[quote]
Yes, I have made a few new environments, but I don't want to give away EVERYTHING to you... I want there to be a few surprises in the demo. And Oleg isn't currently working on any rendering features, just collision detection, skinning and AI... and that won't make pretty screenies.
cheers!
Henrik
[/B][/quote]
Die "The Fall of Night" Seite [url="http://b5tfon.cjb.net/"]http://b5tfon.cjb.net/[/url] is bei Jannuar 2001 nicht zui erreichen [img]http://216.15.145.59/mainforums/frown.gif[/img]
aber vieleicht gibts dann ja ne neue Demo [img]http://216.15.145.59/mainforums/smile.gif[/img]
Date: 17 december 2001 Provided by: Cmdr. Akeen
Subject: Development status update.
Renderer, 16 November 2001:
Still very much work to do. Improving AI (successfully), doing new and very precise collision detection (will require some new CLM files containing collision models, new work for both modellers), writing scripts, missions and other stuff. Communications (ship-to-ship) seem to be working now, now we try to teach AI to understand these commands and react accordingly. Extensive testing under Windows XP showed full IFH compatibility (I'm working under XP now, hehe ;-) Sergei is doing nice loading screens for demo missions (all 5 will be different). Andy is doing a LOTS of programming in the last few weeks. Interface (half-done few months ago) is my next priority after collisions and AI.
The team is working, and working hard. So be patient and you'll be rewarded.
Sieht doch echt recht gut aus. Nur, wenn dieses Team sich so weiter auf neue Hardware und neue Betriebssysteme konzentriert, dann kann die Fertigstellung des games selber noch lange gehen.. ( Into The Fire lässt Grüßen ).
cu
------------------
The best Hope is Future and the future made us stronger.
The fight for the game is now full with heavy flames.
So fängt es also an...
BoardMember at [url="http://www.paraworlds.com"]http://www.paraworlds.com[/url]
So schlimm hört sich das nicht an, finde ich.
Die Jungs arbeiten anscheinend sehr organisiert, und das ist bei so einem großen Projekt ungemein wichtig.
------------------
We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]
"Ja, ich habe einige neue Umgebungen gemacht, aber ich will euch nicht [b]ALLES[/b] verraten... Ich will, dass noch ein paar Überaschungen in der Demo sind. Und Oleg arbeitet zur Zeit an keinem neuen Grafikmerkmal. nur an der Kolisionsabfrage, Aussehen und er AI, und das würde keine hübschen Screenies geben
Malzeit
Henrik"
Merry Christmas! =o)
Aye, merry Christmas everyone! (one, two people who read this forum?)
Oh well anyways, the new RPG project is going well, the plans are looking good and we've decided not to publish absolutely anything before it's in demo stages, to prevent such failure as the project Paraworlds has been... plans are big tho, I hope not too big.
This project will stay in the background I'm afraid. But once again I tell you that it's not over (how many times have you heard this already..), it's just a phase. I just hope we're not too late, that the fans won't abandon us because of time and because B5 is fading away. We need the fans more than anything, because they (you) make the game live and give it a purpose and strengthen us to keep developing it. Without fans, the game will never be what it was meant to be. Maybe there will even be bigger ideas and results in the end, after difficulties and when everything settles down. I still have faith in this project, and trust that it will work out and a feeling that this will become more than what we originally had in mind. But only, if there will be still fans around when we get to serious business... because they're the only reason for this game. That's where the big idea originally started from.
Anyway, Merry Christmas to all and a happy new year!
__________________
Jussi 'Jusas' Saarivirta
3D modeller and project manager
saariju2@lpt.fi
Well, the release for our Release 1 is now available. Version 1.1 adds a number of tweaks to sound, weapon and ship balancing, as well as the re-textured Olympus. The missions have also been minorly tweaked. Most important to this release is the additional LODing (or Levels of Detail) added to all ships. At present, this does not include debris but there are plans for it in the future. When installing, don't be concerned when it asks you if you want to overwrite files. It is only replacing TBP assets and will not affect your pilot files or campaign progress.
You can access the patch by going to the download page. NOTE: If you recieve a "File Cannot Be Found" or similar message, this is not an indication of a problem and rather that the server is either busy or has not yet recieved the mirrored file. The second state should not be an issue past 48 hours of the initial upload.
We opened our irc-channel for testing sequences. Big THANKS to Pug who helped with creating and installing on the server.
