Author Topic: New BC mod and mod team: Aftermath  (Read 76593 times)

Offline cordanilus

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Re: New BC mod and mod team: Aftermath
« Reply #720 on: February 05, 2012, 09:23:56 AM »
Sweet. glad to hear it.  :yay:  You must tell me what the heck you did.  lol

Offline Killallewoks

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Re: New BC mod and mod team: Aftermath
« Reply #721 on: February 05, 2012, 09:39:24 AM »
GOOD NEWS EVERYONE!

ive just fixed the Race Specific dynamic music script!, also you read this in the professors voice from futurama!

Hoorah! I did too.  :eek

Offline 086gf

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Re: New BC mod and mod team: Aftermath
« Reply #722 on: February 06, 2012, 01:55:53 PM »
Nice! cookie
All hail the messiah!

Offline Maxloef

  • STBC Aftermath Co Founder
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Re: New BC mod and mod team: Aftermath
« Reply #723 on: February 09, 2012, 02:24:27 AM »
Ive had some developments..

1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!

secondly id like to announce that i now have a bird of prey which lowers its wings when you go to red alert, ill be posting a video of this soon, i also plan to apply this to the intrepid class for going to warp.


Edit: no more atfermath xD

Offline cordanilus

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Re: New BC mod and mod team: Aftermath
« Reply #724 on: February 09, 2012, 04:49:53 AM »
Atfer...seriously??  :-P  lol

It was too funny, you showing me the BoP wings floating away once the wings changed position, too close to that planet.  He he he he, sub models can be fun.

Offline TheConstable6

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Re: New BC mod and mod team: Aftermath
« Reply #725 on: February 18, 2012, 09:21:25 PM »
Ive had some developments..

1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!

secondly id like to announce that i now have a bird of prey which lowers its wings when you go to red alert, ill be posting a video of this soon, i also plan to apply this to the intrepid class for going to warp.


Edit: no more atfermath xD

Wow I've been waiting for this for a long time  :bow: always wanted to try Aftermath but didn't wanna overwrite KM crap...now just as long as it doesn't overwrite anything  :P

And sweet w/ the BoP as it's my favorite all-time ship
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline Maxloef

  • STBC Aftermath Co Founder
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Re: New BC mod and mod team: Aftermath
« Reply #726 on: February 19, 2012, 02:55:32 PM »
Wow I've been waiting for this for a long time  :bow: always wanted to try Aftermath but didn't wanna overwrite KM crap...now just as long as it doesn't overwrite anything  :P

And sweet w/ the BoP as it's my favorite all-time ship

it WILL overwrite stuff....

Offline Defiant

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Re: New BC mod and mod team: Aftermath
« Reply #727 on: February 20, 2012, 10:19:09 AM »
1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!
You do know that you could have your ships working in MP?

Also one could add ships to KM without breaking MP (but this would be KM only; not compatible with Stock etc.)

Offline Maxloef

  • STBC Aftermath Co Founder
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Re: New BC mod and mod team: Aftermath
« Reply #728 on: February 20, 2012, 01:15:07 PM »
You do know that you could have your ships working in MP?

Also one could add ships to KM without breaking MP (but this would be KM only; not compatible with Stock etc.)

yes but before i do that i want a stable and balanced single player with all eras, after that im working on mutiplayer :)

Offline Bren

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Re: New BC mod and mod team: Aftermath
« Reply #729 on: February 22, 2012, 07:32:51 PM »
Edit: no more atfermath xD

Oh crikey! For a second I thought you were casually and gleefully telling us that the mod had been cancelled! It was with not insignificant relief that I realised you were merely correcting your spelling.
"The sky calls to us, if we do not destroy ourselves, we will, one day, venture to the stars." - Carl Sagan

Klingon Academy now works on XP/Vista/Win 7 thanks to one dude's patches, click here for details. I highly recommend it!

Offline Saquist

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Re: New BC mod and mod team: Aftermath
« Reply #730 on: February 22, 2012, 10:37:58 PM »
Those stations look absolutely legit

Offline TheConstable6

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Re: New BC mod and mod team: Aftermath
« Reply #731 on: March 04, 2012, 07:46:41 PM »
it WILL overwrite stuff....

Overwrite ships?
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline 086gf

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Re: New BC mod and mod team: Aftermath
« Reply #732 on: March 05, 2012, 12:09:49 PM »
Thats what he said.
All hail the messiah!