View Full Version : A Babylon 5 Mod for the Final Frontier Mod


Pages : [1] 2 3 4 5 6 7

PsiCorps
Feb 01, 2008, 12:33 PM
BABYLON 5
Our last best hope for peace
Here’s a design proposal for a Babylon 5 mod for Final Frontier. I know nothing about modding, especially modding a mod. I know there are people out there who can do this and I envy them. I feel this would be a worthy mod to FF if we can get it off the ground and generate enough interest in making it work. Most of the information presented is available online on various Babylon 5 websites and I have also used the B5 CCG as an extra source of material. There are a number of ways of approaching this mod. One is for the 4 major races (Narn, Human, Minbari & Centauri) to start off on an equal footing, allowing for solo or multi player games or as a single player Scenario with the Humans as the player race against the rest of the universe. My proposal has gone for the equal footing option. Later on if we get this working we might do some seperate scenarios.
Maps
The standard map generator for FF is should be sufficient for our needs with only some minor changes.
The map would need to be fixed, no x or y wrap around. The map edges would simulate the Rim of Space thus; any ships going Beyond the Rim are lost.
Asteroid fields should be treated in a similar manner to forests in standard CivIV. A mining ship would go out to the asteroid field and spend a number of turns there before returning or travelling on to another star system to offload its cargo where it is turned into hammers. If a resource is found in an asteroid field the mining ship can construct a mining facility which would consume the unit.

Resources
Resources can be found on the planets as well as in asteroid fields and should include: -
Iron
Titanium
Gold
Silver
Platinum
Crystal – Data storage
Water - Gives 2 resources, Hydrogen and Oxygen
Quantium 40 – Required to power Jump gate

Civilisations
Each Civilisation will have it’s UU as a flagship of which only one can be built at a time

Earth Alliance
Leaders: William Morgan Clark, John Sheridan, Jeffrey Sinclair
UU: Either The Alexander or The Agamemnon
Planets: Earth, Mars, Io, Proxima III, Orion VII, Tau Ceti IV, Deneb IV, and Arisa
(I know Mars and Io are both located in Earth’s solar system but they are important places in the B5 universe.)

Minbari Federation
Leaders: Dhukat, Delenn, Neroon
UU: Emfeeli
Planets: Minbar, Minbari Protectorate, Border World

Centauri Republic
Leaders: Londo Mollari, Lord Refa, Emperor Cartagia
UU: Valarius
Planets: Centauri Prime, Immolan V, Ragesh III, Beta I, Tolonius VII

Narn Regime
Leader: G’Kar, Citizen G’Kar, Councillor Na’Far
UU: Pride of the Kha’Ri
Planets: Narn homeworld, Shi, Dross, Zok, Quadrant 14, Quadrant 37

Drakh
Leader: Councillor La’shan, Rimush, Shar’kali, Shiv’kala
UU:
Planets: Z’ha’dum

The Drakh served the Shadows, their original homeworld is unknown but they considered Z’ha’dum to be their home. This world was destroyed during the Great War forcing them to become nomadic before settling again on Centauri Prime.


The next races are all considered Minor races in the B5 universe and as such could be grouped together as Barbarians or start as the League of Non Aligned Worlds (a decision for later).

Dilgar
Leader: Warleader Jha’dur
UU:
Planets:
Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.

Pak’ma’ra
Leader: Vlur/Nhar, Nug/Ulg
UU:
Planets: Melat

Drazi
Leader: Vizak, Juphar Trkider
UU:
Planets: Zhabar, Shambah III

Brakiri
Leader: Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
UU:
Planets: Brakir

Ipsha
Leader: Wushmeshkeshlep Fo
UU:
Planets:

Vree
Leader: Milashi Voktal
UU:
Planets:

Markab
Leader:
UU:
Planets:

Sh’lassan
Leader: Lemm Uh’Ekim
UU:
Planets:

Abbai
Leader: Kalika Qwal’mizra
UU:
Planets:

Hyach
Leader: Miziri Tal, Hyach Patriarch
UU:
Planets:

Gaim
Leader: She’lah
UU:
Planets:

Llort
Leader: Suarez Cil’tlakh
UU:
Planets:

Technology and concepts
Fission power
Communications lasers
Planetary construction
Early space exploration
Space exploration
Laser weapons
Early orbital engineering
Suspended animation
Fusion power
Fusion weapons
Zero gravity training
Orbital engineering
Advanced orbital engineering
Hydroponics
Particle weapons
X-ray Laser
Ship construction
Small attack craft - Required to build fighters and bombers
Artificial gravity theory
Terra-forming
Pulse weapons
Plasma weapons
First contact protocols - Can only be researched after an alien race has been met or alien artefacts have been discovered
Language translation - enables tech trading
Universal language - enables players to establish an embassy with another race
Xeno-biology
Ion power
Ion weapons
Rail weapons
Mass drivers
Organic technology
Data storage
Energy mines
Advanced data storage
Doomsday weapon
Galactic diplomacy
Ground troops - replaces the planetary defence ship. 1 ground unit per population point on a planet
Marines – carried by invasion ships or troop transports. These units are the only way to capture a star system.
Artificial gravity
Hyperspace theory - Required to build and use hyperspace (jump) gates
Hyperspace vortex generators - Required to build hyperspace (jump) gates
Hyperspace gates
Plasma engine
Ion/particle engine
Gravimetric engine
Jump engines
Matter/antimatter
Quantum singularity
ZPF – Hyperspace tap
Credit chit

Common Units:
These units can be built by any civilisation.
- Mining vessel
- Scout
-Explorer
- Colony
- Fighters
- Bombers
- Corvette
- Frigate
- Destroyer
- Cruiser
- Dreadnought
- Merchant Transport
- Passenger Liner
- Troop Transport
- Starbase

Religion/races:
Each Race has it’s own religion/s which won’t spread out to other races. So, rather than have religions I would use races.
A conquered world would automatically have 2 races, the original owners and the conquerors. There could be an option to suppress race, which would in effect be the extermination of all the original owners’ population. Thus, when you capture a world instead of being given the option to Raze, Install new Governor or Liberate. Raze would be replaced by Suppress Population leading to unrest and a negative response from other races. Installing a new governor each time a system is conquered by a different race would add another race to the mix.
If a race chooses to suppress a population it would take 1 ground unit 1 - 3 turns per population point to remove a race from a system. Automatic effects of this would be a -3 relations hit with the race being suppressed, a -1 relations hit with all other races. Spies can assist the race being suppressed by supporting an armed uprising, which could overwhelm the resident garrison and revert the system back to the original race. A form of culture flip.
Races will also be able to grant sanctuary to a race being suppressed, which gains a -3 relation hit with the suppressing race/s and a +1 relation’s bonus to all other races.

Civics

Government Civics
Frontier - Starting Civic
Monarchy -
Police State -
Technocracy -
Democracy -

Military Civics
Traditional - Starting Civic
Pacifism -
Peace Keeping -
Combat Ready -
Full Mobilisation -

Labour Civics
Default - Starting Civic
Slave State -
Caste System -
Mechanised Workforce -
Utopia -

Economic Civics
Simple economy – Starting Civic
Planned economy -
Industrial Economy -
Green Economy -
War Economy -

Racial Civics
Foundationist - accepts all other races as equals
Xenophobic - views all other races as inferior



Corporations
Tourism Inc
Commercial enterprises
Flarn, Brivarii and Spoo

Random Events
Telepaths - +2 Espionage/turn in all systems throughout the player empire
Fugitives
Terrorist bombings
Shadows/Vorlons/First Ones
Famine
Food surplus
Mutai - This event can occur multiple times after contact with other races has been established. A choice of + 250 Culture, a variable cash bonus or a boost to alien relations +1 for the host. Small chance that alien races will be offended the first time a race hosts this competition – 2 to all alien relations
Ancient texts/alien artifacts - This event can occur once for each planet in a non-homeworld system. Reveals existence/proof of alien life if no other races have been met and a bonus to a random undiscovered tech.
Discovery of a Jump Gate - Gives a bonus to research of hyperspace theory. Enables faster transport to other star systems with Jump Gates.
Ion storm – disrupts communications and shipping routes
Independence movement
Solar flares
Hostile indigenous life-form (on new worlds only)
Commerce raiders - Spawns a pirate fighter adjacent to a star system which can intercept all commercial traffic within a system. Unless the fighters are dealt with they will automatically spawn another fighter after a number of turns. Once there are 4 pirate fighters operating around a system a Command and Control Ship/Carrier is spawned which enables the pirate menace to spread to other systems.
Presidential Coup - Causes anarchy throughout an empire for 1 to 4 turns

Great Wonders
Babylon Station

Great People
Great people have their place in the B5 universe but their abilities need to be changed. All can still be added to a system as they can a city in standard Civ IV. They cannot be used to ‘lightbulb’ a technology.
Generals can lead units or establish Military academies - consumes the great person
Merchants can establish an embassy with another race - consumes the great person.
Scientists can cure a plague outbreak - consumes the great person
Prophets - Lady Ladira, Lady Morella, Elric, G’Quan, Morden, Sebastian, Jecinda, Korrinine, Lavindra, Isdrell, Galen, Blaylock
Scientists - Jha’Dur, Franklin, Lillian Hobbs, Sarah Chambers, Lazarenn
Engineers - Za’thras, Zath’ras, Zathras’ Z’athras, Zat’hras, Zath’ras, Zathras, Zathra’s
Generals/Warleader - Hague, Franklin, Shakiri, G’Sten, Na’Tok, Ivanova
Artists - Shal Mayan
Merchants - Catherine Sakai, Mr Chase, William Edgars
Spies - Marcus Cole, Michael Garibaldi, Minister Durano, Number One, Alfred Bester, Wade Williams


Common Buildings
Nuclear power station - +25% production, -1 Health, -1 Happiness
Planetary communications network - +1 Happiness, +1 Culture
Satellite network - +1 Culture
Fusion power station - Removes negative effects of Nuclear power station
Space station - Treat as a castle effects do not expire
Orbital shipyard - +25% faster ship production
Hydroponics facility - +1 Health
Terraforming station - converts hostile environment to habitable - +2 Population
Research Station
Military Academy



Victory

Time, Conquest, Domination, Culture as usual

Diplomatic Victory - Form the Inter Stellar Alliance

Religious Victory - None

As you can see this is a work in progress. I’ll be adding to this as often as time and work permit. Any suggestions or work anyone can do on this would be welcomed. Guidance in helping me learn how to do some of the work myself would also be appreciated. I've found a beginners guide to both Python and XML but they don't help me when I can't access the Python/XML scripts for the (any) Mod on my PC.:crazyeye:


Now we have done a large amount of work on this i'm happy for all to have a look and give us there opinions, criticisms, suggestions etc. There is still a great deal of information missing, Pedia texts for the Techs, Pedia texts for some of the leaders. A number of buildings still need to be done and linked to the techs as well as traits, resources and civics. There are probably a thousand things that we still need to do but we can only correct things if you tell us what is wrong. Hope you like the work so far and if you want to help out feel free to chip in.

Click the link below to get the most up to date version which includes all of the ship models produced by Premier Valle so far.

Babylon 5 Version 2.7 (http://www.atomicgamer.com/file.php?id=95139)

The most recent update of the mod. Download it and unzip it to your BtS mods folder. This version also requires you to use the 3.19 patch.

IT IS ESSENTIAL THAT YOU HAVE FINAL FRONTIER INSTALLED FOR THIS MOD TO WORK CORRECTLY

As always please let me know if there are any problems or if you find a problem and can fix it, please let me know how you fixed it.

Enjoy.

Known Issues.
Play balance still not perfect but the Mod is far more playable than it was.

Hurr Gunship button not added.

Ajidica
Feb 04, 2008, 04:53 PM
You can acess the XML by right clicking on the file and going to open with. Select notepad and its good. For python, I don't see why you need it. From what I can tell, everything you want done can be done in XML. For Final Frontier I don't know because I know the code was modified heavily by firaxis.

PsiCorps
Feb 05, 2008, 01:36 PM
:goodjob: Many thanks for the information. I shall start experimenting at the weekend when i have a liitle more time to examine things.

I shall post further updates as I igure things out.:D

Premier Valle
Feb 06, 2008, 06:28 PM
Count me on the team!

....

Now talking about the buildings, I believe that every race can use the same buildings, but talking about ships, I believe that every race should have its own ships, or perhaps a common ship tree with some modifications for each race...

PsiCorps
Feb 07, 2008, 05:34 AM
The one problem with B5 was that you very rarely got to see the planets that the races lived on. Centauri Prime was probably the best featured of the non human worlds. I'm sure with a little thought that unique buildings can be designed for each of the races but i agree with you common buildings for all races.
As for ships, a common ship tree would be best but with a different appearance for each of the races. There's plenty of images on the net that can be used to help create the images/animations for the ships. At the age of 43 i'm struggling to figure out how to use XML. If someone sat with me and showed me i wouldn't have a problem as i'm a fast learner. Alas there's no-one i know of that plays Civ that lives close to me that could help me.

I have seen another thread about events for FF and many of those could be utilised for this proposal.

jefmart1
Feb 07, 2008, 10:17 AM
Looks cool! This was the greatest sc-fi show ever.

Ajidica
Feb 07, 2008, 03:39 PM
XML is really easy. It just involves editing a text file. I lean't it in 1 week from the tutorials in the tutorial section. I would sugest making a basic mod to learn the stuff, then work on a final frontier mod.

Premier Valle
Feb 07, 2008, 10:14 PM
Want to learn modding for Civ IV??

All I know about CivIV modding was thanks to these tutorials:
http://forums.civfanatics.com/showthread.php?t=234970
http://forums.civfanatics.com/showthread.php?t=139721
http://forums.civfanatics.com/showthread.php?t=176460

I hope they are usefull, I have made a few units, I can share the source code (XML)... in fact:

http://forums.civfanatics.com/showthread.php?t=218654
here at post #14 there is the Pathfinder, you can download it and check the XML, only contains the info needed for the pathfinder, so you don't have to check the whole CivIV XML files.

Aussie_Lurker
Feb 07, 2008, 11:10 PM
As it so happens, I can help from a non-modding perspective. I was a long time player of the game Babylon 5 Wars, so I know ALL the names of the various ships. For instance, you had the Minbari Sharlin War Cruiser, the Centauri Vorchan Frigate & the Omega Class Destroyer of the Earth Alliance. The Narn had the G'Quan class cruiser as their primary vessel & the Vree had the Battle Saucer. I will need to check my original sources, but I reckon I can give you the names of over 100 ships from Babylon 5.

Aussie_Lurker.

PsiCorps
Feb 08, 2008, 11:36 AM
Thanks for all of the suggestions and advice.:D
I'm going to work on the events first as i've got more of information on this than anything else. I also have a copy of what an existing event looks like so all i have to do is amend that and add all the information i want into it.
Hopefully i'll be able to post on here what i've done so it can be pulled apart and my mistakes laid bare.:sad: But, that's the only way i'm going to learn anything.

Ajidica
Feb 08, 2008, 02:44 PM
I can't help you work on it, I am working on another mod. I can look at xml files and try and find any errors.

PsiCorps
Feb 10, 2008, 08:34 AM
Hi all, here is the first event i've struggled all weekend to put together. At the moment i haven't put into place any of the benefits from making the choices offered mainly as i'm not 100% positive which way to do it. Do you put all of the benefits in regardless of the choice made or is there a separate 'logic' to each response!:confused:

I Think there is some Python stuff that goes with the event but whilst i was reading that my brain dribbled out of my ear. So, now it's time to relax and play some Civ for a bit.:cool:

Looking forward to everyone telling me that this or that is wrong and that there is huge amounts missing.:goodjob:

Ajidica
Feb 10, 2008, 09:09 AM
I have never done a event modding, but it looks looks good. no missing '<' ,'>', or '/'. One thing I would reccomend. Get the 'base' of the mod done, like ships, civs, techs etc, etc... Leave even modding until later. I don't know your vision exactly for this mod, but I consider custom events, icing on the cake.
EDIT: Please don't take this as trying to be domineering. I fully respect the fact this is your mod.

Premier Valle
Feb 10, 2008, 01:01 PM
^^ agreed, I believe Event modding should be done later, on the other hand, I don't recall seeing events in FF, so an experiment to see if Events can happen in FF is a good thing (And I'm sure events can take place in FF).

Now from a developer view, I think that planning comes first, but lets see, (a little warning: I have never created an event :p):

Event: Ancient ruins
Text: Extensive ruins of an extinct but obviously advanced civilization have been found in this star system

Options:
1. We should preserve these amazing echoes of greatness for posterity.
2. Excellent! Their loss is our gain; search for valuables!
3. We should study these technological marvels and better ourselves.
4. Let's make this archaeological gold-mine a Planetary Heritage Site and bring in the tourists!

but what are the benefits of each choise??, perhaps:
1. +10 influence on the system
2. + 400 credits
3. + 10% research on the system
4. + 10% credits in the system

or did I miss the benefits in the code. A suggestion:
5th Option: Great! Salvage whatever you can.

5th benefit: You get a free ancient ship! (a ship of the first ones :eek:) <- Warning: the ship can go rogue (remember the Ganymede Shadow vessel?)

-----------

Now, I'm not sure about this:
<TEXT>
<Tag>TXT_KEY_EVENTTRIGGER_GREAT_BEAST</Tag>
<English>%s1_civ_adjective hunters have discovered a great beast lurking near one of their camps</English> </TEXT>

I know it is a clone of the great beast event, but I don't get the use of these lines.

EDIT: I have also posted on the Units Graphics request thread to see if someone wants to make the B5 ships, but no answer yet..

Thorgrimm
Feb 10, 2008, 02:16 PM
When it comes to B5 Ships, I have just about every one for the show, either in 3DS or LWS formats, and a lot of the ones used in the B5 Wars minitures game. The problem is getting someone to turn them into units for civ 4. :(



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Feb 11, 2008, 11:46 AM
OK, so i suck at events:lol:

From what i've read here and on other threads, i need to do a lot more fleshing out of the overall proposal. Benefits of techs, personalities, buildings etc. As well as ship types I guess I need to outline combat values for the different units and what combat promotions are available with the different tech advancemets will provide. Is there anything else i need to do before i start on the more advanced proposal?:confused:

PsiCorps
Feb 11, 2008, 12:00 PM
Now, I'm not sure about this:

Quote:
<TEXT>
<Tag>TXT_KEY_EVENTTRIGGER_GREAT_BEAST</Tag>
<English>%s1_civ_adjective hunters have discovered a great beast lurking near one of their camps</English> </TEXT>

I know it is a clone of the great beast event, but I don't get the use of these lines.

EDIT: I have also posted on the Units Graphics request thread to see if someone wants to make the B5 ships, but no answer yet..

Nearly forgot to mention this bit. I forgot to amend this bit of text when i was doing the work. it should read <TEXT>
<Tag>TXT_KEY_EVENTTRIGGER_GREAT_BEAST</Tag>
<English>%s1_civ_adjective colonists have discovered a great underground city near one of their settlements</English> </TEXT>

The benefits of the event was one of the things that really had me puzzled. Did i put all the benefits in that were needed or did i have to do different sections for different choices?:crazyeye:

That's something for much later as wiser modders have informed me.:goodjob:

Premier Valle
Feb 11, 2008, 06:29 PM
@PsiCorps
I'm sure you have read Kael's guide for modding, there is an event section

@Thorgrimm
Great man!... mmmhhh, I think I've seen some tutorials on how to do that.

Now, I'm thinking on work on the tech tree, I'll post when I get something.

Thorgrimm
Feb 11, 2008, 06:51 PM
@Thorgrimm
Great man!... mmmhhh, I think I've seen some tutorials on how to do that.

Now, I'm thinking on work on the tech tree, I'll post when I get something.

If you can actually make them I am pretty sure we can fill the entire ship requirements needed. I have over 136 different B5 models that are already created and textured, including B5 Station and Earth Force One, PsyCorps Mothership, PsyCorps Starfury, Shadow Omega, Warlock, to name just a few. :D



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Feb 12, 2008, 05:51 AM
Now, I'm thinking on work on the tech tree, I'll post when I get something.
Premier Valle I'm at work at the moment so i can't show you what i've done so far with a tech tree. As soon as I get home i'll PM you to see how best to proceed with what i've been working on and what ideas you have.