For chatting You may use our java-script based gate here [url="http://mods.firstones.com/ifh/chat/chat.html"]http://mods.firstones.com/ifh/chat/chat.html[/url] or just enter through irc-client:
Server address: [url="http://www.xentor.ch:6667"]www.xentor.ch:6667[/url]
Channel: #IFH
Don't forget - it's testing sequence. Officially we'll announce an opening as soon as possibble.
jaja da hab ich mich wieder ausgezeichnet
1. satz und gleich gebanned [img]http://216.15.145.59/mainforums/biggrin.gif[/img]
ich hasse dieses bad language system [img]http://216.15.145.59/mainforums/smile.gif[/img]
(oder zumindest glaub ich dass es daran gelegen hat -kann ja auch am testbetrieb gelegen sein was ich aber bezweifle [img]http://216.15.145.59/mainforums/wink.gif[/img])
RubberEagleWhat's a rubber eagle used for, anyway?
The vdu will be corrected [img]http://216.15.145.59/mainforums/wink.gif[/img]
------------------
"What separates a warrior from a killer, is that the warrior only fights when provoked. What makes a warrior human, is that he helps those in need, no matter who, or what they are."
[img]http://mods.firstones.com/b5commander/Images/KillerWave.gif[/img]
[url="http://mods.firstones.com/b5commander"]Babylon 5 Commander[/url]
[url="http://killerwave.solsector.net"]KillerWave's Wing Commander Page[/url]
Die Babylon 5 The Fall of Night Seite ist wieder online!!!!!
[url="http://www.b5tfn.com/"]http://www.b5tfn.com/[/url]
wird wohl in wenigen wochen ne techdemo geben [img]http://216.15.145.59/mainforums/smile.gif[/img] stand jedenfalls bei denen im forum.
die ersten modelshots sehen schon sehr gut aus.
hier der link zum forum [url="http://www.b5tfn.com/cgi-bin/ultimatebb.cgi"]http://www.b5tfn.com/cgi-bin/ultimatebb.cgi[/url]
[This message has been edited by Alpha-1 (edited 01-05-2002).]
[This message has been edited by Alpha-1 (edited 01-06-2002).]
neues vom FS2 Mod
[quote]
Mission Archive - posted by: IceFire @ 12:19:28 PM CST
Happy New Years to everyone!
Just so people stop asking, a mission archive through the Volition Watch Archives network site [url="http://archives.volitionwatch.com/"]http://archives.volitionwatch.com/[/url] will be made available in the near future. It will be able to host and administrate missions and campaigns. We're sorry that its taken this long, but there is only 24 hours in a day and only so much can be done.
We'll have that soon as possible!
[/quote]
------------------
It was the Year of great Babylon 5 Mods and Freewaregames...
It was the Year we get a new B5 Movie...
It was the Year we will hopefully get B5 DVD boxes...
It was the Year 2002...
The Place...Firstones.com
[This message has been edited by Alpha-1 (edited 01-06-2002).]
[quote]Originally posted by CVW:
[b]Ok, so I was told to make the customs area of B5, well all I could really find was the one quicktime thing where you could look all around (forgot the name of that [img]http://216.15.145.59/mainforums/smile.gif[/img] ) but anyways here are some screen shots, and I need help knowing what goes where, like what is behind that door, and where does this hall way leed to...It also needs some more lighting, but its takes a while to compile and wanted to show you what I have been doing...Took about 4 days to do this since I have been working on other maps, but hope you like it.
------------------
It was the Year of great Babylon 5 Mods and Freewaregames...
It was the Year we get a new B5 Movie...
It was the Year we will hopefully get B5 DVD boxes...
It was the Year 2002...
The Place...Firstones.com
Date: Thursday, February 7 2002 | 15:42 GMT Provided by: Commander
Subject: News about the demo from Project leader
"As you may know, the demo is not yet finished. But it will be finished. Not in the time I've promised, but soon. There are 3 major things that have to be finished: mission polishing, voice recording and some additional programming.
First, about missions.
All five missions exist in some form of readiness. Missions 1 and 4 can be considered finished. Missions 2 and 3 are about 50% ready. Mission 5 is the last and the most complex mission and will be finished after the others. There are many aspects in mission design. Even having a whole story written, it's difficult to make missions sensible because they are interactive, that means a lot of possibilities. What if we save Transport A, but not save Transport B? Or otherwise? What if we don't come back to the docking bay when requested? What if we hide when the rest are fighting? Every possible mission outcome should be taken into account and PROGRAMMED in mission script. What would require some additional dialogue/monologue writing and voice recording (that is the second problem, let me not to talk about it, for it's trivial.. ;-).
