Search found 26 matches

by Imperius
Sun Jul 20, 2014 4:49 am
Forum: Design and Modding
Topic: Galactic Star Map (Version 1.0)
Replies: 65
Views: 2254

RE: Galactic Star Map (Version 1.0)

<t> For themes and maps, I noticed that the most important thing (or well, a really important thing) is that the *name* of the Customization Folder matches the name of the folder that it was created with.<br/> <br/> So for example I was working on a scenario of the Babylon 5 universe where my folder...
by Imperius
Thu Jul 10, 2014 5:34 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 19501

RE: Warhammer 40k DW:U Mod

<t> For the scenario, I dont necessarily think it s the game version, but rather the name of the mod folder.<br/> <br/> If you made the scenario with a mod folder called WH40v1, it wont work with a mod folder called WH40v2. So the key is making sure the mod folder is called the same, as far as I und...
by Imperius
Tue Jul 08, 2014 11:57 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> You're welcome to take over the mod from here, Robske if you like.<br/> <br/> Turns out that during this summer heat my computer crashes and burns when DW gets too many ships in mid-late game, so I'll have to take a break from it for now!<br/> <br/> Anyone else can tweak and modify it as well, i...
by Imperius
Mon Jul 07, 2014 9:56 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> I had to take the Narns in my game too just now, in the same time period <E>:D</E><br/> <br/> Except I took it intact - I couldn't help noticing that someone had "softened it up" (literally) and that it's now only a quality 41% world, haha. <br/> <br/> Playing with your new sound track too, it's...
by Imperius
Mon Jul 07, 2014 5:51 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> Yeah, races seem a bit unpredictable in how they evolve power-wise!<br/> <br/> In my current game, the Centauri ended up being the superpower, and once my scouts discovered Zha'Ha'Dum the event kicks off which gives them a defense pact with the shadows and hte Way of Darkness government which on...
by Imperius
Mon Jul 07, 2014 5:22 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> Ahh yes, I had that at first, but there is also an Ivanova character (ship captain, IIRC) that appears later for humans, so I didnt want the same race image as that of a character.<br/> <br/> As for the future of this mod, like I said, I'm hoping someone else will take over and improve it from h...
by Imperius
Sun Jul 06, 2014 6:25 pm
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> Oh, right!<br/> <br/> That's cause I had 2 versions of the mod while working on it, the one I use to play is called "Babylon 5old" (long story, but it had to do with one folder being buggy, and I had to retrace my steps and work on the old functional version).<br/> <br/> I just changed the folde...
by Imperius
Sun Jul 06, 2014 6:07 pm
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> I'd post it on Moddb, but this is kind of a half-hearted attempt at modding...<br/> <br/> Made a B5 mod for my own use, and decided to post it... but I've just spent the last year first helping to make a Lord of the Rings conversion for Crusader Kings 2, and then a Birthright (D&D) conversio...
by Imperius
Sun Jul 06, 2014 9:22 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> New scenario with minor tweaks based on my last playthrough; Vorlons less expansionist/psychotic, Centauri a bit stronger, etc.<br/> <br/> Also made with latest patch, so it should work for those who couldn't get the old version to work.<br/> <br/> <URL url="http://www.gamefront">http://www.game...
by Imperius
Fri Jul 04, 2014 2:00 pm
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> Wow, those look great!<br/> <br/> Unfortunately, though I'm pretty experienced with most kinds of modding, graphical modding escapes me <E>:(</E><br/> <br/> And I don't think it's as simple as just making a 300x300 png file to get ships to show up properly in-game. But if anyone else wants to ma...
by Imperius
Fri Jul 04, 2014 10:02 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 19501

RE: Warhammer 40k DW:U Mod

<r> I like the idea of planet killer = craftworld, if it's possible to implement.<br/> <br/> Changing the image should be relatively easy, and they can't be built or upgraded, which is another huge plus.<br/> <br/> Whether or not their components can be changed in the scenario editor I guess require...
by Imperius
Fri Jul 04, 2014 6:03 am
Forum: Design and Modding
Topic: [REL Beta] [Shadows] Star Trek - The Picard Era
Replies: 898
Views: 8623

RE: [REL Beta] [Shadows] Star Trek - The Picard Era

Looking forward to this :)

Any chance of you guys including a scenario/map for the Picard Era?
by Imperius
Fri Jul 04, 2014 6:00 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> I'll post an updated scenario file tomorrow or the day after, with the new patch <E>:)</E><br/> <br/> Just had a 60-year run-through with the old version, and I identified some things that need fixing. For example hte Vorlons were the galactic bullies, while the Shadows were saints in comparison...
by Imperius
Fri Jul 04, 2014 5:54 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 19501

RE: Warhammer 40k DW:U Mod

<t> I was actually wondering if it's possible to somehow mod in the "Craftworld" Eldar as a new race. <br/> <br/> At least for when you create the main starting scenario/map.<br/> <br/> Basically mod them as a pirate faction with a huge starbase with the name of the proper "Craftworld" with a unique...
by Imperius
Wed Jul 02, 2014 6:18 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 19501

RE: Warhammer 40k DW:U Mod

<t> Small ships are good if they're extremely fast, and have very long range weapons. The only thing good about small ships really, is their greater speed as far as I see it. Eldar for example could make use of some of these designs.<br/> <br/> Also, I think Dark Eldar would fit very well as a pirat...
by Imperius
Wed Jul 02, 2014 11:43 am
Forum: Design and Modding
Topic: Modding and Modularity
Replies: 33
Views: 393

RE: Modding and Modularity

<r> I'd be more interested in what can be modded.<br/> <br/> For example Crusader Kings II I've worked with extensively, and there are some great total conversion mods for it. I like what Distant Worlds has done so far, it is extremely modder friendly, but the events for custom scenarios could use a...
by Imperius
Tue Jul 01, 2014 6:10 pm
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> I based my mod on Simulation01's shipsets, and gave credit in the first post <E>:)</E><br/> <br/> We have Babylon 5 shipsets for Earth Alliance, Shadows, Narn, Centauri and Minbari. The rest are scrounged together from other mods and vanilla.<br/> <br/> And enjoy! I'm having great fun with the m...
by Imperius
Tue Jul 01, 2014 7:37 am
Forum: Design and Modding
Topic: GSP: Galactic Starmap Project
Replies: 97
Views: 1913

RE: GSP: Galactic Starmap Project

Awesome work :)

May have to re-do the Babylon 5 scenario I made using this map!
by Imperius
Tue Jul 01, 2014 5:38 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

<r> New download link, in case I'm wrong about sendspace:<br/> <br/> gamefront dot com/files/24326979/Babylon+5.rar<br/> <br/> I'm actually very pleased with the Babylon 5 map/scenario I made <E>:)</E> 28 years into the game, and besides having had to delete 3 pirate factions that had too many ships...
by Imperius
Tue Jul 01, 2014 5:19 am
Forum: Design and Modding
Topic: Babylon 5 Mod
Replies: 40
Views: 2976

RE: Babylon 5 Mod

It says the filename is setup.exe - there is no setup.exe in the mod file I uploaded.

De-select the option for the download accelerator, I'm 99% sure that's the issue.

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