PsiCorps
Feb 12, 2008, 02:06 PM
Please find below some of the things i came up with for a tech tree. I tried, as far as possible, to stick within the technology shown by the series but i guess we can keep some of the FF stuff. Makes it a little easier to do the MOD.
Obviously there are a lot more things that need to be added to this list, especially planetside buildings/improvements.
Tech’s and benefits:-
Communications lasers - Construct planetary communications network. +1 Happiness +1 Culture.
Planetary construction - 25% faster production of ships on planets. Negated by construction of orbital Shipyard.
Early space exploration - Construct satellite network. +1 Culture.
Space exploration - Construct scout ship
Laser weapons – Enables Mk I defence grid. (+20% defence bonus) Required to build corvette and larger sized ships.
Early orbital engineering – Construct mining ship (worker)
Suspended animation – Enables construction of colony ships.
Fission power – Construct nuclear power station +25% Production, -1 Health, -1 Happiness also enables fission engine and fission missiles. Leads to fusion power.
Fusion power – Construct fission power station or for a fee player can upgrade nuclear power station.
Removes negative effects of fission power also replaces fission engine with fusion engines. Leads to fusion and plasma weapons.
Fusion and plasma weapons – Required to build Corvette and larger sized ships.
Zero gravity training – Required to build Corvette and larger sized ships.
Orbital engineering - Construct space station (castle)+2 Culture, construct orbital shipyard +25% faster ship production.
Advanced orbital engineering – Enables construction of corvette/frigate sized ships
Hydroponics - +2 Health
X-ray Laser – Required for particle weapons research
Particle weapons – Required to build destroyer and larger sized ships.
Ship construction – Enables construction of destroyer and cruiser sized ships.
Small attack craft - Required to build fighters and bombers
Artificial gravity theory - Required to build destroyer and larger sized ships.
Terra-forming – Enables construction of terra-forming plant. This allows settlement of more planets and for greater populations on planets.
First contact protocols - Can only be researched after an alien race has been met or alien artefacts have been discovered.
Language translation - Enables tech trading
Universal language - Enables players to establish an embassy with another race
Xeno-biology – Can only be researched after an alien race has been met. +2 health
Ion energy theory – Enables research into ion power
Ion power – Enables Ion power station
Ion/particle engine - Enables improved engines for ships (increases movement)
Ion weapons – Required for Capital ships (dreadnoughts)
Rail weapons – Leads to mass drivers. Also increases planetary bombardment damage (as a catapult or trebuchet)
Mass drivers - Increases planetary bombardment damage (Use of these weapons gives negative reactions from other races is like use of nukes)
Organic technology
Data storage - +2 Science
Energy mines – Enables Energy mines promotion ( 2 – 3 first strikes)
Advanced data storage - +2 Science
Doomsday weapon
Galactic diplomacy – Enables Babylon Station wonder (UN)
Ground troops - Replaces the planetary defence ship. 1 ground unit per population point on a planet
Marines – Carried by invasion ships or troop transports. These units are the only way to capture a star system.
Artificial gravity – Increase movement of all units by 50%
Hyperspace theory - Required to build and use hyperspace (jump) gates
Hyperspace vortex generators - Required to build hyperspace (jump) gates
Hyperspace gates – Enables construction of hyperspace (jump) gates
Plasma engine
Gravimetric engine
Jump engines – Enables destroyer and larger ships ability to enter hyperspace (unit becomes a self
contained airport able to jump from 1 place to another in one turn)
Matter/antimatter
Quantum singularity
ZPF – Hyperspace tap
Credit chit – Enables trade/intergalactic currency

Premier Valle
Feb 12, 2008, 05:30 PM
OK, I have tried to make a tech tree, it obviously needs more work, I have changed the names of a few techs and have added a few other.

B5 Tech Tree (http://forums.civfanatics.com/uploads/126205/FF-B5_TechTree.zip)

It is in *.doc format (within a zip file because the uploader doesn't allow for doc files)

Name changes:
Communication Lasers -> Tachyon Link
Hyperspace Vortex Generators -> Vortex Generators
Hyperspace Gates -> Jump Gates

Added Techs:
- Solar Panels : I needed another basic tech so I added this one
- Missiles : Another projectile-type weapon (other than railguns)
- Artificial Intelligence
- Deep Space Exploration
- Ascension : Enables the "Last Voyage" project (Space race victory), 2 Planetary Self-Defense Protocols, 10 "10% population leaves for the Rim"

I left some other techs out deliberately, either because I found no place to put them or because I saw no use for them. So others I grouped together, like the "Energy Weapons" tech.


So, what do you think??

BTW: I did this tech tree before reading PsiCorps's last post

PS: how do we include telepathy in the game? (talking about Psicorps ;-) )


@thorgrimm:
I haven't look to much into graphics but do you think this may be usefull?
http://forums.civfanatics.com/showthread.php?t=184327

Premier Valle
Feb 12, 2008, 09:58 PM
Hi again, I found this thread (http://forums.civfanatics.com/showthread.php?t=262402) :eek:, check it!

a few minutes after the thread this happened:

screen0 (http://orbita.starmedia.com/homero_valle/CivFanatics/Valen0.JPG)
screen1 (http://orbita.starmedia.com/homero_valle/CivFanatics/Valen1.JPG)
screen2 (http://orbita.starmedia.com/homero_valle/CivFanatics/Minbari0.JPG)


these are of course only tests, but I got a little excited.

PsiCorps
Feb 13, 2008, 11:38 AM
Hi

Name changes:
Communication Lasers -> Tachyon Link
Hyperspace Vortex Generators -> Vortex Generators
Hyperspace Gates -> Jump Gates

Name changes are fine

Added Techs:
- Solar Panels : I needed another basic tech so I added this one
- Missiles : Another projectile-type weapon (other than railguns)
- Artificial Intelligence
- Deep Space Exploration
- Ascension : Enables the "Last Voyage" project (Space race victory), 2 Planetary Self-Defense Protocols, 10 "10% population leaves for the Rim"

Added techs are good too, although rather than use Ascension as the title (bit too Stargate SG1) maybe we could find another more B5 orientated title - 'Beyond the Rim' for example.

I Thought we could use Telepathy as a bonus to Espionage as well as it enabling a second type of spy and extra missions. E.G. Everyone can build Spies until Telepathy event at which point the player can build Telepath Spies (PsiCorps for the humans). Telepathy would automatically give +2 to espionage in all that races star systems. Telepath Spies could get additional espionage missions in addition to the standard missions. All spies would have to move along established trade routes to get to their destination.

Hi again, I found this thread , check it!

a few minutes after the thread this happened:

screen0
screen1
screen2


these are of course only tests, but I got a little excited.

Really impressed with those pictures. I'm guessing the language is Spanish but either way, would love to find out more.

Premier Valle
Feb 13, 2008, 03:53 PM
Added techs are good too, although rather than use Ascension as the title (bit too Stargate SG1) maybe we could find another more B5 orientated title - 'Beyond the Rim' for example.

You are right, "Beyond the Rim" feels better. What do you think about the tech tree distribution... it just doesn't feel right for the hyperspace to be discovered so late in the game, but I can't see how to make its discovery earlier (techwise).

On a different area, I have used my limited artistic skills to start mking the buttons:
http://orbita.starmedia.com/homero_valle/CivFanatics/B5_Buttons.jpg
I already have them in DDS format (with a blank alpha channel).

a few other things I've been thinking:

- Since Civ is a "what if" game, I think we should add some worlds of the "League" (we need more than just 4 civs), but only the more representative ones: Drazi, Brakiri, Vree, Pak'ma'ra, and Markab. However to "honor the major B5 powers" we could only add a single leader for this ones.

- The concept of "Aircraft carriers" (or should I say Spacecraft Carrier) doesn't exist in B5, however, Capital ships are often capable of carrying fighters/bombers, I believe that some ships should be able to carry a single squadron and through promotions make them able to carry more. I think that it would be overpowered to make them able to carry more squadrons right from the start.

- Talking about traits, should we use a "trait(s) per leader" approach (like the standard game), a "trait per civ" approach (like Final Frontier) or a mix of both having a common trait for each civ and another trait for each civ leader??

And yes, it is spanish, but when adding units to the standard game I tried to add multi-languaje support (English, Spanish and German), I found it to be too time consuming (above all the german, for I'm just starting to learn that languaje), so I say, if we are to provide multi-languaje support lets leave that for a post-release stage.

EDIT: Also, we need, System names, I have a star map in a B5 book, I'll post it later, there is plenty of system names for the EA, however there are little for the rest.

Thorgrimm
Feb 13, 2008, 06:32 PM
The concept of "Aircraft carriers" (or should I say Spacecraft Carrier) doesn't exist in B5, however, Capital ships are often capable of carrying fighters/bombers, I believe that some ships should be able to carry a single squadron and through promotions make them able to carry more. I think that it would be overpowered to make them able to carry more squadrons right from the start.

If you ever played the B5 Wars miniature game they added the concept of Carriers and Missile Boats to the Universe. And since it was officially licensced by Warner Bros, most folks consider their additions as canon. And I do have at least one carrier model for all the major races and even a couple for the minor ones. :)



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 13, 2008, 07:28 PM
:( No, I never played the Miniature Game... actually, until now, I didn't even knew it existed:blush:

A little update: I just made the flags for the major powers.

And the starmap: [its BIG!]
http://forums.civfanatics.com/uploads/126205/B5_StarMap.jpg

It is a photo taken from a book (I have no scanner)

MickyKitsu
Feb 14, 2008, 03:08 AM
Hey all. I'm a big B5 fan (been watching all the DVDs again this last few weeks).
I gotta say, i'm excited by the prospect of a B5 mod, and i'm really keen to see it get made and released.

Ive had a think and i've had some ideas about things you could do to make it work. :)



HYPERSPACE & INTERSTELLAR TRAVEL.
For starters, I'm of the opinion that each race should be locked into their home star system and the eight squares around it until they learn hyperspace technology, so therefore hyperspace tech should be available right towards the start of the tech tree.

This can be done by making a "deep space" terrain, which has a seriously high movement penalty, AND, a very high chance of destroying any units that enter it. So its possible to move thru it, but only briefly.

OK, so, how do they explore? Well, create a "Probe" unit, which is like a cross between a fighter and a missile, in that you can do a recon mission with it (only short range though), but that mission destroys it. In this way, the player can get some early exploration done.

Now, we need some way to enable hyperspace tech to make that 'deep space' terrain traversable. So how about we set it up this way:
When the "jump gate" technology is discovered, the player will get a free Great Person. This Great Person will actually be a disposable Jump Gate builder - his special ability is that you can consume him to build the "Jump Gate" improvement at that system.
A jump gate will allow the construction of Explorer Ships, which would be a National unit, that you're only allowed to have 1 or 2 of. These Explorer Ships would be able to cross the 'deep space' terrain type without any movement penalty and with the danger of losing them severely reduced, which none of your basic ships can safely traverse, so you can use them to explore.

Ok, so we have Explorer Ships, that can leave the system and explore. So you can use those to find other systems. And hey, here's the tricky bit:
Explorer Ships can build "Hyperspace Beacons" which is essentially a road.
By following the Hyperspace Beacons, other ships can have that high movement penalty removed - somehow, we'd also need to have that danger of losing the unit removed too.

So yeah - Explorer Ships can explore, and build beacons, and this will allow your civ to expand, since they should be the only ones who can build beacons.
Explorer Ships can also be consumed in order to create Jump Gates. If we can somehow set it up so that a system requires a Jump Gate in order to be colonised, that'd work pretty damn well :)

At this point, you can start colonising other systems.




THE LEAGUE OF NON-ALIGNED WORLDS
Ok, i had an idea that could make the League work as a single civ, but my guess is that it'd take a fair bit of work to actually do... so lets see if it's viable.

The League should have 4-5 leaders availible, each representing one of the major league races - ie. Drazi, Brakhiri, Vree, Gaim, etc.
That leader will have a trait that will allow the construction of THAT RACE'S line of ships (which, i think, should be shortened to only include a couple of ship classes).
The League player should have access to a special line of technology or civics that is... essentially, its like a progression. Step 1, step 2, step 3, League Unification. So these are steps along the line of slowly bringing the different races together. Each of these steps will have a couple of extra benefits, and each represents adding another race or two to the League.
So lets say you're playing as the Drazi, which allows you to construct the drazi line of ships (Star Serpents, Strikehawks, Sunhawks). You then get the first step towards League Unification (be it a technology or a civic, im thinking a civic). This will allow you to build a couple of new UU ships, one for each of the new races, as well as having boosts to culture and commerce.
Each further step will add another UU ship or two from the next set of races, and some additional benefits.

Here's my thinking - i'm presenting it as a set of Civics that only the League player will be able to access.

(Basic)
No effects.

(Step 1)
+10% Culture
+10% Commerce
+10% Maintenance Costs (to simulate the effects of beaurocracy)
Allows construction of (Scout and Corvette class League ships, assuming that all the necessary technologies for those ships have been researched.)

(Step 2)
+10% Culture
+20% Commerce
+20% Maintenance Costs
+20% War Weariness (to simulate the fact that they dont quite trust each other, you'd have more civil unrest and such)
Allows construction of (Scout, Fighter, Corvette, Frigate class League ships)

(Step 3)
+15% Culture
+25% Commerce
+25% Maintenance Costs
+25% War Weariness
+1 Unhappiness (Again, simulating mistrust)
Allows construction of (Scout, Fighter, Bomber, Corvette, Frigate, Destroyer class League ships)

(League Unification) (Would require the construction of a Wonder, i think, which would also double as something like the Forbidden Palace)
+20% Culture
+25% Commerce
+25% Maintenance Costs
+25% War Weariness
+2 Unhappiness
Allows construction of (All League ships).




PIRATES, RAIDERS, GOODIE HUTS
Goodie Huts should be, i think, a wrecked First Ones ship of some sort.

Pirates and Raiders, well... I gots an idea for that ;)

As we know, during the epic Civ4 game, the roaming barbarian units get stronger based on what Era the players are in. Lets do the same thing here, but make it follow the Bab 5 timeline a little bit.

So here's some ideas for Eras, and the pirate/raider ships that could appear during that era.

Age of Discovery
-Renegade (just a crappy little attack ship thing).

Age of Expansion
-Dilgar Raider (Since the Dilgar were obviously pretty low-tech, compared to other races).
-Dilgar Destroyer

Age of Conquest
-Stribe Raider
-Rogue Dilgar (a weak ship, by this point)
-Pirate Raider
-Rogue Narn cruiser

Age of Shadows
-Shadow Scout
-Shadow Battlecrab

Age of Fire
-Shadow Battlecrab
-Vorlon Cruiser
(If you're feeling really nasty, maybe make a really rare appearance of the Vorlon Planetkiller ;) )

Age of Ashes
-Rogue Centauri Cruiser
-Rogue Drakh Raider (since you said the Drakh would be playable..)







These are the ideas i've had so far - hope they prove helpful or useful in the production of this mod. Good luck with it, i'll certainly be cheering you guys on :)

Thorgrimm
Feb 14, 2008, 08:46 AM
MickyKitsu, one nit I needed to pick;

Age of Expansion
-Dilgar Raider (Since the Dilgar were obviously pretty low-tech, compared to other races).
-Dilgar Destroyer

The Dilgar were NOT minor. if not for the intervention of the Earth Alliance the Dilgar would have conquered the League of Non-Aligned Worlds. They went extinct when the EA drove them back to their homewolrd and then its star went nova. See the Episode Deathwalker dealing with the Dilgar Warmaster Jahdur. :)

@ Premier Valle, FF has one ginormous problem when it comes to the Worldbuilder, the systems only show as dotted lines. Jebus27 came up with a way to actually get them in the proper place but it is a ROYAL pain to do. So if you want a scenario based on that map, it is going to take one heck of a lot of work to do. :(

See this thread:
FF System/Planet editing tutorial (http://forums.civfanatics.com/showthread.php?t=236028)




:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Feb 14, 2008, 01:16 PM
A lot of stuff to respond to since last night. Premier Valle first -

- Since Civ is a "what if" game, I think we should add some worlds of the "League" (we need more than just 4 civs), but only the more representative ones: Drazi, Brakiri, Vree, Pak'ma'ra, and Markab. However to "honor the major B5 powers" we could only add a single leader for this ones.

I Agree, a choice of leaders for the 4 major races but if you choose any of the league worlds you get the one leader. The Drazi, Brakiri, Vree, Pak'ma'ra, Markab and Dilgar should make up the Non Aligned player options.

The concept of "Aircraft carriers" (or should I say Spacecraft Carrier) doesn't exist in B5, however, Capital ships are often capable of carrying fighters/bombers, I believe that some ships should be able to carry a single squadron and through promotions make them able to carry more. I think that it would be overpowered to make them able to carry more squadrons right from the start.

The early Earth Alliance corvette carried no fighters and the early cruisers only carried 1 squadron of fighters. So in keeping with this we could have promotions that give extra fighter bays or alternatively a random event that gives an increase to the number of squadrons that can be carried by a particular ship class. Improvements in technology could also lead to an increase in the number of squadrons a ship class can carry. E.G researching Fighter Doctrine would mean all ships built thereafter can carry an additional squadron or 3.

- Talking about traits, should we use a "trait(s) per leader" approach (like the standard game), a "trait per civ" approach (like Final Frontier) or a mix of both having a common trait for each civ and another trait for each civ leader??

I Think each race and leader should have a trait. EG. Humans could have the Imperialistic trait. If Sheridan is the leader he could be Charismatic. This gives the race it's characteristics. As an alternative, the players could be allowed a choice of what their racial trait is but the leaders have a fixed trait.

EDIT: Also, we need, System names, I have a star map in a B5 book, I'll post it later, there is plenty of system names for the EA, however there are little for the rest.

In my initial proposal I named all of the Worlds/systems i could find that had featured in both the B5 CCG and the TV series. A lot of systems just have sector numbers so they could be randomly generated once a player runs out of know system names. Of course, players would still have the option to change the name of the system to anything they wanted.

Onto Thorgrimm now -

If you ever played the B5 Wars miniature game they added the concept of Carriers and Missile Boats to the Universe. And since it was officially licensced by Warner Bros, most folks consider their additions as canon. And I do have at least one carrier model for all the major races and even a couple for the minor ones.

One of the shows featured a very Large Psi Corps Mothership in hyperspace (can't remember the particular episode) so i would agree with you that Carriers should be allowed and able to carry a fair number of fighters. At present working from http://www.b5tech.com/earthalliance/earthallianceshipsandvessels/earthcapships/earthcapships.html you can see the numbers of fighters carried by the various classes of ships. All that needs to be agreed on is how many fighters make up a unit for conversion to the mod. Is a unit/squadron 6 fighters or more? 6 would be simplest as it would mean that the Hyperion class cruisers carried 1 unit and the destroyers all carried 6. This would mean the carrier should hold at least double the amount of a destroyer. We can argue about this later :lol:

Back to Premier Valle -

A little update: I just made the flags for the major powers.

And the starmap: [its BIG!]

There looks to be a lot more systems named there than are included in the B5 CCG or were mentioned directly in the series. We should make the most of the names and use them wherever we can. I'm not too worried about the map being an exact replica of the universe. Who would want to play the same map over and over? I Like Chaos, random maps every time.:D
However i know that some people like to play on the same maps eg earth. So if it's possible we should provide a 'historical' map as well as a random map.

Finally we have MickyKitsu -

HYPERSPACE & INTERSTELLAR TRAVEL.
For starters, I'm of the opinion that each race should be locked into their home star system and the eight squares around it until they learn hyperspace technology, so therefore hyperspace tech should be available right towards the start of the tech tree.

This can be done by making a "deep space" terrain, which has a seriously high movement penalty, AND, a very high chance of destroying any units that enter it. So its possible to move thru it, but only briefly.

OK, so, how do they explore? Well, create a "Probe" unit, which is like a cross between a fighter and a missile, in that you can do a recon mission with it (only short range though), but that mission destroys it. In this way, the player can get some early exploration done.