The last is programming. There are few problems.
1. Advanced collision detection using special collision models. This is especially required for capships. Since we WILL fight the capships in the demo, this should be done. Andy is working on it now becaue I'm busy with mission writing and other programming tasks, like AI and game logic.
2. AI. The eternal pain in the butt. Every day of mission programming requires some improvements of AI classes (like CGoalAI_Pilot_EnterHangar_Dumb). That's the word for it. Dumb. Not in the battle, no. In the simple tasks like "fly home", "dock" and so on, the AI continue to impress me with overwhelming dumbness when the battle is over. I had little time before to make these "civilian" functions better. I taught them mainly to fight. Now it's going to change.
3. Interface (main menu, briefings and debriefings). This thing still lacking some functionality.
Well, that's it. I hope you know that we're working hard to finish the demo. It's gonna be good.
Oleg.
PS : Some combat shots are here from mission 4, hope you gonna like it."
Die B%.IFH FAQ [url="http://ifh.firstones.com/faq.shtml"]http://ifh.firstones.com/faq.shtml[/url] wurde überarbeitet.
Ihr könnt jetzt auch eigene Fragen per e-mail einreichen.
Es gibt eine erste "Test-Mission" für Buda5 v2.0 (I-War 2 Mission) [url="http://216.15.145.59/modsforums/Forum4/HTML/000508.html"]http://216.15.145.59/modsforums/Forum4/HTML/000508.html[/url]
Gibt es denn inzwischen ein fertiges Mod für Startrek Armada 2 ??? Oder ne beta bzw alpha... würde den Spaß gern testen!
Will doch nur mal Babylon 5 spielen können in STA2.. [img]http://216.15.145.59/mainforums/frown.gif[/img]
Erstmal Herzlich Willkommen hier, eX0du5
Wenn es auf der Armada2 - Mod Site noch nix zum Downloaden gibt, gibts wohl leoder noch nix [img]http://216.15.145.59/mainforums/frown.gif[/img]
Spiel doch z.b. deb Freespace 2 Mod oder den I.-war Mod zur Überbrückung [img]http://216.15.145.59/mainforums/smile.gif[/img]
Es gibt einige neue TBP Screenshots unter [url="http://freespace.volitionwatch.com/babylon/screens.php"]http://freespace.volitionwatch.com/babylon/screens.php[/url]
Neues von "The Fall of Night" [url="http://www.b5tfn.com/news.htm"]http://www.b5tfn.com/news.htm[/url]
[quote]
Some news again to pass to you our bellowed watcher [img]http://216.15.145.59/mainforums/smile.gif[/img]. First of all. There is a technical update later this weekend. Change of font style and other stuff. We also have a rough script of the trailer and the first part of it is in the development right now. So in the near future (next week perhaps) we get the shots from the trailer and other cgi art (including the "poster") Also the music track with will act as the theme in the game, is well in production. We have the actual piece, but we still need to give it a little trim and all. The game engine code still has the same problem and we could use some extra help. So if you are good in math's and/or programming, contact me or Juho.
[quote]Originally posted by Andy La Rubin:
[b]IFH ship damage model (as it is at this moment):
When you hit capship (or, actually, any ship) with your plasma or beam weapon or even ram it, you cause damage, depending on various parameters, to target ship in the next way:
1. damage applies to the destructable part of the ship you hit
2. damage applies to the ship itself
Destructable parts are ship's sections (fore, aft, rotational etc) or subsystems (turrets, comm antennas, engines etc) which can be destroyed more or less independently from other parts of the ship.
When destructable part hull falls to zero, the part explodes (with a sequence of scripted explosions spreading as a shpere from point of "deadly" hit), generates debris, and causes additional damage to the ship. If ship's hull falls to zero in this process, then all destructable parts of the ship explode in a sequence, starting from first destroyed part.
So, some parts of a ship could be critical, some not. Also, you can destory capship firing only at some critical part of it, or you spread your fire generally and eventually destory the ship as well but in more time.
