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  #1  
Old April 1st, 2007, 09:09 PM

Phlagm Phlagm is offline
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Default Re: Updated mod: The Babylon Project

Well, i guess that's weird, but then again you wouldn't travel at the average speed of all your ships, either. YOu would travel at the speed of the slowest...unless you were towing them with the faster ships. In that case you'd need tractor beams between all the ships unless they had identical drives. I think it's best to just assume that they disengaged the tractor beam when they pulled up to the planet, because they were no longer travelling at a significant clip.
  #2  
Old April 3rd, 2007, 04:54 AM

Jamiri Jamiri is offline
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Default 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.
  #3  
Old April 3rd, 2007, 03:58 PM
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PaddirN PaddirN is offline
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Default 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 qtr at school started, trying to transfer over to OSU, preparing to move, blah blah blah. So in short, I think my work on the Babylon Project mod will be at a standstill for awhile. Modding for a game seems like one of those hobbies that requires near total commitment which I don't have the luxury of at the moment.

But as for some earlier questions:

* Yes theres a parameter for making a ship launch out only a single fighter once per battle, but like jamiri said it'd show up in every battle, even if it were destroyed in a fight. It *might* be possible to do something with a device, it'd be very complicated to do I think and even if it worked there'd be inconsistencies.

* To make the First Ones appear more frequently you'd have to go into the quests firstones#.ini file (can't remember which # has the beacon) and make it into an always event, which should make it happen in every map. Other than that I don't remember there being a way to change the probability of an event happening.
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  #4  
Old May 28th, 2007, 11:56 AM

mantari mantari is offline
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Default Re: Updated mod: The Babylon Project

Hi! Just wanted to say that I enjoyed this mod a great deal. You really did a great job in taking the base game and going beyond that, into a full-fledged theme. Also, I greatly enjoyed the greater balance in battle. So many times I managed to end a battle with a terribly damaged (but not destroyed) ship. Awesome. And an interesting take on the map (very large sized, and minimal 'unguarded' planets).

My only regret was that I got too spoiled on hyperdrive. I shamefully modded the Jump Point Generator back as a random item. (I could never seem to hit the quest to get one, and Mr. Morden has too high a price!)
  #5  
Old May 28th, 2007, 03:56 PM

Jamiri Jamiri is offline
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Default 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?
  #6  
Old June 19th, 2007, 01:17 PM

Mafaa Mafaa is offline
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Default Re: Updated mod: The Babylon Project

PaddirN any chance work will be continued soon?
  #7  
Old November 12th, 2007, 05:09 PM

chabex chabex is offline
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Default Re: Updated mod: The Babylon Project

I just bring up the subject again...
Will anybody ever make an update for this mod? It should worth it...
PLEASE!!!
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PaddirN, are you still around?
 

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