Now, we need some way to enable hyperspace tech to make that 'deep space' terrain traversable. So how about we set it up this way:
When the "jump gate" technology is discovered, the player will get a free Great Person. This Great Person will actually be a disposable Jump Gate builder - his special ability is that you can consume him to build the "Jump Gate" improvement at that system.
A jump gate will allow the construction of Explorer Ships, which would be a National unit, that you're only allowed to have 1 or 2 of. These Explorer Ships would be able to cross the 'deep space' terrain type without any movement penalty and with the danger of losing them severely reduced, which none of your basic ships can safely traverse, so you can use them to explore.

Ok, so we have Explorer Ships, that can leave the system and explore. So you can use those to find other systems. And hey, here's the tricky bit:
Explorer Ships can build "Hyperspace Beacons" which is essentially a road.
By following the Hyperspace Beacons, other ships can have that high movement penalty removed - somehow, we'd also need to have that danger of losing the unit removed too.

So yeah - Explorer Ships can explore, and build beacons, and this will allow your civ to expand, since they should be the only ones who can build beacons.
Explorer Ships can also be consumed in order to create Jump Gates. If we can somehow set it up so that a system requires a Jump Gate in order to be colonised, that'd work pretty damn well

At this point, you can start colonising other systems.

The Hyperspace gate network was constructed by the First Ones. There is little other information on the history of the jump gates. The Centauri discovered a jump gate within their own system as they started to explore space so we should allow for an early random event that allows for the discovery of a jump gate. This doesn't mean the player knows how to use the technology but it would allow them access to research the technology to use it.
Early human efforts to go out to the stars were using 2 person sleeper ships (as seen in season 2 episode 'The Long Dark') until the Centauri sold them technology and 'allowed' the EA to use the gate network. They were unable to colonise any systems until they had gate access. The only way to reflect this would be to have any colony ships move at speed 1 through normal space where they would be vulnerable to many hazards. Treat it like a Galley going out to sea in Civ III (i think), random chance each turn that the unit is lost.

THE LEAGUE OF NON-ALIGNED WORLDS
Ok, i had an idea that could make the League work as a single civ, but my guess is that it'd take a fair bit of work to actually do... so lets see if it's viable.

The League should have 4-5 leaders availible, each representing one of the major league races - ie. Drazi, Brakhiri, Vree, Gaim, etc.
That leader will have a trait that will allow the construction of THAT RACE'S line of ships (which, i think, should be shortened to only include a couple of ship classes).
The League player should have access to a special line of technology or civics that is... essentially, its like a progression. Step 1, step 2, step 3, League Unification. So these are steps along the line of slowly bringing the different races together. Each of these steps will have a couple of extra benefits, and each represents adding another race or two to the League.
So lets say you're playing as the Drazi, which allows you to construct the drazi line of ships (Star Serpents, Strikehawks, Sunhawks). You then get the first step towards League Unification (be it a technology or a civic, im thinking a civic). This will allow you to build a couple of new UU ships, one for each of the new races, as well as having boosts to culture and commerce.
Each further step will add another UU ship or two from the next set of races, and some additional benefits.

Here's my thinking - i'm presenting it as a set of Civics that only the League player will be able to access.

(Basic)
No effects.

(Step 1)
+10% Culture
+10% Commerce
+10% Maintenance Costs (to simulate the effects of beaurocracy)
Allows construction of (Scout and Corvette class League ships, assuming that all the necessary technologies for those ships have been researched.)

(Step 2)
+10% Culture
+20% Commerce
+20% Maintenance Costs
+20% War Weariness (to simulate the fact that they dont quite trust each other, you'd have more civil unrest and such)
Allows construction of (Scout, Fighter, Corvette, Frigate class League ships)

(Step 3)
+15% Culture
+25% Commerce
+25% Maintenance Costs
+25% War Weariness
+1 Unhappiness (Again, simulating mistrust)
Allows construction of (Scout, Fighter, Bomber, Corvette, Frigate, Destroyer class League ships)

(League Unification) (Would require the construction of a Wonder, i think, which would also double as something like the Forbidden Palace)
+20% Culture
+25% Commerce
+25% Maintenance Costs
+25% War Weariness
+2 Unhappiness
Allows construction of (All League ships).

I've already covered some of the league stuff earlier but if they are kept as non player races then your step system would work quite well. How about adding something to the pot such as at step 1 they can have a defence treaty with another non aligned race, at step 2 they can have a 3rd non aligned race and so on. Once they have reached step 5 and signed a defence treaty with a 6th race they automatically form the League of Non-Aligned Worlds. To keep the system fair there should be some sort of research needed to increase to each step.

PIRATES, RAIDERS, GOODIE HUTS
Goodie Huts should be, i think, a wrecked First Ones ship of some sort.

The goodie huts aren't a big favourite of mine for this mod. Agreed there could be random events for scout ships such that they find the wreckage of an alien ship. With a choice of benefits for the discovery. A bonus to a reasearch project or access to a star map. Nothing major. A wrecked First One ship would give the race that found it such a huge advantage it could unbalance the game. I want to try and keep the mod as close to B5's 'realism' as possible.

As for pirates they shouldn't be generated in deep space. They need to come from somewhere. My event suggestion would solve this quite well if it could be worked in. Unless a player deals with the pirate squadron within a few turns they will attract more fighters/light ships to their cause and pretty soon you have a system isolated by pirate activity and a long fight to restore order in the system. The system could even realise the pirates are a better option than staying within the players empire and rebel forming either a new empire or a barbarian/pirate system.

@ Premier Valle, FF has one ginormous problem when it comes to the Worldbuilder, the systems only show as dotted lines. Jebus27 came up with a way to actually get them in the proper place but it is a ROYAL pain to do. So if you want a scenario based on that map, it is going to take one heck of a lot of work to do.

I Think i covered this bit earlier but if we could do the historical map then the mod has both the flavor of the series and the ability for the players to play blind on a random map. I'm really pleased with the input everyone has been making to this. I just hope we can get it off the ground and into space.:lol:

Thorgrimm
Feb 14, 2008, 02:21 PM
PsiCorps, you really need to read that thread of Jebus27's to see just how difficult it is to add your own star systems, and remember that has to be done for EACH star system. :eek: Also, IIRC the EA squadrons were 6 fighters in strength. Below is an incomplete list of ships and their fighter compliments.

Earth Force-1 Carried 4 Presidential Escort Starfuries
The Explorer Class carried 16 Starfuries
The Hyperion carried 6
The Omega carried 36
The Shadow-Omega carried 36
The Warlock carried 42
The Nova carried 36
The Psi Corps Mothership carried 36
The B5 Station carried 48
The Victory carried 56

The ISA Whitestar carried 4 Nial fighters

The Minbari Sharlin carried 15 Nial fighters
The Minbari Morshin Carrier had 48 Nial fighters

The Narn G'Quan carried 12 Frazi fighters

The Centauri Primus carried 12 Sentri fighters
The Centauri Balvarian carrier had 18 Sentri fighters
The Centauri Vorchan carried none

The Dilgar Sekhmet Cruiser carried 30 fighters

The Drazi Firebird carried one as a parasite
The Drazi Sunhawk carried one as a parasite

The Brakiri Avioki Cruiser carried 6 fighters
The Brakiri Tashkat Battlecruiser carried 12 fighters

The Raider Carrier had 21 Zephyr 109 fighters

The Shadow Cruiser carried 40 fighters

The Vorlon Dreadnaught carried 40 fighters


A Li'l something on the Dilgar to show they were definitely not weaker than the others. ;)

The xenophobic Dilgar Empire, faced with extinction when it was discovered their sun was about to go supernova lead a bloody campaign to capture territory and assure the survival of their species between 2229 and 2232. The Dilgar's murderous rampage across the quadrant was lead by the Sekhmet class Heavy Cruiser. This type vessel was the flagship of the Dilgar race and was considered a match for even the advanced warships of the Centauri Republic.

Measuring 1,200 meters in length, this class vessel was armed with numerous weapons, including X-ray Laser cannons similar to Centauri in design, pulse cannons, and heavy plasma cannons. This made the Dilgar Heavy Cruiser similar in power to a modern Hyperion or Omega class Destroyer and their artificial gravity technology and gravimetric propulsion put them on par with the Centauri. Some have even suggested that the Dilgar were more advanced than the Centauri and closer to the Minbari technologically.

The Sekhmet struck fear in every race in the quadrant. Even the blustering Narns backed down from confronting the Dilgar when their own defenses on the Narn colony of Halax VII proved ineffective in the face of the Sekhmet Heavy Cruiser's assault. By the time Narn forces arrived at the fallen colony it was learned that the Dilgar Warmaster Jha'Dur, better known as "Deathwalker", had experimented and infected the entire colonial populace with biogenic weapons, killing almost all the Narn colonists. After this attack, the Narn dared not stand in the way of the Dilgar invasion of the Nonaligned Worlds.

Fortunately for everyone in the quadrant, the Earth Alliance joined the battle against the Dilgar in late 2231 and, together with the surviving forces of the League, beat the Dilgar back to their homeworld. In 2232 the Dilgar were defeated and the Earth Alliance accepted their unconditional surrender. As part of that surrender Earth forces blockaded the Dilgar jump-gate, confiscated all the Dilgar's quantium-40 supplies as reparations and imprisoned the Dilgar in their home solar system. This imprisonment proved to be a death sentence however as the Dilgar's star went supernova a year later, wiping out the threat of a renewed Dilgar conquest.




:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 14, 2008, 04:14 PM
WOW!, lots of new info :).

@MickyKitsu

I found the idea of the "probe" a very good one, it'll give the user something to explore some space.

About the "Deep space terrain", I think it is not possible, for that would require us to mess with the map-script used to create the maps, and I bet it is not easy. The closest thing to your idea that I think could work is changing the "empty space terrain" adding to it movement penalties.

The way you talk about the hyperspace with beacons replacing roads... great!, and just like in FF where the end of a warp/jump lane is located a different graphic appears, so there we could place a jump gate.

And yes, the Dilgar are (ejem...were... :p) far from "weak".

@ Thorgrimm
I was just talking about System Names, it wasn't my intention to create such a map,... but now that you mention it, it could be used for an scenario, but that should be left for a post-release moment, the core B5 game comes first ;).

@PsiCorps
How could I forget to mention the Dilgar...
Yes, of course, only some capital ships could carry fighters.
And about the Traits, I agree, a trait per race plus a trait per leader, what does everyone else think?

I confirm that a squadron has 6 crafts; now, on the issue of squadrons per ship, I think that some capital ships should be allowed to carry 1 squadron, and since we have agreed on the existence of carriers those would be the major fighter deployment tool, otherwise a small fleet could be overpowered (that, or we'll realy have epic battles :eek:), comments?

@Thorgrimm
Some of the ships you mentioned I do not recognize, such as the Morshim, and others, I assume those are the miniature game ones, looking forwar to meet them!

Now onto the news!:
Here is a JPEG with the Tech Tree I posted some time ago.
http://forums.civfanatics.com/uploads/126205/B5_TechTree.jpg
I havent changed some names, such as "ascension" for "Beyond the Rim",
with hyperspace techs so late in the tree we have guaranteed that there won't be Deep Space colonization, only "near space" colonization would be feasible, however hyperspace should be available by mid-game (IMHO) so what do we do about it?, perhaps expanding the tech tree, or just rearranging it?
There are more techs in PsiCorps list, do you think those should be added? and were? (many of those I left out because I couldn't found were to place them).
I have added succesfully two techs into the FF tree (of course these do nothing, but they work!)
I have made a few more advances, I'll post some screens later.

About the goodie huts, I like them, but true, to find a ship of the first ones is overpowering he who finds it, however we can take some steps into it, an event, were the ship goes rogue (and becomes a Pirate/barbarian) like in Ganymede, or we could set it simply to some advance in the actual research or a free tech; other than that, yes goodie huts should have simple things.

Early human efforts to go out to the stars were using 2 person sleeper ships (as seen in season 2 episode 'The Long Dark') until the Centauri sold them technology and 'allowed' the EA to use the gate network.
That is the reason why I put "Early Space Exploration" after "Suspended Animation", however MickyKitsu's idea of the probe should be available after Fussion has been researched (much like the real "Voyager I and II").


Alright, I'll go and grab something to eat, and then I'll take some screenies.

Ajidica
Feb 14, 2008, 04:25 PM
Since the map is going to be a scenerio, you can add custom terrain, (I think). Just set is as unpassabe, and make some ships be able to pass it with the right tag in the unitinfos xml file.
When suggesing unit ideas and techs, please put it in spoilers. It is really annoying trying to scroll down the page with all the information.

Thorgrimm
Feb 14, 2008, 04:41 PM
@ PremierValle, thats a good tree so far, but I think we would need to seperate the weapons development from the civilian developments. Since a lot of weapons and defenses would have not very much to do with the branches you have in that tree so far.

For example, Gauss weaponry, or also known as rail weapons, has not a thing to do with fission power and everything to do with superconducting and energy transference.

This is just my dos centavos though. :D



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 14, 2008, 05:50 PM
Hi, I'm back after a bath and a meal :D.

Since the map is going to be a scenerio...

I share PsiCorps idea of having random maps, however a scenario (or several) are not (by any chance) left out of the ecuation.

@ PremierValle, thats a good tree so far, but I think we would need to seperate the weapons development from the civilian developments. Since a lot of weapons and defenses would have not very much to do with the branches you have in that tree so far.

For example, Gauss weaponry, or also known as rail weapons, has not a thing to do with fission power and everything to do with superconducting and energy transference.

You are absolutely right!, the single reason for me to put "rail weapons" after "fission" is because of the energy requiriments of such weapons, but none other than that; I like the Idea of your new techs :
- Supercondutors
- Energy Transference
(after all, every energy weapon deployed should need these two techs)

More comments please!

--------------------
Now, into the update, some of the screenshots you have already seen, but I have improved over the old ones:

Minbari Federation in Civilopedia:
http://forums.civfanatics.com/uploads/126205/B5_CIV_Minbari.jpg

Minbari Leader Valen in Civilopedia:
http://forums.civfanatics.com/uploads/126205/B5_LEADER_Valen.jpg

The "Play Now" Screen, featuring the Minbari
http://forums.civfanatics.com/uploads/126205/B5_PlayNowScreen.jpg

The "Dawn of Man" Screen (when the game starts)
http://forums.civfanatics.com/uploads/126205/B5_GameStartsHere.jpg

The Minbari Home system "Minbar" (The name is automatically set)
http://forums.civfanatics.com/uploads/126205/B5_System_Minbar.jpg

Two Techs added to the tree
http://forums.civfanatics.com/uploads/126205/B5_TwoNewTechs.jpg
As you can see, Solar Panels 2 require Solar Panels, what you can't see is that I added so "Gravity Training" is also a requiriment of Solar Panels 2

The Flags - (Only the Alpha channel is required for the flags)
http://forums.civfanatics.com/uploads/126205/B5_AlphaFlags.jpg

And the flags In-game
http://forums.civfanatics.com/uploads/126205/B5_Flags-InGame.jpg

As you can see, the flags are all in the same colors, this is because I used the Minbari Civ to test all of the flags. Moreover we need to define what colors use each civ.

A little INFO on colors (please read)
The Flags only require the alpha channel because the PLAYER_COLOR defines wich colors are to be used.

The PLAYER_COLOR consist actually of two colors, the Primary one and the secondary one. In the Flags In-game screenshots we can see that BLUE is the primary color, while yellow is the secondary one.


So we need to define the colors for each civ, I suggest:
EA: Dark_Blue, Yellow
Minbari: Blue, ???
Narn: Red, ???
Centauri: Purple, Yellow

As for the League Flags and colors I have no idea at all

Thorgrimm
Feb 14, 2008, 06:28 PM
Maybe you can use this text below for the description for Valen instead of what you have. :)

During the Minbari's greatest hour of need he appeared in 1260 during the First Shadow War, where the Vorlons and Minbari joined together to fight against the chaotic race, the Shadows. Valen transformed Minbari society as he reorganized the caste system, created the Grey Council and formed the legendary Rangers. He became the first Entil'Zha and, all at once, a religious, military and cultural leader. He is revered by members of all three Minbari castes.

After the great war ended, questions arose about Valen due to the rumor he was "a Minbari not born of Minbari" and where he had come from. He and his family escaped Minbar and went into hiding; their later descendants returned to the Minbari homeworld. Little is known of Valen after he left Minbar. Valen eventually disappeared and was never seen or heard from again.

His name is spoken reverently ("In Valen's name" being a great oath) a thousand years later.




:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 14, 2008, 10:54 PM
Maybe you can use this text below for the description for Valen instead of what you have. :)


That was demonstrating text only, but thanx, your text is better than what I was thinking :goodjob:.

Here is a second version of the Tech Tree:
Three technologies added:
- Superconductors
- Energy Transference
- Thrust Vectors
One Tech Renamed:
- Ascension -> Beyond the Rim
Some dependencies have been altered/added
http://forums.civfanatics.com/uploads/126205/B5_TechTree_2.jpg
A couple more things:
Missiles:
I was thinking, missiles are good support weapons but its Tech is not a "must be researched". However I was thinking on nuclear weapons and planet killers, ever since Fission is a starting tech nuclear weapons (techwise speaking) should be available right from the start (but that is OP).
And doomsday weapon should allow for the construction of planet killers.
Planetary Defense Grid
I was thinking on the Planetary Defense Ship, this ones should be implemented in the mod as the Planetary Defense Grid, but should be added as "units" rather than as buildings, because we want them to be combatant objects (last line of defense?) rather than just give bonuses, however making PDG a unit would allow for the PDG to move in the universe, we don't want that, so perhaps the PDG should be something like the fighters, but only rebasable to systems.

This last two items are just my opinion and I'm looking forward for your comments.
So any comments on the tech tree or the other Items?

PsiCorps
Feb 15, 2008, 12:26 PM
PsiCorps, you really need to read that thread of Jebus27's to see just how difficult it is to add your own star systems, and remember that has to be done for EACH star system.

just finished looking through this. What a nightmare.:cry:

PsiCorps
Feb 15, 2008, 12:32 PM
The EA used the Global Orbital Defence (G.O.D.) satellites A player could build these in a system but they would be immobile. If you wanted to move one you would need to transport it to the required destination. You could use these in addition to the ground forces i suggested. This would make taking a system something something to be dreaded. A lot like peeling an onion.

Thorgrimm
Feb 15, 2008, 12:36 PM
just finished looking through this. What a nightmare.:cry:

Yes it is. Thats why pre-defined scenario maps are almost out of the question. :( Since every single pre-placed star system has to go through that process to work. :sad:



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 15, 2008, 01:39 PM
The EA used the Global Orbital Defence (G.O.D.) satellites A player could build these in a system but they would be immobile. If you wanted to move one you would need to transport it to the required destination. You could use these in addition to the ground forces i suggested. This would make taking a system something something to be dreaded. A lot like peeling an onion.

OK, I was thinking, if the defense grid is a unit like a fighter then it wouldn't be involved in direct combat, but only like a fighter, so you should send it(but the defense grid shouldn't move..., and if an enemy captures the system the defense grid would be useless. And then some light came to my mind, what happens if you set a unit's movement points to zero, I just did some testing, and indeed, the unit doesn't move, yet it can defend, also tested the unit's relocation capabilities using a transport ship, it worked!, I was able to load the inmobile unit to the transport and then relocate it to other city (I did the test on BtS)!.

About the GROPOS, I like the idea, after all, to secure a planet/system, you need to send in the ground pounders... but, if we remove the ability of ships to take cities/systems, then we have a problem; its like the scout, scouts cannot attack cities (even undefended ones) but they can garrison cities, in consecuence, we could have capital vessels defending Systems, but we loose the capability to attack Systems with capital ships, so the GROPOS would have the responsability to take on the capital ships and then taking out the defender's ground forces...
I think the "only Marines can capture systems" idea can not work, we have to find another way.

New faction suggestion: League of non aligned worlds (I'm not contradicting myself)
I was thinking, we have agreed that the League's major races should be full factions but with a single leader, however what happens with the less important factions of the league, like the:
- Ipsha
- Sh'Lassan
- Abbai
- Hyach
- Gaim
- Llort (BTW which one is this one??)
I think we can integrate them into a single faction, the "League of non aligned worlds", perhaps add a leader of each race for some diversity??