[quote]Originally posted by Alpha-1:
[b]Neuer B5 Mod unter [url="http://www.geocities.com/b5mod/B5ModHome.html"]http://www.geocities.com/b5mod/B5ModHome.html[/url] [/b][/quote]
Auf [url="http://www.sprungtor.de/fanware_liste.php?seite=4"]http://www.sprungtor.de/fanware_liste.php?seite=4[/url] findet ihr noch einen Link zum Forum, wo ihr Euch über die aktuellen Enwicklungen zu diesem Mod informieren könnt und diverse (weitere) Dateien zum Download stehen.
Es sieht so aus, als ob uns die Wartezeit auf "B5:Worlds (Project Paraworlds)" versüßt wird! [img]http://216.15.145.59/mainforums/smile.gif[/img]
------------------
We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]
Comments
Yes, I have made a few new environments, but I don't want to give away EVERYTHING to you... I want there to be a few surprises in the demo. And Oleg isn't currently working on any rendering features, just collision detection, skinning and AI... and that won't make pretty screenies.
cheers!
Henrik
[/B][/quote]
ICH BITTE UM EINE ÜBERSETZEN!!!
aber vieleicht gibts dann ja ne neue Demo [img]http://216.15.145.59/mainforums/smile.gif[/img]
Date: 17 december 2001 Provided by: Cmdr. Akeen
Subject: Development status update.
Renderer, 16 November 2001:
Still very much work to do. Improving AI (successfully), doing new and very precise collision detection (will require some new CLM files containing collision models, new work for both modellers), writing scripts, missions and other stuff. Communications (ship-to-ship) seem to be working now, now we try to teach AI to understand these commands and react accordingly. Extensive testing under Windows XP showed full IFH compatibility (I'm working under XP now, hehe ;-) Sergei is doing nice loading screens for demo missions (all 5 will be different). Andy is doing a LOTS of programming in the last few weeks. Interface (half-done few months ago) is my next priority after collisions and AI.
The team is working, and working hard. So be patient and you'll be rewarded.
cu
------------------
The best Hope is Future and the future made us stronger.
The fight for the game is now full with heavy flames.
So fängt es also an...
BoardMember at [url="http://www.paraworlds.com"]http://www.paraworlds.com[/url]
Die Jungs arbeiten anscheinend sehr organisiert, und das ist bei so einem großen Projekt ungemein wichtig.
------------------
We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]
Malzeit
Henrik"
Aye, merry Christmas everyone! (one, two people who read this forum?)
Oh well anyways, the new RPG project is going well, the plans are looking good and we've decided not to publish absolutely anything before it's in demo stages, to prevent such failure as the project Paraworlds has been... plans are big tho, I hope not too big.
This project will stay in the background I'm afraid. But once again I tell you that it's not over (how many times have you heard this already..), it's just a phase. I just hope we're not too late, that the fans won't abandon us because of time and because B5 is fading away. We need the fans more than anything, because they (you) make the game live and give it a purpose and strengthen us to keep developing it. Without fans, the game will never be what it was meant to be. Maybe there will even be bigger ideas and results in the end, after difficulties and when everything settles down. I still have faith in this project, and trust that it will work out and a feeling that this will become more than what we originally had in mind. But only, if there will be still fans around when we get to serious business... because they're the only reason for this game. That's where the big idea originally started from.
Anyway, Merry Christmas to all and a happy new year!
__________________
Jussi 'Jusas' Saarivirta
3D modeller and project manager
saariju2@lpt.fi
»TBP Patch V1.1 - posted by: IceFire @ 09:14:00 PM CST
Well, the release for our Release 1 is now available. Version 1.1 adds a number of tweaks to sound, weapon and ship balancing, as well as the re-textured Olympus. The missions have also been minorly tweaked. Most important to this release is the additional LODing (or Levels of Detail) added to all ships. At present, this does not include debris but there are plans for it in the future. When installing, don't be concerned when it asks you if you want to overwrite files. It is only replacing TBP assets and will not affect your pilot files or campaign progress.
You can access the patch by going to the download page. NOTE: If you recieve a "File Cannot Be Found" or similar message, this is not an indication of a problem and rather that the server is either busy or has not yet recieved the mirrored file. The second state should not be an issue past 48 hours of the initial upload.
Subject: Chat testing sequences
We opened our irc-channel for testing sequences. Big THANKS to Pug who helped with creating and installing on the server.
