NEW Babylon 5 Mod 2017 [DWU]

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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soulcatcher357
Posts: 35
Joined: Sun Jun 28, 2015 10:06 am

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by soulcatcher357 »

If anybody wants I do have alternate designs for bacon mod.
Malenfant
Posts: 1
Joined: Sun Jun 10, 2018 2:56 pm

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by Malenfant »

I would love to play this mod, but as soon as I launch a game it crashes to desktop. Any fixes for that?

Thank you for your work by the way.
soulcatcher357
Posts: 35
Joined: Sun Jun 28, 2015 10:06 am

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by soulcatcher357 »

Sorry about that.

Note running with any custom map will not work. Use random map. That's a limitation of the DWU engine (otherwise I couldn't do this mod).

Are you running any other mods with it? It doesn't work with Baconmod at the moment(That replaces the Distant Worlds .exe). What size galaxy and how many races? Specifically which races were you trying to run? Minbari, Centauri, EarthForce, Narn, and most League races should work. The other races don't have completed designs yet. I've done the most testing with Humans vs Minbari no pirates.

Also switch to default vanilla theme then to my theme. That seems to work better.

Which game mode options you selecting?
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Omnius
Posts: 881
Joined: Fri Jun 22, 2012 12:10 pm
Location: Salinas, CA

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by Omnius »

I love Babylon 5 and recently bought the game so I can try out this mod plus the Star Wars one. Is this Babylon 5 mod playable yet? Has there been a scenario or two created for us to enjoy? Am learning the game and can't wait to try out some mods of my favorite sci-fi themes. A shame no one did Dune or Farscape.
soulcatcher357
Posts: 35
Joined: Sun Jun 28, 2015 10:06 am

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by soulcatcher357 »

It's playable with a new map, just the main 4 races and a few of the league races(they have ship designs and racial files and tech complete). Do not add shadows or vorlons or random. I am working on tech tree changes and scenarios at the moment.

Open to any suggestions.

Note, loading a custom map doesn't work (vanilla game bug) because I have different resources.

A few visual bugs I need to fix... particularly the drazi so many different types of beam weapons I used one beam weapon as a torpedo before I realized torpedos spin. LOL.

FYI- the ABBAI are ALMOST OP because of their better shield tech, but they hardly do damage.
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Omnius
Posts: 881
Joined: Fri Jun 22, 2012 12:10 pm
Location: Salinas, CA

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by Omnius »

soulcatcher357,
Sounds like fun, I'm still learning the base game and it's nice that you're still working on this B5 mod. I hope you'll add some of the characters from the series.
logopatico
Posts: 24
Joined: Tue Oct 15, 2019 12:41 pm

RE: NEW Babylon 5 Mod 2017 [DWU]

Post by logopatico »

[X(]
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