Refining the Civs:
Here is the PsiCorps proposed list of factions:

Earth Alliance
Leaders: William Morgan Clark, John Sheridan, Jeffrey Sinclair
UU: Either The Alexander or The Agamemnon
Planets: Earth, Mars, Io, Proxima III, Orion VII, Tau Ceti IV, Deneb IV, and Arisa

Minbari Federation
Leaders: Dhukat, Delenn, Neroon
UU: Emfeeli
Planets: Minbar, Minbari Protectorate, Border World

Centauri Republic
Leaders: Londo Mollari, Lord Refa, Emperor Cartagia
UU: Valarius
Planets: Centauri Prime, Immolan V, Ragesh III, Beta I, Tolonius VII

Narn Regime
Leader: G’Kar, Citizen G’Kar, Councillor Na’Far
UU: Pride of the Kha’Ri
Planets: Narn homeworld, Shi, Dross, Zok, Quadrant 14, Quadrant 37

Drakh
Leader: Councillor La’shan, Rimush, Shar’kali, Shiv’kala
UU:
Planets: Z’ha’dum

Dilgar
Leader: Warleader Jha’dur
UU:
Planets: Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.

Pak’ma’ra
Leader: Vlur/Nhar, Nug/Ulg
UU:
Planets: Melat

Drazi
Leader: Vizak, Juphar Trkider
UU:
Planets: Zhabar, Shambah III

Brakiri
Leader: Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
UU:
Planets: Brakir

Ipsha
Leader: Wushmeshkeshlep Fo
UU:
Planets:

Vree
Leader: Milashi Voktal
UU:
Planets:

Markab
Leader:
UU:
Planets:

Sh’lassan
Leader: Lemm Uh’Ekim
UU:
Planets:

Abbai
Leader: Kalika Qwal’mizra
UU:
Planets:

Hyach
Leader: Miziri Tal, Hyach Patriarch
UU:
Planets:

Gaim
Leader: She’lah
UU:
Planets:

Llort
Leader: Suarez Cil’tlakh
UU:
Planets:

The major powers have their own faction, the major league leaders have their own faction, what do you think of mi "League of Non Aligned Worlds"?.


UU's and UB's

We have agreed that there will be a common ship tree, and there were a race has an equivalent, we use the race's equivalent instead of the common one, so we do not have need for a UU (or perhaps we should use the race's most representative ship as a UU with some bonuses over the common ship); on the issue of unique buildings well, I have no clue.

About the Leaders:
For starters how many leaders should we add for the major races?, we have agreed that minor races only have one leader, my proposal of the League gives it a leader for each of the league's members:

Earth Alliance: William Morgan Clark, John J. Sheridan, Jeffrey Sinclair
I suggest we remove Sinclair (because he never was such a leader - I mean on such a scale as the two others), and to add "Susana Luchenko" or "Luis Santiago".

Minbari: Dhukat, Delenn, Neroon
I suggest we add Valen.

Centauri: Londo Mollari, Lord Refa, Emperor Cartagia
I suggest we rename Londo to "Emperor Mollari", to remove Refa and to add "Emperor Turham".

Narn: G'kar, Citizen G'Kar, Councillor Na'Far
I suggest we remove "Citizen G'Kar", because after all its the same G'Kar, I suggest we add the Kha'Ri.

Dilgar: Warleader Jha'Dur
Agreed

As for the others I have no idea, so I agree with PsiCorps

And Talking about traits:
Since the tech tree needs more work, I would like to start working on adding the factions, but we need to have an agreement on the faction's leaders, and we need to stablish the factions and leaders traits, some suggestion:

Earth Alliance:
+ 25% to colony ship construction

Minbari:
No anarchy (only obedience :-) )

Centauri:
Combat I free promotion (agressive)

Narn:
Combat I free promotion (agressive)

Dilgar:
City Raider free promotion

Drazi:
City Garrison free promotion (protective)

As for the rest I haven't thinked of a representative one, and as for the leaders...well, we need to agree on the leaders first.

And BTW, I changed my game's languaje to english so that it makes no trouble :-P

EDIT: I was wondering... are we going to implement mine warfare??

Thorgrimm
Feb 15, 2008, 01:52 PM
About the GROPOS, I like the idea, after all, to secure a planet/system, you need to send in the ground pounders... but, if we remove the ability of ships to take cities/systems, then we have a problem; its like the scout, scouts cannot attack cities (even undefended ones) but they can garrison cities, in consecuence, we could have capital vessels defending Systems, but we loose the capability to attack Systems with capital ships, so the GROPOS would have the responsability to take on the capital ships and then taking out the defender's ground forces...
I think the "only Marines can capture systems" idea can not work, we have to find another way.

The only problem with this is that FF the Star systems are ocean and space is land. Backwards from every other 4x ever made. I used to scratch my head why Jon did it that way. Still do.:confused:



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Feb 15, 2008, 02:44 PM
Hi Guys
I've gone through everything Premier Valle has done on the Tech Tree. I've kept all of his suggestions but moved some of the techs around so that it's a little more logical(to me anyway :lol: )

Surely if the maps have reversed sea and land working out how marines attack from land to sea shouldn't be too much of a problem should it?

I Think the Kha Ri was the political organisation used by the Narn possibly a bit like the US system of Congressmen and Senators (Or are they the same? US political system isn't my strong point:crazyeye: )

The Narn were an Agrarian race before they were invaded/enslaved by the Centauri so Expansive might be a better option for them.

Minbari should be Spiritual although even they ended up having a period of unrest so Organised might be a better option for them.

Humans i feel should be Industrious.

G'kar was very militaristic at the start of the B5 series but after the Narn were defeated and he used Dust he became almost a totally different person so I feel having the choice of Citizen G'kar and G'kar is valid.

All of a sudden i've thought about the Rangers and how we might fit them in to our mod. Gonna have to give this a some thought as we can't leave them out.

Thorgrimm
Feb 15, 2008, 03:11 PM
Surely if the maps have reversed sea and land working out how marines attack from land to sea shouldn't be too much of a problem should it?

Shouldn't be a problem if we keep an eye on unit abilities.

I Think the Kha Ri was the political organisation used by the Narn possibly a bit like the US system of Congressmen and Senators (Or are they the same? US political system isn't my strong point:crazyeye: )

Below is a blurb about the Narn. They seem more Euro than American in their societal outlook. You know, Europe's fascination with heirarchal societies and all. ;) :D

Narn society (both before and after their century of enslavement by the Centauri) is strictly hierarchical and based on a class system. The Kha'Ri consists of 8 circles, with the royal families being First, spiritual leaders Second, government officials Third, and trainees Eighth. The ambassador to Babylon 5, G'Kar, was a member of the third circle. The Kha'Ri was based in the city of G'Khamazad on Narn. The rest of the people are divided into Skilled Workers, Plebeians, or the Lost (unemployed, criminals, and the mentally ill). Upward movement between classes is difficult for the majority. Narn cities are built in roughly concentric districts which reflect the social hierarchy.

The Narn were an Agrarian race before they were invaded/enslaved by the Centauri so Expansive might be a better option for them.

I would say make an event happen to give the Narn a chance to chage their traits. Since the Narn before the Centauri occupation were peaceful, and not expansionistic. But afterwards was desperately expansionistic.

Minbari should be Spiritual although even they ended up having a period of unrest so Organised might be a better option for them.

Organized would not be good for the Minbari. Since it was eventually explained Valen set up the society the way he did to prevent exactly that, unrest and chaos. Actually, I would put a larger penalty for the Minbari to make ANY type of change to their government or religion. To reflect that static, non-changing and Vorlon-ordered society.

Humans i feel should be Industrious.

Agreed

G'kar was very militaristic at the start of the B5 series but after the Narn were defeated and he used Dust he became almost a totally different person so I feel having the choice of Citizen G'kar and G'kar is valid.

Maybe make an event to change the leaders from G'Kar to Citizen G'Kar.

All of a sudden i've thought about the Rangers and how we might fit them in to our mod. Gonna have to give this a some thought as we can't leave them out.

The best way to reflect the Rangers is through espionage. Have a great wonder, maybe something like Entil'Zha, that give the owner benifits to his espionage score. Or some such.



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 15, 2008, 07:39 PM
Hi!,

The only problem with this is that FF the Star systems are ocean and space is land. Backwards from every other 4x ever made. I used to scratch my head why Jon did it that way. Still do.:confused:

When I saw your post I was puzzled as well, so I got hands on bussines and now I found (or at least I think so) why Jon did it that way, check this out:

Feature list for FF:
- FEATURE_SOLAR_SYSTEM = Solar System (duh! :lol:)
- FEATURE_ICE = Nebula
- FEATURE_JUNGLE = Supernova
- FEATURE_OASIS = Black Hole
- FEATURE_FLOOD_PLAINS = ?? (I believe this one isn't used in FF)
- FEATURE_GRAV_FIELD = Black Hole Gravity Field
- FEATURE_SUPERNOVA_AREA = Supernova Damage Zone
- FEATURE_FOREST = Asteroids
- FEATURE_FALLOUT = Radiation Cloud

So, Jon needed a lot of features for the different kind of "accidents" in space, that is why space = land rather than ocean; after all, it is easier/faster to clone/modify existing records than to create completely new ones.

Moreover:
SOLAR_SYSTEM and ICE are the only features that are OCEAN/COAST, the rest are LAND

And only SOLAR_SYSTEM and FOREST have <bNoImprovement>0</bNoimprovement> meaning that only Systems and asteroids can support improvements (a colony and the mining facilites respectively), the rest cannot support improvements.

Tho I still haven't find out how only SOLAR_SYSTEM can support colonies :(

Now on the Marines issue, I have spent the last few hours trying to figure out how we can make it happen without removing the capital ships ability to attack/capture systems.

For example, the UNITCLASS_DESTROYER_I has a DOMAIN_LAND domain, And Solar Systems are supposed to be water, now with a colonized system seeing a destroyer enter the system is OK, but even if the system isn't colonized the destroyer can enter the system.

So, in conclusion, I still think the marines thing is not possible (well, of course it is possible, but at least not with my current modding skills :sad:).

Moving into other things, I like the PsiCorps tech tree, and tho I believe that the "Tachyon Comms" tech is too early (a starting tech) I can live with it, because after all, it solves the "hyperspace being too late" problem of my tree, so I like the new tree more than mine, but just a few comments on the new tree:
- How "suspended animation" can lead to Terraforming? :hmm:
- I think that "laser weapons" and "energy weapons" should be swapped.
- I believe that energy weapons (pulse, laser) should be available after the projectile weapons (missiles, railguns).
Other than that I love the new tech tree.

About the An'La'Shock I always thought of them in this way, whoever builds the "Babylon Project" should have access to whitestars, and whoever builds the "InterStellar Alliance" should have access to whitestars and Victoria Class Destroyers.

About the traits, I believe we should create new traits rather than use existing ones, while some of these may be usable (i.e. agressive) others like Industrious aren't that worth (+50% to wonder construcction) because I believe there will be too little wonders.

Wonders so far: (IMHO)
- Babylon Project
- InterStellar Alliance
Could there be other wonders??, which ones??, other than those I can't think of any other...

And you are right about G'Kar, I guess I can live with two G'Kar leaders, however an event that changes your traits, WOW! :eek: I find that to be way out of our (current) capabilities, as it surely requires Python, and I guess none of us have such knowledge, I mean, I work with c++ but I have no idea of python and even less on how to manage CivIV with it :dunno:

Perhaps if Kael or Jon are kind enough to tell us how :mischief:

PsiCorps
Feb 16, 2008, 02:27 AM
Hi Guys
It's saturday morning and i haven't had a great deal of time to sit and do things but i thought i'd go over a few things so you don't feel i'm ignoring you all.:D ;)
Premier Valle. I'll take another look at the tech tree and see if i can't sort out suspended animation/terraforming issue.:)
Thorgrimm. You raised some good points. One idea it suggested to me was that we could have some sort of Civic techs that once researched would allow a Race to change it's trait. Alongside this idea Premier suggested having new traits. My initial thoughts are what about amending existing traits so that each Race has it's own unique trait that exists in no other mod. I'll do some research and expand on this in a post later.:goodjob:

catch you later

Premier Valle
Feb 16, 2008, 01:58 PM
Thorgrimm. You raised some good points. One idea it suggested to me was that we could have some sort of Civic techs that once researched would allow a Race to change it's trait.

I'm not sure that changing traits in-game is possible, but that requires some research, and even if it cannot be done we can sort out the issue in some other ways, I gave a quick look to the CIV4CivicInfos.xml and CIV4CivicOptionInfos.xml, the first file is where the civics are defined, and the second is where the ..mmmh... (lets call them "civic columns") are defined, so we can rename (i.e.) "religion/values" to "traits", and that way we can have in-game change of traits. At least that is the way I think it can be done (so far).

Which takes me to another question: what do you think about civics and values/religions)????.

I think we can have a "base trait" for the races / leaders and then the above proposed mini-trait change, and some civics.

About values... well I have no idea.
---
I have spent this saturday morning tracking all TECH_* dependencies, so I think I'm ready to start building the Tech tree.

I have to go now, I'll come back later and tell you something more...

Thorgrimm
Feb 16, 2008, 02:28 PM
Actually, using the SDK you can pretty much do anything in civ 4. But that requires c++ ability. Something I do not have. So you can get events to do anything. Heck I have seen mods that had resources AND buildings for peaks. Something not possible in regular civ 4. But with SDK work, is possible.

So, it is not a question of if, but a question of how. ;) :D



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Feb 16, 2008, 02:40 PM
Ok, what I wanted to share is the TECH_* dependencies I found:

- Technologies/CIV4TechInfos.xml (Tech's main file)
- GameInfo/CIV4ProcessInfo.xml (build Culture, Wealth, Research)
- GameInfo/CIV4ReligionInfo.xml (religion/values are here)
- GameInfo/CIV4GoodieInfo.xml (Huts may spaws units)
- GameInfo/ProjectInfo.xml (Project Astral Gate is defined here)
- Civilizations/CIV4CivilizationInfos.xml (Starting techs)
- Buildings/CIV4BuildingInfos.xml (Building's definitions)
- Units/CIV4PromotionInfos.xml (has the <PrereqTech> but all are NONE)
- Units/CIV4BuildInfos.xml (Build warp/jump lanes, extraction facility, starbase)
- Units/CIV4UnitInfos.xml (unit's definitions)

I am cleaning these files in order to have as much blank as possible files to work with, yet, I haven't found yet where is stated that a system comes with the mining facility for free, perhaps it is dificulty level...
So, I'm ready to start building the tech tree.

@Thorgrimm
I thought that the SDK used Python, I know C++, so I'll give it a try :)

UPDATE: Possible breakthrough!:
I was reading the GlobalDefinesAlt.xml
an found the following lines
<Define>
<DefineName>LAND_UNITS_CAN_ATTACK_WATER_CITIES</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
Perhaps the marine idea is possible after all.
----------------------------------------------------
2nd UPDATE: Python
I was puzzled as to where is stated that when you colonize a new system the best planet gets a free nutrition facility and a free mining facility, well, after going through a lot of xml files I founf it, but on a Python file:
def addBasicBuildingsToBestPlanet(pSystem):

pPlot = CyMap().plot(pSystem.getX(), pSystem.getY())
pCity = pPlot.getPlotCity()

iNutritionFacility = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_NUTRITION_FACILITY')
iMiningFacility = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNu mBuildingInfos(),'BUILDING_MINING_FACILITY')

pCity.setNumRealBuilding(iNutritionFacility, pCity.getNumRealBuilding(iNutritionFacility) + 1)
pCity.setNumRealBuilding(iMiningFacility, pCity.getNumRealBuilding(iMiningFacility) + 1)

iBestPlanetIndex = getBestPlanetInSystem(pSystem)

# Free buildings on the homeworld
pPlanet = pSystem.getPlanetByIndex(iBestPlanetIndex)
pPlanet.setHasBuilding(iNutritionFacility, true)
pPlanet.setHasBuilding(iMiningFacility, true)

I found other references in this file, for example: when you build a MagLev network on a planet its yield changes, this is defined here.

There are also references to a BUILDING_STAR_FORTRESS and PROJECT_ASTRAL_GATE, in the CIV4ProjectInfo.xml there is a comment that says that at least there must be one project entry.

When I removed (commented) buildings from the CIV4BuildingInfos.xml and tried to start a new game, it crashed, so I de-commented the nutrition facility and mining facility, and this time the game didn't crash.

Now I believe that by simply changing the references to this buildings in the Python code we could alter it without problem, but as I have stated before, I work with C++ and not Python, I still have to try the SDK, but for the moment, perhaps we'll find a few restrictions thanks to the python files; however it is my believe that the python functions like the ones to change planet yields won't be a problem, for instance, I have removed the MagLev from my file, and the game runs, so If the functions is never called it should be a problem, I need to do some testing.

Of course, it'll be cleaner to use the already existing objects (that are referenced in the python file) and modify them to our liking (since we can always change TEXT references this will be unnoticed in-game) than to modify the python files.

PsiCorps
Feb 17, 2008, 05:56 AM
Hi all.
As you can see i didn't get back here yesterday to let you know what i'd done with Traits and the Tech Tree. So far i've only had a real good look at the Tech Tree. I've made a few additions and reorganised again.
I've put terraforming in early as with present technology we know how to Terraform Mars we just can't get there to do it.
We currently have Fission power, we know about superconductors but they are very expensive to make for commercial use although the Mag-Lev train in Japan uses them so we are getting closer to cheap commercial use (not household use yet though).
According to http://www.b5tech.com/index.htm Plasma based weapons needs laser technology and the little information i can find indicates a plasma weapon may have been built. So i have placed these as an early tech. Also the gatling rail gun is one of the weapons used by the Badger class Starfury so we need to have it as a prerequisite for second generation fighters. A tweak to the tech tree needed for that but we'll leave that for Revision 3 after i've read your input.
I don't seem to be able to upload winrar files so i'll have to keep doing word docs. My apologies for this.
I'm Struggling with ideas for benefits of traits. Every time i start i go overboard and give each race 6 different things.:crazyeye: I Think we need to agree on what buildings we are going to use before we can decide on benefits and disadvantages of traits.

Looking forward to reading your feedback.

Premier Valle
Feb 17, 2008, 10:59 AM
Alright, I have seen the new tech tree, I like it, the only suggestion I can make is to rename "Advanced Computers" to "Next Gen. Computers".

However there are some ... limitations to the tech tree that MUST BE MADE (well actually I do not know if such limitations are that restrictive but...), what I mean is that the tech tree is now too big (vertically speaking), I believe it must be rearranged to fit the (lets call them) fissical limitations of the available in-game tech tree here is some info:
Special attention to the 4th point.
Thread (http://forums.civfanatics.com/showthread.php?t=261651)

We know that the tech tree advisor can expand horizontally, but I do not know if it can also expand vertically, so that might be a limitant, I'll do some testing and report later.

On other things, yesterday I got curious, so I have decided to learn a little Python, will report later.

Also, I have downloaded the CivIV SDK, but it is for 1.61 of the vanilla game, do you know if there is a BtS SDK??

Thorgrimm
Feb 17, 2008, 11:30 AM
Alright, I have seen the new tech tree, I like it, the only suggestion I can make is to rename "Advanced Computers" to "Next Gen. Computers".

However there are some ... limitations to the tech tree that MUST BE MADE (well actually I do not know if such limitations are that restrictive but...), what I mean is that the tech tree is now too big (vertically speaking), I believe it must be rearranged to fit the (lets call them) fissical limitations of the available in-game tech tree here is some info:
Special attention to the 4th point.
Thread (http://forums.civfanatics.com/showthread.php?t=261651)

We know that the tech tree advisor can expand horizontally, but I do not know if it can also expand vertically, so that might be a limitant, I'll do some testing and report later.

On other things, yesterday I got curious, so I have decided to learn a little Python, will report later.

Also, I have downloaded the CivIV SDK, but it is for 1.61 of the vanilla game, do you know if there is a BtS SDK??