For chatting You may use our java-script based gate here [url="http://mods.firstones.com/ifh/chat/chat.html"]http://mods.firstones.com/ifh/chat/chat.html[/url] or just enter through irc-client:
Server address: [url="http://www.xentor.ch:6667"]www.xentor.ch:6667[/url]
Channel: #IFH
Don't forget - it's testing sequence. Officially we'll announce an opening as soon as possibble.
Security chief: PuG (e-mail's here)maimailto:Pug@barrysworld.com .
1. satz und gleich gebanned [img]http://216.15.145.59/mainforums/biggrin.gif[/img]
ich hasse dieses bad language system [img]http://216.15.145.59/mainforums/smile.gif[/img]
(oder zumindest glaub ich dass es daran gelegen hat -kann ja auch am testbetrieb gelegen sein was ich aber bezweifle [img]http://216.15.145.59/mainforums/wink.gif[/img])
wenn du z.b. 20 "!" oder gleiche buchstaben schreibst, wirst du gekickt
naja egal
EA Freighter and Tanker.
[img]http://mods.firstones.com/b5commander/Screens/freighter.gif[/img]
[img]http://mods.firstones.com/b5commander/Screens/tanker.gif[/img]
The vdu will be corrected [img]http://216.15.145.59/mainforums/wink.gif[/img]
------------------
"What separates a warrior from a killer, is that the warrior only fights when provoked. What makes a warrior human, is that he helps those in need, no matter who, or what they are."
[img]http://mods.firstones.com/b5commander/Images/KillerWave.gif[/img]
[url="http://mods.firstones.com/b5commander"]Babylon 5 Commander[/url]
[url="http://killerwave.solsector.net"]KillerWave's Wing Commander Page[/url]
[url="http://www.b5tfn.com/"]http://www.b5tfn.com/[/url]
wird wohl in wenigen wochen ne techdemo geben [img]http://216.15.145.59/mainforums/smile.gif[/img] stand jedenfalls bei denen im forum.
die ersten modelshots sehen schon sehr gut aus.
hier der link zum forum [url="http://www.b5tfn.com/cgi-bin/ultimatebb.cgi"]http://www.b5tfn.com/cgi-bin/ultimatebb.cgi[/url]
[This message has been edited by Alpha-1 (edited 01-05-2002).]
[This message has been edited by Alpha-1 (edited 01-06-2002).]
[quote]
Mission Archive - posted by: IceFire @ 12:19:28 PM CST
Happy New Years to everyone!
Just so people stop asking, a mission archive through the Volition Watch Archives network site [url="http://archives.volitionwatch.com/"]http://archives.volitionwatch.com/[/url] will be made available in the near future. It will be able to host and administrate missions and campaigns. We're sorry that its taken this long, but there is only 24 hours in a day and only so much can be done.
We'll have that soon as possible!
[/quote]
------------------
It was the Year of great Babylon 5 Mods and Freewaregames...
It was the Year we get a new B5 Movie...
It was the Year we will hopefully get B5 DVD boxes...
It was the Year 2002...
The Place...Firstones.com
[This message has been edited by Alpha-1 (edited 01-06-2002).]
[quote]Originally posted by CVW:
[b]Ok, so I was told to make the customs area of B5, well all I could really find was the one quicktime thing where you could look all around (forgot the name of that [img]http://216.15.145.59/mainforums/smile.gif[/img] ) but anyways here are some screen shots, and I need help knowing what goes where, like what is behind that door, and where does this hall way leed to...It also needs some more lighting, but its takes a while to compile and wanted to show you what I have been doing...Took about 4 days to do this since I have been working on other maps, but hope you like it.
[img]http://bvsd.k12.co.us/~willsc/customs0001.jpg[/img]
[img]http://bvsd.k12.co.us/~willsc/customs0002.jpg[/img] [/b][/quote]
------------------
It was the Year of great Babylon 5 Mods and Freewaregames...
It was the Year we get a new B5 Movie...
It was the Year we will hopefully get B5 DVD boxes...
It was the Year 2002...
The Place...Firstones.com
[url="http://ifh.firstones.com/"][IMG]http://ifh.firstones.com/img/banners/banner03.jpg[/IMG][/url]
Date: Thursday, February 7 2002 | 15:42 GMT Provided by: Commander
Subject: News about the demo from Project leader
"As you may know, the demo is not yet finished. But it will be finished. Not in the time I've promised, but soon. There are 3 major things that have to be finished: mission polishing, voice recording and some additional programming.
First, about missions.
