Quest-generated fleets / ships would then also not get generated - the Vorlon destroyer (which is what should be summoned), the Drazi sunhawk, and very probably the fighters from the Narn G'Quan cruiser fighter bay.
I have significantly reduced fleet / ship numbers in the mod so that they should be less than 2/3 the maximum limit at most. However, it hasn't seemed to be changing the behavior of the mod, so there might be something else that is causing it to not generate more fleets past a certain point and I don't know what. I can post my latest version, and if you could share any crash logs (if any appear), that might give a clue... but I wouldn't make any bets!
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August 11th, 2006, 01:58 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
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Re: Mod Update: Babylon 5 Shadowfall
Yea, put it up or send it to my email address. I replied to yours a couple days ago.
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