As the title says, I have an old mod on my pc which I worked on a long time ago when we were still in the diplomacy 1.01 era. Is there a simple way to port my mod to 1.011 or do I need to do everything all over again?
Lord Tareq
I've been enjoying this mod immensly :) Nothing beats the looks of 40 Star Destroyers smashing into a rag-tag Rebel Fleet. Looking forward to the next release! I do have one question I was hoping someone can help me with, I was trying to add the Entrenchment starbases back in, as I enjoy creating fortifications, so I tried to give the Imperials the tech starbase as a test first. I copied the starbase, starbase upgrades, starbaseconstructor and the create-a-starbase-abil
Great to see your mod is progressing so well TobiWahn. I have editted my original post to link to your topic.
[quote who="donaldstorm" reply="17" id="2297492"]Sorry to double post,I am talking about portarits on page 2 of this forum,I also want you to know I did not join just because of portarits,they caught my eye and thought WOW,Because I collect Babylon 5 Wallpapers,Weird Huh [/quote] Glad you like them. Unfortunately because of the small size they are unsuitable to convert to wallpaper format. <a id="ctl00__Content__RepeaterReplies_ctl12__LinkUser" cl
If it is needed and since I am no longer tied up with the B5 mod, I can help you guys out by creating player portraits, music scores and dialogue sounds for the mod like I did for the Cardassians a long time ago. In any case, good luck!
I regret to announce I will no longer be working on this mod. Due to personal circumstances I lack the time, and things only look worse for me after the summer. In addition I'm becoming increasingly frustrated with how Sins somehow manages to screw every ambitious idea I have. Should anyone else decide to try and develop a B5 mod for Sins I wil be happy to assist in any way I can. [quote]Lord Tareq only wants the Capships ingame[/quote] No
So far only me and TobiWahn are working on this mod, and I am not capable of modelling. So yes any volunteers capable of modelling would be greatly appreciated.
Hmmm... [e digicons]:D[/e]
[quote who="TobiWahn_Kenobi" reply="22" id="2171056"] @ Lord Tareq: How do I do this? Must look into this, just for the sake of it. -> using ApplyBuffToSelf and then use the wormhole buff? Any instructions are welcomed! This would be awsome (cos ships would come out of the Jumpgate) [/quote] Unfortunately on second thought I don't think it is possible as wormholes need to be linked in the map. Simply giving
Excellent stuff TobiWahn, yes I'd love to incorporate your work into this mod. I'm good at coding & creating and implementing sound, music and artwork, but poor at modelling so anything made by others which I can implement will speed up the mod immensly. [quote]ToDo's Ability to travel between starsystems using Jumpgates. Any instruction or help on how to do this would be welcomed.[/quote] Tricky, one way I can think of is making the jumpgate ability into the wormh
For my WIP Babylon 5 mod I wanted a bigger emphasis on weapon hit and miss chance. Unfortunately I seem to have hit a a roadblock; from my early testings it seems that the game converts a hit chance lower than 1 (=100%) simply into a damage penalty. Now it can be that I am just insanely lucky and basically all weapon fire by a stroke of insane fortune hits the targets every time whenever I'm watching, but I very much doubt that. As it stands when one of my modded ships fire a main bea
[quote who="AshBrewster" reply="12" id="2160805"] Warbirds are powerful but not massively. The Sovereign class trumps it hands down in basically every field from weapon firepower to shields and speed. [/quote] I beg to differ. [e digicons]^_^[/e] In one DS9 episode a single Warbird destroys the entire station with a single plasma torpedo before it is even detected, punching through all the armored layers of hull and containment fields protecting the p
I hated Enterprise, partially but not only because somehow Archer reminded me of former president Bush. The intro music was horrible, the Xindi/temporal cold war story arcs were completely unbelievable, and aside from a few good episodes, most of them were either breaking with existing canon or simply over the top unrealistic. Only truly good points IMO were that they continued the ST tradition of amazingly played and interesting doctors, and the special effects. <
[quote quoting="post"] I've wanted to create a mod, especially around a sci-fi series I've been working on for a couple of years now. I have not played the game yet, I've only seen videos, but Sins seems like a good engine. What are the Capabilities and limitations of the games engine, such as; [quote]Maximum and minimum size of ships/objects?[/quote] You can have pretty much every size you want within reason, but if your ships are made really big they will have some
[quote who="dadscodpiece" reply="13" id="2155556"]All the best with this. I'm sure everyone will understand if certain sacrifices must be made in order to fit the Bab universe into the Sins engine. I for one just want to blow something up with a Minbari Sharlin, and I'll be happy. I will definately be watching this mod. Out of curiosity, what will you do as regards the lack of actual ship classes in Bab? I'm still getting through Series 4 at the moment (better late than never, i guess. Morden
Portrait preview: (note: preliminary portraits, may not make it into the mod exactly as shown) Centauri Republic portraits: Narn Regime portraits: Earth Alliance portraits: <img src="http://img17.imageshack.us/img17/7817/eapreview.jp
[quote who="Teal" reply="10" id="2154043"] Would it be possible to join the two concepts, the scout and colonize abilities into a B5 class vessel? It would give the AI what it needs and still be B5 centric. -Teal [/quote] Would have to test that but afaik no; the AI simply needs a seperate colony, siege & scout entry or it will no longer know what to do and sit in its homeplanet for the entire match.
If I recall correctly, the allocation of capitalship names is hardcoded. In the player.entity files is a line almost at the top that says what kind of capitalship names to use for that player, and the game automatically gives the names in that category to the capital ships the player builds. So the only way to give frigates & cruisers names is to all classify them as capital ships, but that brings lots of problems with it.
edit: Portraits moved to last post
Crash & Boom are semi-random happenings causing the market prices to either go up rapidly, or go down rapidly. Ingame you get a message like "the market for crystal is booming" meaning that from that moment onwards the price for crystal steadily increases as specified by netChangeForBoom 0.3, in which I assume 0.3 stands for a 0.3 credits per second increase. The crash or boom continues for a duration of 20 to 200 (again I assume seconds) as specified under min- & maxLengthOfCrashOrBo
Edit: Portraits moved to last post.
I will soon convert this topic into a WIP topic which I shall regularly update as I'm making progress. I am currently working on the player portraits which I hope you will all like.
[quote who="EviliroN" reply="25" id="2147999"]does this resize the textures too? also, I can resize 1 mesh before I get a "Runtime Error '380': Invalid Property Value" it does this on the second mesh everytime.[/quote] You can load multiple shipmeshes, and then convert them all at once. Make sure you use the right decimal value, on my first attempt I ended up with a fighter so large it enveloped the entire starsystem, grey mass everywhere. [e digi
[quote who="TFL BigBANGtheory" reply="25" id="2142377"] Truly? I wonder in what way, sure a B5 mod for Sins can't completely mimic the series, but it can come very close to the real thing. I started off thinking so like you, then I discovered what I wanted to achieve wasn't possible. I think perhaps my expectations were too high for the present time that is. FYI I intend to take a look at the possibility of converting the Vasari Phase Stabiliser into a B5 Jumpgate, if s
[quote who="Carbon016" reply="22" id="2136625"]IIRC bigbangtheory quit doing this because he felt the engine was too limiting.[/quote] Truly? I wonder in what way, sure a B5 mod for Sins can't completely mimic the series, but it can come very close to the real thing. You have (limited) diplomacy, semi-random pirate attacks, emerging rebels, planets you can bombard and take over, with some imagination workable jumpgates (phaselanes between planets & the vasari phasegates), the poss