I am freaking sick to death of everything being called 'next gen.' Talk about non-creativity. :rolleyes: Lets try to be just a bit more creative in our naming of the techs shall we? Or do you want this mod to look like the other 5 million 'Next Gen' items of crap out there? So lets try to leave the New York Ad Agencies hype machine where it belongs, in the garbage.

The tech tree can be expanded vertically as well as horisontally. See the Fall From Heaven 2 or Whammer Fantasy mods for an example.



:nuke: Cheers, Thorgrimm :nuke:

Ajidica
Feb 17, 2008, 02:47 PM
From what I can tell, you don't need the SDK to acess the .dll files. All that you need is notpad to open XML files.I would reccomend hust to get a working version up, (No eye candy or special features) so people will get interested.
This is just my opinion.

Premier Valle
Feb 17, 2008, 03:07 PM
I am freaking sick to death of everything being called 'next gen.' Talk about non-creativity. :rolleyes: Lets try to be just a bit more creative in our naming of the techs shall we? Or do you want this mod to look like the other 5 million 'Next Gen' items of crap out there? So lets try to leave the New York Ad Agencies hype machine where it belongs, in the garbage.

Easy man, I only proposed such name because computers are divided into generations (depending on the technologies used for such computers).

Glad to hear about the tech tree.

On a side note, I tried yesterday to take screenshots from the DVDs for the leader heads but it didn't work, there must be some sort of protection against screenshots.

PsiCorps
Feb 18, 2008, 11:48 AM
I'm not going to post another revision to the tech tree. However, bearing in mind both Premier and Thorgrimms notes on More advanced computers/Next generation Computers, i have spent all day at work ruminating on what we could do. So, how about this, Semi-sentient Computers can be researched after Artificial intelligence. I don't recall there ever being a race with fully sentient computers in B5 though the Great Machine on Epsillon 3 comes close. So the Tech of Sentient Computers or Direct Mental Interface Computers could be addded after that. I Leave the choice with you guys for discussion.

PsiCorps
Feb 18, 2008, 12:12 PM
Ha, just had another brainwave. Once you have Direct Mental Interface Computers and Organic Technology you can research/build Living Ships. Players can choose their design from any of the First-One ships or the Vorlons or shadows.

Premier Valle
Feb 18, 2008, 04:13 PM
I like the Idea of having "first ones" ships, after all, at late game the surviving factions should be on a "first one" level of development, prior to heading beyond the rim.

On other things, I have become familiar with Python, so I'm going to start reading some TUTs around here.

And about the tech tree, shall I start to build it and make changes "on the fly" or wait for a more developed tree?.

EDIT:
I have been succesfull at modifying some of the default FF python code, but when trying to add my own it didn't work (at least the game didn't crashed).

Some of other things in python:
- The space fortress "graphic" is declared in python, I successfully mod it so that when the MagLev is built the space fortress graphic appears.
- I have also removed and added buildings when you first colonize a planet.
- I have failed to add a popup when a system is colonized

PsiCorps
Feb 20, 2008, 02:44 PM
Hi Guys

And about the tech tree, shall I start to build it and make changes "on the fly" or wait for a more developed tree?.

I think we should work with what we have so far and see how it works. Once we've got the tech tree in place we can make amendments to it if something isn't working.

I've given an awful lot of thoughts to the events i've suggested in the original proposal and i've come to the conclusion that these will be the tool that gives us the real flavour to our Mod. We can take events from the series and place them in the mod but with no race specific angles. E.G. The presidential assasination of Luis Santiago could affect any player if they have a specific type of government. The Minbari surrendering to the humans could equally be the humans surrendering to the Narn after the loss of 80% of their (Narn) military and the Human fleet in the Narn home system. There are many other episodes we can use for events and i feel that these will be the hook that will get us a good review. Assuming of course we can get the mod to a playable state.

Premier Valle
Feb 20, 2008, 08:09 PM
I think we should work with what we have so far and see how it works. Once we've got the tech tree in place we can make amendments to it if something isn't working.

Roger!

And some more Python news, lurking the other day in the forums I found what looks like a pre-FF mod, and had an event, when you colonize a new system you may find a "less advanced race" (or shall we say a primitive race? :mischief:), I found the idea to be a very good one; it will cover those other minor races (like the Enphily (or whatever is written) Season 5 Ep. 1 - well within Drazi space, or the Norsai, the ones the Minbari look after, I believe they are spoken of in the episode when Delenn Commands the whitestars vs the drakh (season 4)).
So I found the event that gets executed when the city/system is built, I have modified it a little bit and seems to work so far, still needs a lot more work.
[yes I know it is not an original idea :blush:, but I found it a good one].

Also I have found that the python files have a lot of references to the FF units, so if the cheat console is enabled a lot of exceptions come out, however if disabled it goes unnoticed, hurra! for exception handling!

I like the idea of the "Santiago affair" as an event, I think that one could be handled with xml, we'll see.

BTW: the event I'm talking about is a python only event, so no xml event editing so far.
A screenie:
http://forums.civfanatics.com/uploads/126205/PrimitiveRace_0.jpg

PsiCorps
Feb 21, 2008, 12:21 AM
I like that event very much. It's a bit like the civ 3 goody hut result of an advanced tribe that wants to join your civ.:goodjob:

Looks like it is going to be possible to do a few more things than we thought we could.:D

Premier Valle
Feb 21, 2008, 08:23 PM
Hi every one, today I didn't had any work related stuff to do, so I worked on the tech tree:

FF: B5 v0.1 (No longer available, see post #74)

The package includes:
- Minbari Civilization
- Minbari Leader: Valen
- Major Power's flags
- Modified/New XML files
- Modified Python files
- A few other required graphics

It includes PsiCorps last tech tree revision. And the Python event I talked before.

Instructions:
Make a copy of your FF official Mod, and add/overwritte the official files with the ones provided.

The Techs are all based on a single template, so all cost the same and have pretty much the same values, except those estrictly required for building the tree, I have left balance for later.

If there is some problem, it might be because I forgot to add a file to the package, so notify me if somethings wrong.

About the event, it is coded to happen 90% of the times a system is colonized, this is of course for testing purposes, it should have a 10% chance of happening (IMO).
The event does nothing, but here are mi ideas for the choices:
You found a primitive race in this system:
- Make their system our protectorate: -250 :gold:, +1 :commerce: and +1 population in the best planet.
- Enslave them!: - 200 :gold:, +1 :hammers: in the best planet, +1 :mad: in the system
- Exterminate them!: +300 :gold:, +1 :yuck: for dead bodies
- Leave them Alone: The system gets colonized anyways

If you want to see my changes to the python code, open the files with notepad (or similar) and look for the "HomeroSOFT" comments

PsiCorps
Feb 22, 2008, 06:59 AM
Hi Premier i'm at work at the moment but will download and try out the v0.1 as soon as i get home this evening. I'm at work tomorrow so i may not get much time to play with what you've done so far but i will on Sunday. Looking foreward to getting home now. I Like the ideas you have had for the primitive race event.

PsiCorps
Feb 22, 2008, 11:57 AM
I've tried three different methods of placing the files into the FF mod and every time i try to load the mod i get the following message:

Tag:TECH_GUNPOWDER in info class was incorrect
Current XML file is:xml\units/CIV4 Promotion infos.xml

This is followed by loads more error messages before the game crashes.
I Feel i must be doing something wrong.

Premier Valle
Feb 22, 2008, 07:44 PM
I've tried three different methods of placing the files into the FF mod and every time i try to load the mod i get the following message:

Tag:TECH_GUNPOWDER in info class was incorrect
Current XML file is:xml\units/CIV4 Promotion infos.xml

This is followed by loads more error messages before the game crashes.
I Feel i must be doing something wrong.


What? :scared:, Now I fear for your game integrity.

The TECH_GUNPOWDER has nothing to do with FF or FF:B5, so I presume you put the files in the wrong folders, wich leads me to believe that your game integrity has been compromised...

OK some more detailed instructions (sorry if I state something very obvious, but it is in my experience that when dealing with weird errors/bugs is best to check everything ;)):

- Copy the ".../Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods/Final Frontier" folder to the ".../Documents and Settings/<USERNAME>/My Documents/My Games/Beyond the Sword/MODS/"
As far as I know there shouldn't be any problem if the first folder is used for your mods, but I find best to use the "My Games" one for my mods (in terms of organization).

- Rename the "Final Frontier" folder in ".../My games/..." to "FF B5" (or whatever you want to call it)

- In the newly renamed folder (B5) add the new files to the folders, overwrite if necessary. Be carefull to follow the same folder structure.

- Do NOT change the full folder structure with the one provided, overwrite the files or add them if necessary.
- XML files are to be replaced with the ones provided.
- Python files (*.py) are to be replaced as well.
- DDS files are to be added to the corresponding folder, if the folder does not exist, create it.
- The provided folder structure is mainly a guide for placing/replacing files.

- The "...MODS/B5/Assets/" folder is the root location for XML, Art and Python files.

I hope this helps.
--------------------------------
On other bussines, I'm having problems with the "primitive race" event, the last screenshot is just a... notifying popup, but what is needed is feedback from the user, I'm trying new code, but either it just don't work or messes with the game interface (planets dissapear, no science slider, etc...), but sometimes if I try the code directly on the game console "it works", but once in the file everything gets messed up [pissed]:badcomp::aargh::suicide:, anyway, I'll keep into it.

PsiCorps
Feb 23, 2008, 08:34 AM
Well, I definitley did something wrong last night. When i finish work today i shall go through everything step by step and make sure i haven't missed anything.

PsiCorps
Feb 23, 2008, 11:43 AM
I Got it working.:goodjob:
Made some school boy errors when i was doing the file replacements but it's all sorted now.:D
Some of the things i noticed when setting up a Custom Game were as follows.

1. The Era button should be removed for this Mod or if not removable have only one option. The option being - 3rd Age of Mankind. Let's be true to B5.

2. The map button has all the options on it. If we want to have the best B5 mod available then we need to have only one map option available. The option I feel we should go for is B5 Universe size as the only way to play the Mod and get that B5 experience will be to have all the Major and Minor races involved.

Once i got the game started i noticed that all Civics were available to me(playing as Valen) I guess i got about 50 turns played before i got CTD'd.:eek:
This is my PC failing, nothing to do with the mod. I sometimes have to do 3 or 4 restarts before the system is stable enough to run Civ for a prolonged period.:sad:

Other than that, i'm well pleased with everything you've done so far and we (you) have managed to get further than i thought possible.:goodjob:

Premier Valle
Feb 23, 2008, 12:08 PM
1. The Era button should be removed for this Mod or if not removable have only one option. The option being - 3rd Age of Mankind. Let's be true to B5.

Agreed, I have had some thoughts on this before, but I guess we cannot call it "3rd Age of Mankind", because, well, not everyone will be human in the game :p, but we could call it "3rd Age" or something, I believe this can be changed in the TEXT entries, but haven't looked into it, and once we give the races some starting techs, they will all be in the "space age" right from the start.

2. The map button has all the options on it. If we want to have the best B5 mod available then we need to have only one map option available. The option I feel we should go for is B5 Universe size as the only way to play the Mod and get that B5 experience will be to have all the Major and Minor races involved.
I also noticed this, and did some test, It is not the modded files fault, when I did another copy of FF without any changes all the map scripts appeared there, I have no clue about it. And talking about the map size, I do not know if this "universe" size only is a good way to go, I never play maps smaller than "standard size" (only use "duel" for mod testing), so I agree, but I'm not sure about other people. Anyway I also have no clue about this, perhaps it is in the map script, I believe these are in python, but I have my hand full with the event thing, so I'll leave this for later.
I found the other day this thread (http://forums.civfanatics.com/showthread.php?t=263182) haven't tried it yet, but sounds good.

Once i got the game started i noticed that all Civics were available to me(playing as Valen) I guess i got about 50 turns played before i got CTD'd.:eek:
This is my PC failing, nothing to do with the mod. I sometimes have to do 3 or 4 restarts before the system is stable enough to run Civ for a prolonged period.:sad: :(

Yes all the civics/values are available right from the start, because in the <Prereqtech> tags I set all to NONE, so there would be no incompatibility with the new tech tree, this can easily be adressed, do you think we should keep the FF civics/values?

And speaking about the tech tree, what do you think of it?, I believe we have to add more prerequisites for some techs, so you can not beeline right to planet killers (bad example :D)

PsiCorps
Feb 23, 2008, 01:30 PM
And speaking about the tech tree, what do you think of it?, I believe we have to add more prerequisites for some techs, so you can not beeline right to planet killers (bad example )

Agreed. On the last version of the Tech Tree I posted (revision2) i put some notes on the techs. To build a planet killer players would have to know all of the other techs that lead up to it. So having one of the techs isn't sufficient to build a planet killer they would need all 5 of the previous techs.

I would like to replace the FF Civics & Values but i think we should sort out the tech tree first. Decide on what Techs will give acess to which building/civics/units or values(if we have them)

I've been using Kael's MSMD: How to Create a Mod (video demo). I got as far as step 2 of the How to add a leader when I realised i can't save pictures as DDS files. So for the moment my creation of the G'Kar Leaderhead has been put on hold. Not going to give up yet though, I'm sure there's other stuff i can learn whilst waiting for the right software.

Rex rgis of Ter
Feb 23, 2008, 02:03 PM
For the minor civilizations, make them function like normal civs, but no diplomacy. Have the peace/war mechanic for independents in RFC work. Then if your are at peace with the civ, and have a certain tech, you can build a project to enter OP and diplomacy with the civ.

Premier Valle
Feb 23, 2008, 07:35 PM
@PsiCorps
Yes, the planet killer tech only shows an arrow, but requires all other 5 techs, others like the small attack aircraft, also require the Rail Gun tech.

I agree, once the buildings/units star falling into place we'll define other possible requiriments.

About the DDS convertion, I use DXTBmp, and also Irfanview, The Gimp and MS-Paint for the image editing.

@Rex
I'm not familiar with RFC, is it Rhye's and Fall of Civ??

PsiCorps
Feb 24, 2008, 04:26 PM
Well, since my last post i will be getting Adobe photoshop sometime in the week so i can continue with my construction of the Narn leaderhead/civilization.
I've been making some notes on traits for the 4 major races. Here are my suggestions.
Human - Industrious - +2 Production
Narn - Spiritual - +2 Happiness
Minbari - Scientific - +2 Science
Centauri - Expansive - +2 Health

All of this is based on the histories for the races found here http://worldsofjms.com/

I've also been looking at getting rid of religion but couldn't decide what to replace it with. Until now that is. How about Outlook instead of religion. Here's what i've come up with.
None - (Game start)
Isolationist - Players can establish embassies, sign defence pacts and have limited trade agreements/routes but no open borders.
Xenophobic - Players cannot establish embassies, sign defence pacts, trade or have open borders. Military alliances can be made against a common enemy but the xenophobic race must initiate the alliance.
Foundationist - Players can have as many trade routes as possible, sign defence treaties and alliances, establish embassies and agree open borders.
Let me know what you think.

Premier Valle
Feb 25, 2008, 02:42 PM
Hi, All!

I like the traits, tho I'm not sure about the Narn having +2 :) I'll check the link, the rest seem fine to me, specially the Minbari, giving them a boost in research honors the "oldest of the young races", however this could be overpowering this faction, but I like it.

About the Values:
- Foundationism is an Earth religion (Dr. Franklin's), so I believe it shouldn't be there,
- I like this Xenofobic/isolationist idea, but I believe this could be better as "economic civics", but I haven't thinked on this much.

On the other hand, I remembered that in previous post we talked about changing traits in-game, replacing the values with "mini-traits" could be a way to do this.

Alright, into the news, I'm getting frustrated with the event thing, so I have stopped working actively on it, and will request for help in the SDK/Python subforums.
So I got into something new:
http://forums.civfanatics.com/uploads/126205/B5_MainMenu.jpg
And here are the required files: B5 Main Menu (no longer available, new version in post #74)
Just extract the "main menu" folder in ".../art/interface/", overwriting the existing folder. Of course the image is temporal, and should be replaced with a better one. Thanks to C.Roland for his template.
I was thinking on the title, how should we call the mod?:
- FF: Babylon 5
- FF: The Babylon Project

Dewion
Feb 25, 2008, 04:29 PM
Hi everyone..

excellent idea to make this mod, i'm a big fan of babylon 5.. :P

if i could help it'll be great, but i have very minimal knowledge of modding.. :/
maybe i should start learning.. :D

but anyway, i have a silly idea to that hyperspace thing:

around the starsystem, there could be certain area of normal space, where can asteroids be found and recources in the asteroids. i dont know how many squares it should be, maybe 8x8 or even more. after that, there could be new type of terrain; "hyperspace" if it could be even same changing color than in babylon 5 it would look awesome, unique. no ship could enter that terrain, until certain research is completed, which would give a new building and unit; "jump gate" and "explorer", first starsystem has to build the jump gate, after that the explorer could enter the hyperspace terrain and lay down "hyperspace beacons", then other units could follow the path made by the explorer. in hyperspace terrain all units could only see 1 square around them, if any other unit than explorer end its turn when no beacons are in its line of sight, it would have 75% change to disappear or move even futher away from the beacons. of cource explorers could try to rescue those poor, unlucky units. Later bigger ships wouldn't need jumpgate to enter the hyperspace, as they could have own hyperspace engine. i dont know how it could be done that local starsystem must have the gate built before anyone can leave the system.

and i dont know if that style would follow very well babylon 5 universe, but i think it would be cool.. :P

what do u guys think?

Premier Valle
Feb 25, 2008, 05:06 PM
Hi Dewion, welcome aboard! :beer:

Just a mini update, the thing with the other kind of maps other than Final Frontier can be solved by doing this:

On the "Babylon 5" mod folder, in the "Babylon 5.ini" there is a line:

; Allow public maps to be used with this mod
AllowPublicMaps = 1
change the value to 0 and you are good to go!

----------------
On another subject the loading screen (when starting a game) is still the FF one, I'm on to it!

@Dewion
There is a problem with your idea, it requires a new terrain type, and this carries another problem, a new map script will be required.
----------------
OK, I have addressed the Loading screen problem, here is a new version of the mod files v0.1.2 (http://forums.civfanatics.com/uploads/126205/B5_v0.1.2.zip) it includes all changes of the previous version, plus the new "main screen" and "loading screen", you know the instructions (post #64 (http://forums.civfanatics.com/showpost.php?p=6525060&postcount=64))

Dewion
Feb 26, 2008, 12:17 PM
i meant, if it could be possible, would it be good idea.. ;)

but also "deep space" would need it, doesn't it work if the terrains name and graphics only change? :D
does it need map script if we make scenario?

i could try and make babylon 5 universe map, but would that even be necessary?

i wont be much help since i dont know how to mod or make graphics.. :/

we need to find the right persons to do the things we cant.. :P
now we can only plan those we want to be changed..

PsiCorps
Feb 26, 2008, 01:13 PM
Hi All and welcome to Dewion.

The way i had envisaged the map working was as follows.

We keep the Map generation system as FF standard although i think features should be sparse all the time. Keep space as spacebut with a slower movement rate when outside of your explored territory (area within Cultural Borders or shall we call it Sphere of influence?)
Hyperspace gates either when found or constructed would always be on the edge of the solar systems. It would be constructed in a similar manner to a fort and would provide the airport function to all space capable vessels. They could then 'jump' (rebase) to any another hyperspace gate in the network. Some combat ships would have the paratroop ability to move and attack immeadiately after jumping but there would be a proportionate loss of their movement points depending on how far they have jumped. EG. The Whitestar took 2 days to travel to Earth in one of the episodes. To reflect this and the hazards of hyperspace travel any ship entering hyperspace is gone for one turn. So if a ship jumped from Earth to Epsilon III on turn 215, it would appear at the Epsilon III jump gate on turn 217 with 3 out of 8 movement points left.
Larger combat ships equiped with jump engines wouldn't need the jump gate to move somewhere else the ability to open a jump point themselves will probably be the hardest fix of the lot to do in this mod.
There should also be a 1% chance of having had something happen in hyperspace. So it is possible a ship could be damaged or be lost totally in that intervening turn.

