er.. no edit I can see. This is relevant to kryo's mod because I tried it with his too and got the same effect. I wanted to see if I had done something awry. Then I tested it in vanilla and once again, same problems. If I had been smart, vanilla would have been my first test. But, I never was one for doing it right the first time.
Kodiak888
This may be unrelated, but sounds similar to a problem I've noticed. I run a personal mod, that essentially does what kryo's does, just adding a few other random parts that are left out of his list, but I get these problems in vanilla as well as modded ToA. If I have a ship that has many bits and pieces, especially if it's an old design I've tried to transfer over to ToA, then there seems to be a cut off point of how many jewelry pieces can be added without graphical anomalies. I've not
Just open the xml file for the race and change the stats to whatever you want. You could have each category at +100 if you wanted, but that doesn't make for a fun game. I usually play around with my custom enemy races to make them unique and more fearsome.
I've been too lazy / busy to convert it over as well. ;) I mainly just don't want to do all of that work for an unplayable mod again. If you need help working with this one when the time comes let me know. If I'm not too busy with other projects I'd be happy to lend a hand.
Have you had any memory problems? I noticed that multiple SW races running at the same time with all the new models (and some SW planet textures), will quickly hit the 2gb limit. I made a personal semi-TC for DA using the available packs from i-mods, and with multiple races it hit the limit very quickly. I was running with many different texture packs, races (From ST and B5 as well), but it seemed that no matter the settings or choices, it ended in a CTD.
I thoroughly enjoyed A Call to Arms, as well as B5 wars (both discontinued B5 table top games for those who don't know), and their rules would be a great foundation for a playable version of the universe. To be honest, I should take some time and look at the Mod info, the team, and what they're looking for to see if I can offer anything more to the project.
The warlocks were actually built using the artificial gravity devices granted to the EA from the Minbari during the formation of the ISA (or now IA from the newish movie). But my canon is old and rusty. Trying to pick out equalities, and balancing them per the show will make for a tedious process, and imo, would hurt the mod more than help it.
[quote]Drengi Call Center of Doom[/quote] I very rarely actually laugh when I read something online, but this made me chuckle. It is an apt and depressingly well versed description of the EA customer service policy. And to Benji, in 10 years Ingsoc, er... EA will hold you ransom by telling your friends, boss, and family what websites you visit, as well as threatening to buy ridiculously expensive cat powered lawnmowers in your name from your credit cards, since it's stolen
[quote]I think the DRM management is fine. If you lose your copy or your key, e-mail EA's tech team.If you paid for the service, you get it. Releasing games before they are well-polished, on the other hand, is not okay.[/quote] Have you ever had to contact EA tech support before? You may sing a very different tune after that. Or perhaps you're the 1/1,000,000 of the people who don't have a nightmare story about them. I for one would rather buy a new key that waste my time on it again, b
I think that keeping the races limited would be a waste. Granted, the Vorlons, Shadows, and Minbari would wipe the floor against the EA, Centauri, Narn, or League, but going by that design seems like a waste of good potential for the sake of realism. Balancing is a big issue, obviously, but is something that everyone can help with once there's a beta.
By slinging insults at a particular person you make yourself look like an immature fool on a soap box. I hope this discussion can continue without direct attacks on people. Their asinine arguments, sure, but not them, themselves. 8) [quote]the biggest reason given against music piracy, or should I say theft, is that it hurts the artists. [/quote] That is a valid reason, and I agree the most important, but once again, and this has been said numerous times, for the majority
excessive copy protection will be the death of PC gaming long before consoles take us out. 8*(
It was a light hearted joke, not meant to be taken seriously at all, which I believe was carried on by the next few posters. But jokes and sarcasm are hard to convey over this series of tubes. ( To OP, are you looking to add new ship types to the game? There are some limitations to that as of right now. There are also some other unfortunate limitations to what mods can accomplish. Play the
Some people don't like spyware on their systems. Many nanny programs are spyware. Go read about EA's 2142 system. It's not the end of the world, but if I buy a game (or license for a game), I want to be able to play it. What if I go away on a trip? What if I don't have internet at home, and only use it at school? I can't play these games until the crack comes out. I also download the CD cracks for EVERY game I Legally buy. Why? Because it's annoying to hunt through all my cd's, I want t
I'm too lazy to post links, but GalCiv2, Homeworld, X3 Reunion, and a few other games have many 3d B5 models, that I'm sure are free to use with the correct permissions of course. Albiet, most of them have way to many polygons, but some, like many GC2 models, should be the easiest to work with if you're trying to reduce the count. At the very least it could save you some time with a few of them.
SgtSmithy, it's happened to me a few times as well. It's usually not a huge problem, but it does make me wonder if the AI's ships are similarly over-extended. ChristopherRobin, You should be able to find the default ships with the templates.
I loaded an existing tech tree, altered it a bit as a test, saved it under a new name, then selected it from the in-game menu for a custom race, and it worked fine.
ctrl shift r is for research, and ToA uses a different method for the ships plans. Do the cheat, let a turn go by, then check your templates and ships. It should show up then. I keep running into other problems while trying to update my personal mod for ToA, and some of the cheats seem more unstable than before.
I browsed through the files I thought might contain the information, including the gameplay.constants but I didn't see anything related. It might be something in the UI interface, which I also browsed through the files for, but again, failed to see anything that looked like what I needed.
I'm aware that you can rename them, but even with a custom name, which I regularly do, the flagship denotation is still there. At least, until the 2nd cap reaches it's level. Since it's separate, and obviously has some type of constraint on it, I was hoping it would be "mod-able". Anyone know?
Hello all, When you build your first capital ship, it gets denoted as your Flagship, but (for me at least) if you build a 2nd capital ship, and it's level equals or surpasses the 1st, the Flagship label goes away. I noticed during my last game, and I regretted not knowing which Kol was the original. I know that it's somewhat trivial, but I was wondering if anyone could point me in the right direction to disabling what makes it change. I'm not sure if it's even possible, but I thought so
you need interest in babylon 5 and helping that mod come out, but perhaps I'm a bit biased...
outstanding. I can't wait to see more B5 ships, this gives me hope I'll be enjoying Sins much longer than I previously thought (not that I don't enjoy it now)
it actually has 4 new movies (1 released, 3 more in the making) and a new season in the works. It plays on comedy central now. The movie is Bender's Big Score, and is 10x better if you've watched the series and understand/catch all of the ridiculous extra content that's seemingly in the background of the movie, but can still be enjoyed without it. I loved when someone made the green ship for X3:Reunion, I'd love to see it converted to this game. (and SoaSE too)
The game is* actually highly "mod-able", in the respect that it is very easy to anyone who has half their wits about them to change the settings, or modify, if you will, the game to their likings. It might not be what you wanted, and I agree that it is limited, but saying that nothing less than a TC is an actual mod is a touch elitist. I see a TC as fully viable at the moment for most of the popular SciFi genres, with a bit of creativity of course. You seem intelligent enough to kn