All five missions exist in some form of readiness. Missions 1 and 4 can be considered finished. Missions 2 and 3 are about 50% ready. Mission 5 is the last and the most complex mission and will be finished after the others. There are many aspects in mission design. Even having a whole story written, it's difficult to make missions sensible because they are interactive, that means a lot of possibilities. What if we save Transport A, but not save Transport B? Or otherwise? What if we don't come back to the docking bay when requested? What if we hide when the rest are fighting? Every possible mission outcome should be taken into account and PROGRAMMED in mission script. What would require some additional dialogue/monologue writing and voice recording (that is the second problem, let me not to talk about it, for it's trivial.. ;-).
The last is programming. There are few problems.
1. Advanced collision detection using special collision models. This is especially required for capships. Since we WILL fight the capships in the demo, this should be done. Andy is working on it now becaue I'm busy with mission writing and other programming tasks, like AI and game logic.
2. AI. The eternal pain in the butt. Every day of mission programming requires some improvements of AI classes (like CGoalAI_Pilot_EnterHangar_Dumb). That's the word for it. Dumb. Not in the battle, no. In the simple tasks like "fly home", "dock" and so on, the AI continue to impress me with overwhelming dumbness when the battle is over. I had little time before to make these "civilian" functions better. I taught them mainly to fight. Now it's going to change.
3. Interface (main menu, briefings and debriefings). This thing still lacking some functionality.
Well, that's it. I hope you know that we're working hard to finish the demo. It's gonna be good.
Oleg.
PS : Some combat shots are here from mission 4, hope you gonna like it."
Ihr könnt jetzt auch eigene Fragen per e-mail einreichen.
gruß
Alpha-1
Will doch nur mal Babylon 5 spielen können in STA2.. [img]http://216.15.145.59/mainforums/frown.gif[/img]
eX0du5
Wenn es auf der Armada2 - Mod Site noch nix zum Downloaden gibt, gibts wohl leoder noch nix [img]http://216.15.145.59/mainforums/frown.gif[/img]
Spiel doch z.b. deb Freespace 2 Mod oder den I.-war Mod zur Überbrückung [img]http://216.15.145.59/mainforums/smile.gif[/img]
Gruß
Alpha-1
[quote]
Some news again to pass to you our bellowed watcher [img]http://216.15.145.59/mainforums/smile.gif[/img]. First of all. There is a technical update later this weekend. Change of font style and other stuff. We also have a rough script of the trailer and the first part of it is in the development right now. So in the near future (next week perhaps) we get the shots from the trailer and other cgi art (including the "poster") Also the music track with will act as the theme in the game, is well in production. We have the actual piece, but we still need to give it a little trim and all. The game engine code still has the same problem and we could use some extra help. So if you are good in math's and/or programming, contact me or Juho.
[/quote]
[b]IFH ship damage model (as it is at this moment):
When you hit capship (or, actually, any ship) with your plasma or beam weapon or even ram it, you cause damage, depending on various parameters, to target ship in the next way:
1. damage applies to the destructable part of the ship you hit
2. damage applies to the ship itself
Destructable parts are ship's sections (fore, aft, rotational etc) or subsystems (turrets, comm antennas, engines etc) which can be destroyed more or less independently from other parts of the ship.
When destructable part hull falls to zero, the part explodes (with a sequence of scripted explosions spreading as a shpere from point of "deadly" hit), generates debris, and causes additional damage to the ship. If ship's hull falls to zero in this process, then all destructable parts of the ship explode in a sequence, starting from first destroyed part.
So, some parts of a ship could be critical, some not. Also, you can destory capship firing only at some critical part of it, or you spread your fire generally and eventually destory the ship as well but in more time.
[/b][/quote]
[b]Neuer B5 Mod unter [url="http://www.geocities.com/b5mod/B5ModHome.html"]http://www.geocities.com/b5mod/B5ModHome.html[/url] [/b][/quote]
Auf [url="http://www.sprungtor.de/fanware_liste.php?seite=4"]http://www.sprungtor.de/fanware_liste.php?seite=4[/url] findet ihr noch einen Link zum Forum, wo ihr Euch über die aktuellen Enwicklungen zu diesem Mod informieren könnt und diverse (weitere) Dateien zum Download stehen.
Es sieht so aus, als ob uns die Wartezeit auf "B5:Worlds (Project Paraworlds)" versüßt wird! [img]http://216.15.145.59/mainforums/smile.gif[/img]
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We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]