I know that this is a really ambitious idea but from what i've seen and heard all over the forums is that nothing is impossible. All we need to do is ask the right question's, how were they going to tackle warp travel in the Star Trek mod i've seen mentioned?:crazyeye:

Looking forward to seeing the additions you have made to the work done so far Premier Valle once i've gone through my files.:goodjob:

I've managed to get the image i want for G'Kar i just need to get it saved as a DDS file now. So i'm hoping i'll have my own sample civ to display before very long.:cool:

Dewion
Feb 26, 2008, 02:47 PM
hey, thats a great idea, much easier than mine.. :D

larger ships could able to rebase by themselfs, but it would also take their movement points.. :P i think it could be done with promotion? "jump engine"..

and yes, there should be 5% chance that ship is damaged, maybe just 5-10% of its strength. and 1% chance that ship is lost.. those doesn't sound much, but any higher and i would be losing my ships all the time.. :D

could it be possible that longer distance would take more turns? maybe 15 squares per 1 turn? but how? its rather stupid to jump from the other side of galaxy to the other side in 1 turn..
and if the range of "rebase" could be change? in original FF u could rebase missiles from anywhere to anywhere, and thats silly... :D

i think it would be better that workers could build those gates, it would consume the worker. would it be possible only with certain research or resource? and i think the jump gate could be built any where inside "sphere of influence"?

this whole thing would make it rather slow to build interstellar empire, but i dont mind.. :)

i can already see those brave workers and few escorts to leave home star to the unknow.. ;) they will advance slowly and as soon as they find something interesting, one worker could build starbase and when it is completed another would start to build jumpgate..

*sight* i'm always like this, my imagination gets too far from real. i hope this project can see its end..

and finally, about civs and leaders. i think the "The League of non-aligned worlds" should be playable, and its leader could be sheridan..

i know it wouldn't follow timeline of the series, but just a thought.. :P

Premier Valle
Feb 26, 2008, 07:59 PM
Hi everyone!

Well, I tried the following:

Give a ship the paratrooper's ability to simulate a jump, it didn't worked because the ship could only jump from a city/system, so I created the Jumpgate improvement using the normal game's "Fort", and it worked, ships were able to jump from the "jumpgate", but only from a jumpgate within the players "sphere of influence ;)", forts/jumpgates outside of it could not be used for jumps.

Then I thougth on giving the jumpgates some culture, but then only the jumpgates created by X player could be used by X player and not everyone else.

So, for the moment I say we should stay with FF's "warp/jump lanes system" (renaming them to hyperspace route or something // we could disable this lanes until Hyperspace has been researched).
I think that we should first do the basic stuff, and then moving into wilder things (after all, we have no idea how the AI would handle any other form of hyperspace :confused:).

Dewion
Feb 27, 2008, 12:40 AM
naah, who cares what AI think, we'll play this together online once its finished.. :P

but i think jumpgates should be neutral, so anyone who has starbase near it will own it.. but in this way, other civs wont be able to jump from it.. what if 2 civs have open borders, would that allow a civ to use other civs jumpgate?

and how the trade would work?

PsiCorps
Feb 27, 2008, 01:30 PM
and finally, about civs and leaders. i think the "The League of non-aligned worlds" should be playable, and its leader could be sheridan..

Nope, this will never happen:lol: Sheridan will be a human leader only.

Then I thougth on giving the jumpgates some culture, but then only the jumpgates created by X player could be used by X player and not everyone else.

The Centauri leased the humans access to their jump gate network until they had developed the technology themselves. So it makes sense that gates are controlled by whomever has influence over it and that this is opened up to whoever has an open borders treaty with the gate owner.

So, for the moment I say we should stay with FF's "warp/jump lanes system" (renaming them to hyperspace route or something // we could disable this lanes until Hyperspace has been researched).
I think that we should first do the basic stuff, and then moving into wilder things (after all, we have no idea how the AI would handle any other form of hyperspace).

Agreed, let's get the tech tree, races, civics, traits and ships done first. There's more than enough there to keep us going for a while yet.

In my initial proposal i mentioned asteroid mining.
Asteroid fields should be treated in a similar manner to forests in standard CivIV. A mining ship would go out to the asteroid field and spend a number of turns there before returning or travelling on to another star system to offload its cargo where it is turned into hammers. If a resource is found in an asteroid field the mining ship can construct a mining facility which would consume the unit.

I mentioned this in another thread that Thorgrimm had started and i'll show what i mentioned there next.

Treat asteroids as a limitless forest plot that can be harvested over and over again but with a variable amount of hammers generated each turn until the plot is exhausted. There may also be a bonus resource discovered. Like a rich Iron, Titanium, Berrylium, Neutronium, Quantium 40 Ore deposit (Randomly generated).

The plot would have a random minimum and maximum value of hammers. E.G plot A of the asteroids has a minimum hammer value of 600 and a maximum of 2000. Each turn a mining ship works the plot it harvest between 40 and 90 hammers from the total. Placing more than 2 mining ships in the same plot runs the risk of accidents. Collisions in space, mining accidents resulting in the loss of a mining ship or 2 and all the resources they mined that turn.

Once again i've suggested something i haven't got a clue about but i'm learning slowly about XML and how it works.

i think it would be better that workers could build those gates, it would consume the worker. would it be possible only with certain research or resource? and i think the jump gate could be built any where inside "sphere of influence"?

Agreed a worker should be used to build the Jump gate but they must have access to Quantium 40 to build one. I Get the impression that Jump gates were built on the edges of Solar systems to avoid the gravity wells of planets.

I have been trying to think about what the timescale of the game should be.

With all the tech's we have got to research to get to the technology of the series i was thinking start the game in 2050 and have 1 year turns for 50 years then go down to 1 month turns for 50 turns then 2 week turns and then 1 week turns. Obviously this will need tobe looked at once we have all the tech's and build costs worked out. Just something else to think about.

What do you guys think?

Premier Valle
Feb 27, 2008, 08:49 PM
Hi guys!,

I started to make the buttons for the Techs:
http://forums.civfanatics.com/uploads/126205/TechTreeButtons_1.jpg
(from: Top-Left to: Bottom-Right)
Early Orbital Engineering - Orbital Engineering - Adv. Orbital Engineering-
Hyperspace Theory - Jump Gates - Jump Engines - Early Space Exploration -
Space Exploration - Data Storage - Adv. Data Storage - Planetary Construct.-
Advanced Computers - Missiles - RailGuns - Solar Panels - Terraforming -
Colonization - First Contact Protocols - Plasma Weapons - Vortex Generators-
Credit Chit - Gravimetric Engines - Ion Particle Engine - Thrust Vectoring -
Tachyon Communications - Universal Currency - Artificial Intelligence -
Alien Diplomacy - InterStellar Alliance - ISA Ships - Fission Power -
Superconductors - Energy Transference - Fusion - Laser Weapons -
Energy Weapons - Ion Power - Ion Weapons - Doomsday Weapon -
Mass Drivers - Energy Mines - Planet Killer

What do you think?, some like the ISN (Tachyon Comm) I didn't knew what to place (actually I wanted a pic of B5's laser comm system - used in season 2 first episode - but didn't find any pic like that); or Art. Intelligence.
I'll post more tomorrow!.


On the subject about asteroid fields, yeah, perhaps it can work.

About giving culture to the Jumpgates, you are right, it makes sense, I'll see if I can fix it (no promises :p)

And BTW, has anyone seen Thorgrimm lately?

EDIT: Oh!, have you tested this map script (http://forums.civfanatics.com/showthread.php?t=263182) by cephalo?, I have tested it but haven't played for serious on it.

PsiCorps
Feb 28, 2008, 12:21 PM
Hey
Liked the tech buttons you've done so far.
I had a quick look at Cephalo's map script, it looks good, i now need to download it and see how it looks in a game.
I Haven't seen Thorgrimm for a while, maybe he's on holiday! I know i could do with one.
Maybe we could use the IPX icon for something, either as a corporation or as one of the techs?

Premier Valle
Feb 28, 2008, 07:04 PM
Here are the rest of the buttons for the tech tree:

http://forums.civfanatics.com/uploads/126205/TechTreeButtons_2.jpg

Ship Construction - Deep Space Exploration (good call! :thumbsup:) -
Adv. Ship Construction - Beyond the Rim - Zero Gravity Training -
Basic Artificial Gravity - Artificial gravity Theory - Hydroponics -
Space Medicine - Suspended Animation - Cybernetics - Xenobiology -
Adv. Xenobiology - Hybrid Technology - Organic Technology
Small Attack Craft

On other news I have found the starbase's python code for its area of influence, its easy, however I do not fully understand how that code is called, so I'm not sure how we can apply a similar code to the fort/jumpgate (at least not now).

If you agree with the buttons I'll add them to the tech tree.

PsiCorps
Feb 29, 2008, 01:05 PM
I really like those buttons. When you going to release the revised work so far? I'm adding the last releases to my civ bab5 folder this evening so i can see how it all looks.

Premier Valle
Mar 01, 2008, 08:45 PM
Hello everyone!,

Well, here is the new version v0.1.3 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.3.rar), not a groundbreaking update but well, here it is.
New stuff:
- Main menu screen
- Loading screen
- Buttons for the TechTree

Installations instructions are the same as before.

The images are not final, I believe we can find better images, like this one:
http://www.thescifiworld.net/img/wallpapers/babylon5/babylon5_12b_1280x1024.jpg
Thats a cool image, but while surfing in the web I found that this image is already been used for another mod (but not a Civ one), and my skills as an artist are far, far, far, ..., far away from doing things like this one, actually I limit myself to cut/paste/resize/etc.:p

There is something that is not within the update, I found a satellite unit graphic (made by asioasioasio) so I have done a few test for the "exploration probe unit" suggested a few post ago, but I doesn't work like I have tought. When this unit was suggested I thought of it as a one use only unit, like BtS's "cruise missile", that will destroy itself when used, but this only works in attacks, and since its an exploration unit it cannot attack.
I have halted all work in this unit 'til i hear what you think (even in the removal of this unit).
http://forums.civfanatics.com/uploads/126205/ExplorationProbe.jpg
There is a variant of this unit that includes a weapon, perhaps we should use it for the G.O.D.

JEELEN
Mar 02, 2008, 04:29 AM
There is something that is not within the update, I found a satellite unit graphic (made by asioasioasio) so I have done a few test for the "exploration probe unit" suggested a few post ago, but I doesn't work like I have tought. When this unit was suggested I thought of it as a one use only unit, like BtS's "cruise missile", that will destroy itself when used, but this only works in attacks, and since its an exploration unit it cannot attack.
I have halted all work in this unit 'til i hear what you think (even in the removal of this unit).

Could you make a self-destructive helicopter-type unit? (Don't know if that helps, just thought of it.)

BTW, great work on the update!;)

Can I use this version without previous ones or do I need to install those 1st?

EDIT: I don't seem to be able to play as there isn't a map. What am I missing here?

PsiCorps
Mar 02, 2008, 02:57 PM
Hi All and welcome to Jeelen.
Sorry i haven't posted much this weekend, i've been a little busy researching and searching. Here's what i found.
Some years ago there was a rather nice game called Homeworld which spawned 2 sequel games. I have located a site that has a number of B5 mods for this game. http://www.b5mods.com/
As i own 2 of the Homeworld games (but don't have them installed) it occured to me that maybe we could use the models for their mod in our mod with suitable credit given to those developers.

Jeelen, not sure how to help you with the problem you have run into but if you follow the guidelines Premier posted for inserting/swapping files the mod(as built so far) should work.

I was going to try building the ship models myself until i read through the tutorial and realised i need a rather expensive (for me anyway) piece of software - 3ds max 6. Can't find a free copy of this to download so i'll ask around at work see if someone there has a copy i can have/borrow.
Hope to catch you soon.

Premier Valle
Mar 02, 2008, 05:16 PM
Welcome Jelen! :beer:

Could you make a self-destructive helicopter-type unit? (Don't know if that helps, just thought of it.)

I'm pretty sure I could, the thing with this is that the unit needs to attack in order to "sacrifice" itself (I haven't tested this, but I'm quite sure of it, I'll check it later)


Can I use this version without previous ones or do I need to install those 1st?

EDIT: I don't seem to be able to play as there isn't a map. What am I missing here?

No the new version includes all required files, but it only contains the modded files, not the entire thing (that weights 120MB :eek:)
For instructions check here (http://forums.civfanatics.com/showpost.php?p=6525060&postcount=64)

Some years ago there was a rather nice game called Homeworld ...

Yeah!, I have seen Homeworld2 B5 in youtube, but I do not own it, so I never thought of this... sounds like a plan


I was going to try building the ship models myself until i read through the tutorial and realised i need a rather expensive (for me anyway) piece of software - 3ds max 6. Can't find a free copy of this to download so i'll ask around at work see if someone there has a copy i can have/borrow.
Hope to catch you soon.

Yes, I remember when I tried to start making units several years ago, I run with the very same problem.

EDIT:
BTW, speaking about the units, I think that for the "common ships" we could use some of the FF's ones.

JEELEN
Mar 02, 2008, 09:53 PM
No the new version includes all required files, but it only contains the modded files, not the entire thing (that weights 120MB :eek:)
For instructions check here (http://forums.civfanatics.com/showpost.php?p=6525060&postcount=64)


OK, thx! Will try.

PS: Cool sig, PsyCorps!

JEELEN
Mar 03, 2008, 08:51 AM
Well, I installed as per the instructions provided (thx!) and everything loads fine, but although the tech tree seems perfect, whatever I discover I can't seem to build anything past what I start with. Also, there's onlyone Babylon 5 civ to select. So, am I correct in assuming there's still a lot to do here or am I missing something?:confused:

PsiCorps
Mar 03, 2008, 01:49 PM
Hi Jeelen,
Yes there is indeed a lot more work to do on this mod, I'm fighting my way through the Tutorials trying to learn how to create a mod and it's hard going, specially when you are learning from scratch. I've managed to add the Narn leaderhead for G'Kar to my own version of the mod but there is no text for it yet and i keep getting CTD whenever i get a colonization ship to a new solar system.:sad:
I'm also trying to get hold of the ship models we need so we can add them to the mod, working with Final Frontier as a basis is a lot harder than most other mods.:crazyeye:
I hope you will still be supporting us whilst we build this mod we will get there in the end.:D

Premier Valle
Mar 03, 2008, 09:23 PM
Well, I installed as per the instructions provided (thx!) and everything loads fine, but although the tech tree seems perfect, whatever I discover I can't seem to build anything past what I start with. Also, there's onlyone Babylon 5 civ to select. So, am I correct in assuming there's still a lot to do here or am I missing something?:confused:

Yes, there is still a lot of work ahead, for the moment there are no more things in the mod, we need to start making units and buildings and assing tech prerequisites so that there will be more to do.

Have you tried to colonize another system? (if you can't then there might be a problem), I have no problems...


I hope you will still be supporting us whilst we build this mod we will get there in the end.:D

So do I.

OK, into other things, as we know most buildings in FF do not have a "graphic" or more precisely, use a Empty.nif graphic, so, we could start adding buildings right away.
----------------------------------------------------
Into a more personal thing, let me tell you that last week I had no job, this changed today, so I do not have as much free time to work on this as I did before, but I'm by no way out of this mod (just that most B5 work will have to be on weekends :shifty: :whipped:)

PsiCorps
Mar 05, 2008, 02:05 PM
Hi all,
I Guess my faculties are failing :blush: , i've only just noticed that post 85 has v0.1.3 so off i went to get the latest update but to my total despair the i get page cannot be found when i click the link.:cry:

Premier Valle
Mar 05, 2008, 09:49 PM
:eek:

I have no Idea of why the link was broken, anyway, I tried it and didn't work, so I tried to re-upload the file again, but the uploader was temporaly unavailable, I uploaded it to another server (orbita.starmedia.com) the link works now, but unfortunately this other server is slower, so if you can afford a little wait you can download (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.3.rar) from there, I'll try to re-upload the file to civfanatics tomorrow.

---
Talking about the buildings, some graphics like the "space fortress" and (if memory serves me well) the shipyards (both capital ships and fighters/bombers) are added in python, I believe that I can modify the code so that our buildings can trigger this graphics to appear.

Actually, I have modified the code so that when the Mag Lev network is built the "star fortress" graphics should appear.

This should be available in the current v0.1.3 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.3.rar) distribution.

EDIT: BTW, could you upload the needed files for the Narn civ, so I can add them to the next distribution? (no hurry, can't do until weekend :P)

PsiCorps
Mar 06, 2008, 03:56 PM
Hi Premier
I Managed to download the new files from the alternate site. The tech buttons are great.:goodjob:
Attached is all the work you've done plus what i've tried to do with the Narn.
The Game loads up OK but if you go into civilopedia on the main menu and go to either Civilizations or Leaders you will see that i have made some errors. I've looked at what you've done and compared it to what i've done and cannot see where i've gone wrong. I hope you can tell me where i went wrong so i won't make the same mistake again.:confused:
One small cheat was on the Races page, i used the same button for G'kar as the race icon, which strangely worked despite the other bits not.
I'm going to do some proper work this weekend on getting the text for the techs sorted so at least there is something to read when a tech is researched. This assumes my partner leaves me alone to work:lol:
Look forward to your comments and corrections

Premier Valle
Mar 06, 2008, 11:46 PM
Great, looking forward to see v0.1.4, tho I won't be able to until sunday (a little trip on saturday gets in tha way :D), I'll report back later.

PsiCorps
Mar 08, 2008, 05:13 PM
Hi All
First the good news, i found out where i made some of my mistakes.
Now the bad news, There are still some mistakes i have been unable to find.
I Have been compiling notes for the techs so that when i add the text i get it right first time, assuming i can find the right places to place the text. (I swear i'm turning into a gibbering wreck trying to figure all this out. :hammer2: :wallbash: :aargh:

So, i'm still looking forward to your feedback on where i went wrong.

Ajidica
Mar 08, 2008, 06:29 PM
Have you tried using Control+F, and then searching for the error in notepad?

Premier Valle
Mar 09, 2008, 09:23 PM
Alright, certainly I have found some mistakes, corrected them and get a working Narn Civ with G'Kar as leader.

Is good to hear that you have found some of the errors, could you post a revised "v0.1.4b" to get the latest version?

That way I can give you the answers you need and no those you already have ;).

Also, here's a new thought: we have to keep a version log, this time I knew that you added a Civ and a Leader, but next time It can be difficult to know that, with a version control file we'll know wich files have been modified/added in the current version, this way we can also cut installation times, because we'll know wich files to add/replace (while someone who has never used our mod will need to install all the files those that already have tried it just need to get the new ones)

I have back ups since v0.1.2, so I'll release a version control text file on v0.1.4c (the v0.1.4b corrected version, well, assuming it needs to be corrected, otherwise I'll just include the version control)

Do you know how to add text entries?, its easy, if needed I can tell you.
Some other thing, I have no idea if the apostrophe in "G'Kar" can cause conflicts, so I recomend not to use "weird" characters (operating System/game wise), I have replaced the apostrophes(') with underlines (_)

EDIT: Sorry for holding the major power's buttons, I'll release them aswell in v0.1.4c

PsiCorps
Mar 10, 2008, 02:54 PM
Hi Premier
The major error i found i had made was that i hadn't put any information into the assets/XML/text/XML docs. I entered the required information (basically entered the same information you had entered for Valen and Minbari but replaced it with G'Kar and Narn) but i still had the same problems as before. The information is there i just haven't linked up all the different bits properly.:confused:

Until I have this sorted out and am sure that i know all about where i need to enter information i wont be messing around with anything.:lol:

What did you think of the picture i used of G'Kar?

JEELEN
Mar 10, 2008, 07:23 PM
Have you tried to colonize another system? (if you can't then there might be a problem), I have no problems...

Sorry for the delay (had to update my CIV Gold scens to CIV Gold BTS 4.0 Final, which was released early last week), but I think I did. I dorta gave up when I scouted around alot and never met any other civs or barbs plus the advances didn't seem to give any benefits. So after I checked the civpedia and saw no further buildings or units or anything I sorta chucked it in.:mischief:

Premier Valle
Mar 10, 2008, 10:44 PM
What did you think of the picture i used of G'Kar?

That pic is great, love it!

... but I think I did.
glad to hear.

I dorta gave up when I scouted around alot and never met any other civs or barbs plus the advances didn't seem to give any benefits. So after I checked the civpedia and saw no further buildings or units or anything I sorta chucked it in.:mischief:

Yep!, there is still a lot of work to do.

@PsiCorps
Could you list the problems you're having?, I can help faster that way, I have little time after work to do an in-deep search of problems, as I have said I got G'kar and the Narn civ working (at least in civilopedia), so it will be way faster to check on that than going trough the whole thing.

PsiCorps
Mar 11, 2008, 02:58 PM
At present in the civilopedia i have no leader head showing for G'Kar(now G_Kar):) and his name appears as TXT_LEADER_NARN_G'KAR. When you select it there is only a blank page.
Again in civilopedia when you select the Narn Civilization, i get the small picture of G'Kar but no text. The default Tech is same as Minbari at present. Until i resolve these issues there's not much point in seeing if i can select the race to play.:cry:
On the plus side i have asked GeneralMatt to look at some of the models for the Homeworld 2 B5 mod to see if it is possible to convert them to 3ds Max 6 or 7. I Don't know what his answer will be but as soon as i have it i will post it here.:D

Have you tried using Control+F, and then searching for the error in notepad? Missed this one. No, i haven't yet tried this but i will do so now it has been pointed out to me. Thanks for that.

As i seem to be able to do the pictures for the leaderheads without any problems, i'll sort out a few more and pass them onto you and leave the civ creation bit to you :lol:
Back to you Premier

Premier Valle
Mar 11, 2008, 10:23 PM
OK, I just got home from work, I'll try to answer the issues.

But first I must insist, to remove all (') replacing them with (_), that includes file names (file system), file references (CivIV), TEXT references (CivIV), etc..., I have no idea if CivIV can handle the apostrophes or if the file system will have an exception while trying to handle them, but there is no point risking the issue.

About the TEXT references:

TXT_LEADER_NARN_G_KAR -with the (') replaced- is a reference that points to a text entry in a xml file in the Assets/XML/Text/ folder, every xml file in this folder will be loaded by the game (regardless of its name), so I recomend having a xml file per race and a few others, such as the technologies and others. If no text reference is found then the reference appears as plain text in the game.


About the G'kar LeaderHead:


<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_G'KAR</Type>
<Button>,Art/interface/LeaderHeads/G'Kar button.dds</Button>
<NIF>art/LeaderHeads/G'Kar.dds</NIF>
<KFM></KFM>
<NoShaderNIF></NoShaderNIF>
<BackgroundKFM></BackgroundKFM>
</LeaderheadArtInfo>

First you have to remove the (,) from the path, when the comma is used the game will expect a mapped image, I believe there is no problem, but we should keep a standard anyway.

Now, in the <Button> tag:
>> the path is: Art/interface/LeaderHeads/G'Kar button.dds
However such path doesn't exist, you should place the correct path
>> real path: Art/LeaderHeads/G_kar/G_Kar Button.dds

In the <NIF> tag:
>> path: art/LeaderHeads/G'Kar.dds
again the path should be:
>> path: art/LeaderHeads/G_Kar/G_Kar.dds

And in the <Type> tag you have:
<Type>ART_DEF_LEADER_G'KAR</Type>
However in the CIV4LeaderHeadsInfo.xml in the G'Kar definition you are pointing to: <ArtDefineTag>ART_DEF_LEADER_NARN</ArtDefineTag>


OK, this should solve some issues, I'm not sure this will address all the bugs, but at least should get rid of some of them. If there are more, you know where to find me ;)

PsiCorps
Mar 12, 2008, 02:56 PM
:thanx:That helped enormously. I Found a couple more errors that i had made. I'm a firm believer in learning from mistakes it also helps if someone can say 'there is a mistake on that line, it should look like this' i can use that as a basis to figure out what other errors i've made and what needs to be done to correct them. So :band: i've learnt a lot. Gonna try and figure out how to add the Civilopedia texts next, or rather, how to make them show up as i've already added them. It's probably something real simple, the info you've given me has helped me understand an awful lot more. Gonna go and try some more XML stuff now. :goodjob:

Premier Valle
Mar 13, 2008, 12:10 AM
Good to hear it helped, about the civilopedia entries you're right, it is simple, I'm sure you will succeed in this.:thumbsup:

Not much to report on my front since the work doesn't leave much time to mod, but I believe I'm going to have some free days next week, so I expect to be able to work on this project, I don't know, perhaps add a few civs or something.

PsiCorps
Mar 13, 2008, 03:34 PM
[party]well for me any way:lol:

I Finally found all my little errors and got the Narn Regime added as a Civ. :woohoo::goodjob:
Time to move on and tackle another Civ, and i think i'll go for the Centauri and Londo Mollari. :cool:
Once i am comfortable with where i have to place things to make sure they reference each other correctly i'll start on the tech descriptions.
If i can get the Centauri and Human (Sheridan) done this weekend i'll (try to) upload them for your perusal.

Premier Valle
Mar 14, 2008, 12:29 AM
:clap:

I just found a way to take screenshots from a DVD (it was there right in front of me all the time :blush:), so my next adding will be a William Morgan Clark LeaderHead.

PsiCorps
Mar 17, 2008, 01:37 AM
Hi All
I've had a busy weekend working on this and here is what i've done:-
Added the Earth Alliance and Leader Sheridan (Cannot get the picture to work, i think it's just a bad picture, replace if you can)
Added the Centauri Republic and Leader Londo (Again cannot get the picture to work, i think it's just a bad picture, replace if you can)
Fixed Problem i was having with G'Kar and have added pedia texts.
Added pedia text for Minbari/Valen.

I Think i've placed all the required info in this upload. please let me know if i've missed/forgotten something.

Enjoy

Premier Valle
Mar 17, 2008, 05:52 PM
:goodjob: Great!, looking forward to see them in action, I'll see what I can do about the pics.

On my front, I have also worked on the Earth Alliance this weekend:

http://orbita.starmedia.com/homero_valle/CivFanatics/B5_EA_WMCLark.jpg
http://orbita.starmedia.com/homero_valle/CivFanatics/B5_EA_SLuchenko.jpg

I won't have time today to merge all the stuff, but I have two more freedays this week, so, next weekend I'll post the next version.

JEELEN
Mar 19, 2008, 01:21 PM
Cool additions & good work, guys! Keep it up!:goodjob:

PsiCorps
Mar 19, 2008, 02:40 PM
We're doing our best. Talking to a poster on a B5 forum who may be able to help out with the models/animations. Early days yet but we are slowly getting there.

Thanks again for your encouragement.

Premier Valle
Mar 21, 2008, 01:50 AM
Hi everyone!, Ok, I tested v0.1.4c everything worked except the pictures, XML coding was right, so I checked the pics, they were in "8 bit DDs", I'm not sure what the problem could have been but once I reformatted them to "DXT1 DDS" the problem dissapeared.
Oh!, and the G'kar ArtDef entry had a few minor bugs.

Today's work was to merge PsiCorps version with my own, and a few adds:

- EA Leader: W.M. Clark
- EA Leader: S. Luchenko
- Major Power's Buttons
- EA Leader Sheridan Improved
- Centauri Leader L.Mollari Improved
- Minor XML adjustments
- Version Control File
- Mod installer (bat)

v0.1.5 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.5.rar)

I haven't been able to access this forums upload system, so I uploaded the new version to my alternate site, sorry for any inconvenience (slower server).

Also, as this is a merge of two versions it is possible that I have bypassed a few things, please notify me to make the corrections.

About the installer, please read the (provided) instrucctions.

PsiCorps
Mar 21, 2008, 02:10 PM
Hi All
I've spent today going over everything we've done so far. There were a couple of errors in text/spelling which i've corrected. A huge part of the Centauri pedia text was missing. I've put that back in other than that it's "So far so good" :)
I've been looking for some text to put in for Luchenko and Morgan Clark but there is little background to their characters to use. I'll put in what i've found just to give you something to read if you look at them.
I've been looking through the Tech stuff and i think i'm ready to start putting some pedia entries onto them. That's going to take me a while to do so next time i upload the files it will be with the Tech pedias and the corrections i've made.:D
No further along with the ship models/animations at the moment but will keep you posted.
Be Seeing You

Premier Valle
Mar 22, 2008, 08:19 PM
Alright, next I'm going for the other Minbari leaders(Dhukat, Delenn, Neroon) and to add the Dilgar and Jha'Dur.

Did the installer worked? my windows profile has two words, so I couldn't test it properly.

About the Narn, was Na'fal the one who tried to kill G'Kar?, what you say about warleader G'sten?

OH!!, I just play-tested the spiral galaxy map script and is GREAT!!!!, I recomend it a lot. Actually I just requested permission to distribute it with our mod, but I want to hear (err... read) what do you think of it.

JEELEN
Mar 23, 2008, 12:28 AM
Sounds great. Will check. Keep it up!;)

PsiCorps
Mar 23, 2008, 04:46 AM
Hi All
I Have some new information for you but first i'll go to Premier and answer his notes.
Alright, next I'm going for the other Minbari leaders(Dhukat, Delenn, Neroon) and to add the Dilgar and Jha'Dur.
Can't wait to see them. Do you want me to do the Pedia texts for them?

Did the installer worked? my windows profile has two words, so I couldn't test it properly.
I'll be honest, i didn't use the installer.:blush:

About the Narn, was Na'fal the one who tried to kill G'Kar?, what you say about warleader G'sten?
Councillor Na’Far was the leader the Centauri put in place after the war. Councillor Du'Rog was the member of the Kha'Ri that tried to have G'Kar assassinated by the Thenta Makur agent Tu'Pari.
Warleader G'Sten should be kept as a Great General for the Narn.
Warleader Na'Kal should also be kept as a Great General for the Narn.
Which reminds me, i did once see mention of a mod that gave Great people to the Nations they originally came from. If we could find this and incorporate it into our mod it would definitley give the mod a lot more flavour.

OH!!, I just play-tested the spiral galaxy map script and is GREAT!!!!, I recomend it a lot. Actually I just requested permission to distribute it with our mod, but I want to hear (err... read) what do you think of it.
Had a quick look at the Spiral Galaxy map script, i agree, it does look great.

Onto the other stuff now. I've done maybe a fifth of the descriptions for the Techs so far. I did come across one tech that needs to be renamed as it doesn't appear to exist within the B5 universe.(My bad didn't read thoroughly enough when i was doing the tech tree first time around.) Ion Power should be renamed as Matter/Antimatter Power Systems and should now be placed after Ion Particle Engine. Other than that i still got loads of work to do on the pedia texts for the Tech tree so gonna get on with that.:crazyeye:

JEELEN
Mar 23, 2008, 05:44 AM
I'll be honest, i didn't use the installer.:blush:


Installer worked fine. Otherwise: good progress! :goodjob:

Premier Valle
Mar 23, 2008, 02:20 PM
@PsiCorps
Yeah!, if you can do the Pedia entries go ahead, thanks.

My bad, my Narnology needs more work! :lol:. About the map script, I just received word from Cephalo, we can distribute the map script with the mod!. About the tech... I don't follow, but if you said so, it will do.

Installer worked fine. Otherwise: good progress! :goodjob:

Glad to hear.
Onto other things, yesterday night, while having some :beer: with a few friends, an idea about Jump-points came to my mind:

1. Give some ships the ability to BUILD a Jump-Point IMPROVEMENT.
2. Give culture to the jump point (single square).
3. Paradroop (jump) from the improvement.
4. Remove the Jump-point improvement onEndTurnSet.

Of course, jump points could only be built on neutral and owned territory, and allies could use them.
I'm not sure if this idea is feasible, anyway, we agreed to leave more advanced stuff for later.

I have taken some screenshots for the Dilgar and Minbari leaderheads, I'll try to add them in the next days.
But speaking about the Dilgar, any ideas for the Dilgar civ Button????:confused:

PsiCorps
Mar 23, 2008, 03:17 PM
The important part of the tech tree note is this Ion Power should be renamed as Matter/Antimatter Power Systems and should now be placed after Ion Particle Engine.
The idea for Jump points could be what we need but we'll need to wait and see how we develop the rest of the mod.

croxis
Mar 25, 2008, 04:39 PM
Hey it is croxis from Firstones. need any help?

PsiCorps
Mar 26, 2008, 05:32 AM
Hi Croxis. We need lots of help. If you are any good at modding especially designing models/animations. If you can help out with any ideas and suggestions that would be great too.

croxis
Mar 26, 2008, 12:31 PM
When Sanfam and I were bouncing ideas of each other these were some of the key concepts we developed:

Multiple scenario starts
There would be various scenario starts which the player would select to determine what kind of game they would play. One would be the standard civ-like start for all races where all races are balanced. Another would be the same but without the vorlons/shadows (removing the great war gameplay). The others would incorporate the race imbalances and features and would have various starting points. For example one the humans would have just acquired spaceflight and will start the game colonizing their solar system while the Minbari would already have interstellar flight. There would be other starting points in the timeline as well for those who want to play during or after the events of Babylon 5.

Map
When we were bouncing around ideas Warlords wasn't even announced yet. Because Civ IV maps were smaller we thought there should be different levels of space - Planetary space with normal movement costs, and interstellar space with extremely expensive move costs.

Also because we can see and determine where stars are in the night sky all the stars and some planets would be visible but in a fog of war.

Jumpgates Hyperspace
Civ II: Test of Time would have been perfect for this with the layered maps. Alas.
In the B5 universe hyperspace was discovered by relic jumpgates left behind by the firstones or acquired by another race who already had it (Earth from Cent, Minbari from Vorlons). To reflect this the Hyperspace technology can not be directly researched. The technology has to be acquired from another race or discover a relic jumpgate which is seeded with the map. the number of relic jumpgates and the probability of them being in a home system is inversely dependent upon the difficulty level. Lowest difficulty will have a relic gate in every home system while the highest will only have two in the entire map.

There are obvious potential gameplay problems with this. To compensate for this it must be highly desirable to share hyperspace tech. Interstellar expansion/colonization should be expensive and the trade boost by giving other races hyperspace tech should be significant.

How hyperspace works is very different from normal civ convention. When a jumpgate is built (or a relic gate) it will connect with 2-5 of the other gates. The tiles along this connection will develop basically roads. This will drastically reduce the movement cost of going through interstellar space. There will need to be some mechanism which prevents non-jumping ships from entering or exiting these lanes except at the gates and allowing jump capable ships to do so.

Stations
Stations could either be a tile improvement or a mini city. As a tile improvement it would contribute resource bonuses to the colony in question (or a minicity station) as empty space provides no food/hammer/trade. A minicity station (like babylon 5) would have a limited number of city improvement slots, limited population cap, limited city radius, and limited production capacity. These limits could be increased by city improvements.

Shadows and Light
Modeling the shadow conflict would be very interesting. One idea proposed would be to have a light/dark variable associated with each race. Positive would be "light" and negative would be "shadow". The race and leader a player chooses would set the initial bias. Civics, technology, who allies are, etc would modify the value. The more bias the variable becomes the more friendly like minded races are, what technology is availible to be researched (or even which units become availible: ie for organic hull tech a positive number would be white star and a negative number is the omega-x), as well as other bonuses or assists the more extream one becomes. At the cost of becoming more extream the other faction and fo race becomes more hostile.

Premier Valle
Mar 26, 2008, 11:04 PM
Hi Croxis, wellcome aboard! :beer:

Nothing much to say on my front, quite a busy week at work, but I'll try to keep up to date.

BTW, still no ideas on the Dilgar shield?

croxis
Mar 26, 2008, 11:39 PM
Another thing, I'm more than happy to offer a corner of my webhost for this, so if you guys want a wiki or a fileserver (even svn, which actually wouldn't be a bad idea) feel free to drop me a line.

I'm gonna start warming up my modelling skills and start with the EA shuttle :)

JEELEN
Mar 26, 2008, 11:49 PM
I'm gonna start warming up my modelling skills and start with the EA shuttle :)

Cool, croxis!:thumbsup:

PsiCorps
Mar 27, 2008, 02:31 PM
Hi All
Kudos to Croxis for having a go at modelling. This may be the last message from me for a few days as my PC is going to have some work done on it and i don't have the luxury of a second PC or a laptop. Hope to catch up with you all sometime next week.

Premier Valle
Mar 27, 2008, 11:27 PM
Another thing, I'm more than happy to offer a corner of my webhost for this, so if you guys want a wiki or a fileserver (even svn, which actually wouldn't be a bad idea) feel free to drop me a line.

I'm gonna start warming up my modelling skills and start with the EA shuttle :)

Yeah!, version control isn't a bad idea, I have backups from v0.1.2.

About the EA Shuttle: :thumbsup:, just one question, the atmosferic one (I believe the class is Hestrel) or the other?

croxis
Mar 28, 2008, 12:41 PM
The other, much more simple :)

Premier Valle
Mar 30, 2008, 07:15 PM
Hello everyone!,

here is the new version v0.1.5b (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.5b.rar), includes:

- New Minbari leaders: Dukhat, Delenn, Neroon
- Tech: Ion Power removed
- Tech: Matter/Antimatter Power Systems added
- Tech tree adjustments


The update is on my alternate server, because for some reason I'm no loger able to use Civfanatic's upload system :confused:.

I didn't add Jha'Dur of the Dilgar because I have no idea what we can use for the Dilgar's civ button, if I figure it out (suggestions accepted) I'll add it to the next version, if not, then I'll use a generic button for that civ and add the Dilgar on the next update anyway :p.

I have been thinking about the EA shuttle:

Possible uses for the Shuttle:
- Medical transport: comes with a medical promotion, can be carried within capital ships.
- Fighter transport: can carry a single fighter squadron
- Military transport: can carry a single G.O.D.

All proposals can't attack, and have minimum speed (movement), and minimum strenght.


On other things, on next update perhaps I'll add a generic PDS (Planetary Defense System; the EA can use the G.O.D) using asioasioasio's satellite (RodsGods).

croxis
Mar 30, 2008, 09:59 PM
The Ea transport can't really carry a fighter, much too small

JEELEN
Mar 31, 2008, 03:12 AM
Good work on the update! Will check it out!;)

BTW, maybe all version links should be included in 1st post. (If you miss one, they might be hard to locate without reading through the whole thread.)

Premier Valle
Mar 31, 2008, 11:24 PM
The Ea transport can't really carry a fighter, much too small
There was an episode where a modified shuttle carried a Omega Black Squadron,... well, actually two shuttles. :P

BTW, maybe all version links should be included in 1st post. (If you miss one, they might be hard to locate without reading through the whole thread.)

That is a fine Idea, but PsiCorps is the one to do it, only he can edit that post (as far as I know).

JEELEN
Apr 01, 2008, 12:17 AM
There was an episode where a modified shuttle carried a Omega Black Squadron,... well, actually two shuttles. :P

Sounds like an emergency/make shift transport then. How about a Carrier type unit?

EDIT: I've also noticed a distinct absence of updates from the DL Database and the New/updated versions thread, which makes 'em very hard to track down, if you don't know about them in the first place. (Just a thought...)

Noble713
Apr 03, 2008, 11:35 PM
First off, I'd like to add that I too heavily played Babylon 5 Wars which did an excellent job of fleshing out the B5 universe.



- The concept of "Aircraft carriers" (or should I say Spacecraft Carrier) doesn't exist in B5, however, Capital ships are often capable of carrying fighters/bombers, I believe that some ships should be able to carry a single squadron and through promotions make them able to carry more. I think that it would be overpowered to make them able to carry more squadrons right from the start.

Quite a few races have dedicated fighter carriers. The largest would be the Earth Alliance's Poseidon Supercarrier, which could deploy 96 Aurora Starfuries. The Minbari, Centauri, Brakiri, Dilgar also had large carriers.


EDIT: Also, we need, System names, I have a star map in a B5 book, I'll post it later, there is plenty of system names for the EA, however there are little for the rest.

I have Mongoose Publishing's Babylon 5 Galactic Guide, which lists every solar system in the B5 universe and their planets.

Ion weapons – Required for Capital ships (dreadnoughts)

Ion weapons aren't all that common in B5. I'd say most capital ships are packing a complement of large beam weapons, so how about a name change to "Heavy Beam Weapons"?

Dilgar
Leader: Warleader Jha’dur
UU:
Planets:
Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.

There's quite a bit known about the Dilgar, you just need to know where to look. Agents of Gaming published an entire book on the Dilgar Wars which did an excellent job of fleshing out their background and the entire war. Here's the bare bones:

They are an aggressive feline race and highly militaristic. They were among the first to make use of high-quality heavy fighters. Most of their ships lacked jump drives, so they relied on a small number of large capital ships to move from system to system. Many of their vessels were equipped for planetary bombardment (mass drivers + orbital bombs) which they used extensively, as well as biological weapons.

I have a nice leaderhead pic for Jha'dur on my system somewhere (I've been working on a B5 mod for Space Empires V off-and-on...)

At present working from http://www.b5tech.com/earthalliance/...hcapships.html you can see the numbers of fighters carried by the various classes of ships. All that needs to be agreed on is how many fighters make up a unit for conversion to the mod. Is a unit/squadron 6 fighters or more? 6 would be simplest as it would mean that the Hyperion class cruisers carried 1 unit and the destroyers all carried 6. This would mean the carrier should hold at least double the amount of a destroyer.

That website is notoriously inaccurate and most of its info conflicts with canon and official sources. In contrast, the Babylon 5 Wars stuff was approved by JMS, the creator of B5; you can't get a much higher authority than that. An Omega should carry 24 fighters. 6 fighters per unit is a good size, as most ships only carry 6 (Hyperion), 12 (G'Quan, Primus), or 18 (Centauri Octurion battleship) fighters. Omega = 4-unit capacity. Earth's Poseidon Supercarrier = 16 units(!!)


I have a huge number of ship models in .3ds and .x formats that I've pulled from across the 'net, mostly from B5 mods for other games so they are perfect low-poly models. Definitely enough designs to cover the Earth Alliance, Narn, and Centauri fleets, with a good number of Minbari and Dilgar ones too. Unfortunately I haven't gotten around to getting permission to use them yet...


Here's the list of wargaming books I have available for background information/ship designs:

Babylon 5 Wars
2nd Edition Rules Compendium
Militaries of the League 2
Ships of the Fleet (HUNDREDS of ship designs)
The Dilgar Invasion
Showdowns 3 (scenarios and ship designs for advanced EA ships + 3 other races)
Showdowns 4 (more Dilgar war stuff)
Showdowns 5 (Narn-Centauri war, ships for the "Corillani" minor race)
Showdowns 7 (minor League races like the Hyach, Cascor, and Kor-Lyan)

A Call to Arms/Babylon 5 RPG
Galactic Guide (map with details for every planet/system)
1st and 2nd edition RPG rules
A Call to Arms rules

PsiCorps
Apr 04, 2008, 12:48 PM
Apologies for the lack of postings since last week. First the bad news. All the work that was on the PC was lost after my new motherboard was installed. Fortunately i had a back up saved on a memory stick. You would have thought that this was good news wouldn't you? No. The memory stick has failed and i can't retrieve any of the info. You would think i would have thought about uploading to this site which would have been a good idea had i thought about it. Hindsight is a wonderful thing and i will not be relying on a memory stick alone in future.
I Shall be dedicating myself to replacing the pedia texts over this weekend. Now onto everything that everyone has posted.
Premier VallePossible uses for the Shuttle:
- Medical transport: comes with a medical promotion, can be carried within capital ships.
- Fighter transport: can carry a single fighter squadron
- Military transport: can carry a single G.O.D.

All proposals can't attack, and have minimum speed (movement), and minimum strenght.

I Think we should keep the shuttle to transporting individuals, a lot like the Caravel in standard Civ. Let's keep it as simple as possible to get a working mod. We can start getting ambitious later:lol:
Premier Valle- New Minbari leaders: Dukhat, Delenn, Neroon
- Tech: Ion Power removed
- Tech: Matter/Antimatter Power Systems added
- Tech tree adjustments

I've downloaded v0.1.5b but haven't installed and examined it yet. If it's as good as the previous stop i'll be happy. will add any comments after i've had a look at it properly.
JEELENBTW, maybe all version links should be included in 1st post. (If you miss one, they might be hard to locate without reading through the whole thread.)
Apologies. I shall post the next update to the first post so it is easier to find:D
Welcome aboard Noble713. Thank you for all the corrections.
Noble713I have Mongoose Publishing's Babylon 5 Galactic Guide, which lists every solar system in the B5 universe and their planets.
My B5 Knowledge is based on the Series, Paperback books and the B5 CCG. I'm hoping you will be able to contribute a lot to this project:) If you could provide us with a list of all the systems colonized by each of the races it would be a great help in completing the Civilizations/Races part of the mod.
Noble713Ion weapons aren't all that common in B5. I'd say most capital ships are packing a complement of large beam weapons, so how about a name change to "Heavy Beam Weapons"?

Sounds good to me.
Noble713There's quite a bit known about the Dilgar, you just need to know where to look. Agents of Gaming published an entire book on the Dilgar Wars which did an excellent job of fleshing out their background and the entire war. Here's the bare bones:

They are an aggressive feline race and highly militaristic. They were among the first to make use of high-quality heavy fighters. Most of their ships lacked jump drives, so they relied on a small number of large capital ships to move from system to system. Many of their vessels were equipped for planetary bombardment (mass drivers + orbital bombs) which they used extensively, as well as biological weapons.

I have a nice leaderhead pic for Jha'dur on my system somewhere (I've been working on a B5 mod for Space Empires V off-and-on...)

Do you have something we could use for the Dilgar Civ button?
Noble713Quote:
Originally Posted by Psicorps
At present working from http://www.b5tech.com/earthalliance/...hcapships.html you can see the numbers of fighters carried by the various classes of ships. All that needs to be agreed on is how many fighters make up a unit for conversion to the mod. Is a unit/squadron 6 fighters or more? 6 would be simplest as it would mean that the Hyperion class cruisers carried 1 unit and the destroyers all carried 6. This would mean the carrier should hold at least double the amount of a destroyer.

That website is notoriously inaccurate and most of its info conflicts with canon and official sources. In contrast, the Babylon 5 Wars stuff was approved by JMS, the creator of B5; you can't get a much higher authority than that. An Omega should carry 24 fighters. 6 fighters per unit is a good size, as most ships only carry 6 (Hyperion), 12 (G'Quan, Primus), or 18 (Centauri Octurion battleship) fighters. Omega = 4-unit capacity. Earth's Poseidon Supercarrier = 16 units(!!)
Is this manual available as an online reference source? I haven't the spare cash to be buying new books:sad:
Noble713I have a huge number of ship models in .3ds and .x formats that I've pulled from across the 'net, mostly from B5 mods for other games so they are perfect low-poly models. Definitely enough designs to cover the Earth Alliance, Narn, and Centauri fleets, with a good number of Minbari and Dilgar ones too. Unfortunately I haven't gotten around to getting permission to use them yet...
Could you chase down permission to use the ship models? It would be the biggest hurdle jumped if we could get permission to use models already built!
Now i'm going to look at the latest download courtesy of Premier.
Be seeing you.;)

croxis
Apr 04, 2008, 03:02 PM
Psi, would you like me to set up a svn server? It be a great way to back up and keep the rest of us updated!

Premier Valle
Apr 04, 2008, 11:00 PM
Wellcome Noble713!, as always the beers are on me:beer: (BTW: does that expression means that I pay the beers? - 'cause thats what I intended to say :p)

... my new motherboard was installed.

Good to hear your new comp is up'n running. About the Data lost I have a suggestion (to all of you), use at least two partitions on your hard drive (C:\ and D:\) as this allows you to have the Operating System in one and Data in the other, so if you need to reinstall your OS, MoBo or anything your Data will be safe. Optical storage is good also.



I Think we should keep the shuttle to transporting individuals, a lot like the Caravel in standard Civ. Let's keep it as simple as possible to get a working mod. We can start getting ambitious later:lol:


Making a unit capable of carrying another is something I have done before (an upgrade for the destroyer that can carry a single UAV); I made such a suggestion because it will be more accurate (IMHO) to have the atmosferic shuttles carry the individuals.

@Noble713
I agree with PsiCorps, I believe you can constribute a lot to this project.


Do you have something we could use for the Dilgar Civ button?

do you? :please:

I'm planning to do some modding this weekend, so expect an new version tomorrow afternoon (GMT -6), and who knows, perhaps a flash update on sunday as well! (I'm on a modding mood;))

@croxis
would we need a client for the server?


EDIT: Check this thread! (http://forums.civfanatics.com/showthread.php?p=6685461#post6685461), you won't be dissapointed; update within the next hours!

Premier Valle
Apr 06, 2008, 01:21 AM
Hi all!,

it took me longer than expected and I'm not fully satisfied with it, but there are a few thing that you need to see: v0.1.6 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.6.rar)

The new version:

- Dilgar Civilization
- Dilgar Leader: Jha'Dur
- New unit: P.D.S.
- New unit: Starfury Aurora (EA UU)
- Old unit: FF Destroyer
- Old Unit: FF Fighter
- Added some System Names
- New Map: SpyralGalaxy by Cephalo
- Known Bug: In the City Screen two Fighter Buttons (build) appear.


Testing the PDS:

Enter the world builder, and add a Pirate destroyer within striking range of your system.
Edit the destroyer, change it from: UNITAI_RESERVE to UNITAI_ATTACK_CITY_LEMMING
Don't forget to have a PDS in your system!!


Now my dissapointments with the new version:

Have you ever wondered why the FF fighter graphics are several instead of a single one?

The Aurora squad has 6 starfuries, yet when sent in a mission only one is deployed, the rest stay still; I tried a few things but none gave a good solution. Any ideas? :confused:

The FF fighter was reinstalled to show apropiately the SA-3 as a EA only fighter.


On the P.D.S (Generic G.O.D.)

The P.D.S. doesn't have an animation, I tried to use CivIV and FF ones but none of the tested ones worked, I believe that the model doesn't have animations contemplated. :(


I made a N/A button (and a flag) so I'm using it with the Dilgar, PDS, and SA-3, perhaps tomorrow I'll make some buttons.
Of course the Aurora and PDS need the tech_prereq, but were left without it for testing purposes.

keldath
Apr 06, 2008, 04:42 AM
hi psicorps,

just wanted to say,

im a huge b5 fan, except the new boring tv film they got out....hehe

i really hope someone will finnally get some b5 units for you,

your b5 and star trek.....have so much pottencial,
the only stinky problem....not enough unit models.

cammon i say that we have enough airplane and tank models to last for eternity....

we need more scifi starshps!

keep up this mod development!!

great work.

PsiCorps
Apr 06, 2008, 05:42 AM
Hi all and welcome Keldath.
Have just downloaded the latest update, will have a look as soon as possible and provide feedback (if required). I Haven't seen Croxis online recently maybe he's having problems with modelling the transport. I suppose now we have most of the races sorted we are going to have to start looking at Race/Leader traits, buildings etc.

The_Coyote
Apr 06, 2008, 06:08 AM
@ Premier Valle

the issue with the FF fighter is, that in the nif there are already three models (vertices around 500, so together 1500). As i animated the starfury i figured this out (too late because the model was already finished). Because i didn´t wanted to get an ploycount overkill i didn´t added the starfury to the FF fighter animation (i would ended in around 4500 vertices). So i used the standard fighter animation (one model)

I have no idea how you can change the squad size by the standard fighter and get all fightes to attack, but if you figure it out i would suggest you lower the squad size (if you really have a size 6 starfury squad, it has around 9000 vertices, to high imo for a standard unit the game).

if you want it like you wrote you must work with the FF fighter nif and exchange the model there (starfury instead of the standard fighter model, perhaps its even possible the get six fighter) and change the possitions of the node (but be aware it will be a high poly model)
there are some tutorials how to handle nif out there. (i´m not an expert in working with nifs). This was the reason for including a non animated nif.

the best solution would be for a unit of squad size 3 or 6 a new low polycount model (400 - 500 vertices). It loses details but because the induvidual model is also smaller than a single one in game it shouldn´t hurt too much.

Ciao
The_Coyote

croxis
Apr 06, 2008, 11:23 AM
I'm still trying to play catchup with blender. There have been quite a few updates sense I last really used it. I want to get through a couple more video tutorials before I tackle the project.

What is the polygon count you would like for units?

Premier Valle
Apr 06, 2008, 10:20 PM
Hi all, no update today, sorry, something came across.

Wellcome keldath and The_Coyote :beer::beer::beer: (told ya there was plenty of :beer: around here (mostly on my posts :D *hick*:D)

@ The_Coyote
A pleasure to have you on board. As you have stated the FF fighter has the three models within the nif, and I believe that this is because you can't make all the squad's fighters to attack together, so a nif with all the starfuries would be the easiest solution. :mischief:
I haven't been successfull on making all attack, perhaps it can be done, but I'm loosing my faith in that quickly, I'll keep trying.

... What is the polygon count you would like for units?

I have a good enough computer to play Crysis on High (not perfect tho) so a high poly unit for Civ is not a problem for me, but it is for others... I'm sure that among us all The_Coyote can give you the best advice.

@ PsiCorps
Yes it is time to start thinking on the traits and other things. But in the mean time there are several more races/leaders to add, I'm on it, but as with the Dilgar, the Civ Buttons and Flags for the rest (except the League of Non Aligned Worlds) are unknown to me.

Advice on the PDS and the Starfury is indeed needed, I was thinking on alternate/"work around" solutions:
- like assuming a single starfury represents a whole squad, or
- making the starfuries movement equal to six, so we could (theoretically) attack six times with a single squad (one time for each fury), of course the damage would have to be 1/6th of the originally intended strenght of a fighter squad, and the use of this solution will make the use of the squads too boring (too much micro) to use them.

The_Coyote
Apr 07, 2008, 04:14 AM
What is the polygon count you would like for units?

Firaxis has around 1000 (up to 1500) for single model units like the destroyers and around 500 for the fighters (3 model unit, so the in game model has around 1500).

I think for a unique unit (limited in number in game, e.g. national limit would be one, there can be up to 2000 or 3000), for the other units i would try to stay around 1000 - 1500 and for the fighters 500 - 700, the texture should be 256 or lower (i use 256 most the time) sized for standard unit.

Advice on the PDS and the Starfury is indeed needed, I was thinking on alternate/"work around" solutions:
- like assuming a single starfury represents a whole squad, or
- making the starfuries movement equal to six, so we could (theoretically) attack six times with a single squad (one time for each fury), of course the damage would have to be 1/6th of the originally intended strenght of a fighter squad, and the use of this solution will make the use of the squads too boring (too much micro) to use them.


at the moment i would use the single fighter as squad (like in standard BtS, but perhaps i have the time to make a more reduced version of the Starfury later [no promise] - now i know the limits for FF).

Ciao
The_Coyote

PsiCorps
Apr 07, 2008, 11:39 AM
Just a quicky, this link has a number of B5 ship models that we may be able to use(with permission of course)
http://homepage.eircom.net/~bcelestia/

Premier Valle
Apr 07, 2008, 07:12 PM
...at the moment i would use the single fighter as squad (like in standard BtS, but perhaps i have the time to make a more reduced version of the Starfury later [no promise] - now i know the limits for FF).

I agree, what says everyone else?

Just a quicky, this link has a number of B5 ship models that we may be able to use(with permission of course)
http://homepage.eircom.net/~bcelestia/ (http://homepage.eircom.net/%7Ebcelestia/)

:eek: that's a Huge collection of B5 models, the only thing would be to convert them from 3ds to nif format, and of course the permission to use them... may I assume that such permission has already been requested? :mischief:
Of the ships that didn't appear at the series I liked very much the EAS Narcissus. (http://homepage.eircom.net/%7Ebcelestia/previews/eanarcissus.html)

Good find PsiCorps :goodjob:

Premier Valle
Apr 08, 2008, 08:59 PM
Hello every one!, straight to the news, thanks to The_Coyote we now have the Narn Drazi Fighter, and of course it has already been modded: v0.1.6b (http://forums.civfanatics.com/showpost.php?p=6699730&postcount=151)

My secondary server is messed up, and I still can't access this forums upload system, so this time its an attachment, however something funny happened while uploading it, hopefully it will work.

New stuff:

- Aurora Starfury Button added.
- New unit: Narn Frazi Fighter
- New unit: Narn Frazi Squadron

Both frazi units have the same stats, however this time the squad works like the FF one (because there are three models within the model this time, and of course the poly count is three times the fighter one).
I added both for you all to decide wich line should we use:
- The squad approach: High poly, low performance
- The fighter approach: Low poly, high performance


BTW: I double posted 'cause the attachment option isn't available on "edit" mode

JEELEN
Apr 08, 2008, 09:10 PM
Clicking the link you just posted generates an "Invalid Attachment" message. Also, I'd suggest using post #1 for DL versions/updates and linking to DL Database DL page(s).

EDIT: BTW, you can add attachments with the "Go Advanced" button in edit mode.;)

croxis
Apr 09, 2008, 08:26 AM
Oh another question -- are quadrilaterals allowed or must all polygons be triangles?

Premier Valle
Apr 09, 2008, 05:11 PM
OK, I hope this time it works (everything seemed fine this time): 173778

Oh another question -- are quadrilaterals allowed or must all polygons be triangles?

As far as I know triangles are the standard.

BTW, you can add attachments with the "Go Advanced" button in edit mode.;)

Oooooh!, thanks! :p

EDIT: I have taken screenshots for the Turhan and Carthagia Leaderheads... but about the Narn... who shall we use as the other leaders?

The_Coyote
Apr 09, 2008, 06:54 PM
Oh another question -- are quadrilaterals allowed or must all polygons be triangles?

see the pic below, that how the model of the Frazi looked before i exported it from blender, hope it will help you

JEELEN
Apr 09, 2008, 09:07 PM
OK, I hope this time it works (everything seemed fine this time)

DLed.:) Now... where's the rest of it? :confused:(The post #149 version gives a "Pagina no encentrada" message...):(

Premier Valle
Apr 09, 2008, 10:04 PM
DLed.:) Now... where's the rest of it? :confused:(The post #149 version gives a "Pagina no encentrada" message...):(

Huh? post 149 is... yours... :p

If you meant post 148 I redirected it to post 151 (the one with the download), other posts with previous versions (formerly stored in my secondary server) are the ones that should redirect you to the "pagina no encontrada" (page not found). But do not worry, the newest version is a standalone one, meaning that all the required files are inside. The fact that I named it "b" is just because I didn't deemed it to be such a big update (as it is a test version to decide on wich approach should we take on the fighter/squadron thing) as to increase the number version.

JEELEN
Apr 09, 2008, 11:11 PM
OK, thx! (Sorry for postcount error):mischief: Will try it out.;)

PsiCorps
Apr 11, 2008, 06:27 AM
Hi all, i haven't posted much recently as i' have been trying to figure out a problem. The mod doesn't load at all. I'm busy at work at the moment so at the weekend, i'll delete (saving the good bits seperately) the mod file i have at present and rebuild it from scratch, Will post properly once i have had a chance to see what we have so far looks like.
PS. Councillor N'Far would be the only other Leader we can use for the Narn, although there is also another version of G'Kar we could use. Citizen G'Kar (after his enlightenment and torture by the Centauri). Just find a picture of G'Kar with the eye patch and we have a different enough image to use.

JEELEN
Apr 11, 2008, 07:37 AM
Must contradict you: mod loads fine with me; however, a CTD occured around turn 30.:(

PsiCorps
Apr 11, 2008, 03:46 PM
My apologies for not being a little more precise. The mod starts to load up, gets all the XML files ok and then there is a fatal error and the game shuts down. I'm still going to restart the mod as above:p

Premier Valle
Apr 11, 2008, 08:51 PM
Hi guys!, a little more info on the CTDs would be nice, I tried it for about 45 turns and everything went well. If you try it again before the next release please check the "allow debugging tools" option (once the game has started press ESC and go to "game details"). It could help to determine if the CTDs are caused by the mod or if it is something else.

JEELEN
Apr 11, 2008, 09:06 PM
Will try again today to see what happens. (I was playing Custom Game with only B5 civs active.) BTW, I like the PDS addition with the zero movement.;)

Ajidica
Apr 11, 2008, 09:27 PM
@Premier Vale: When are you getting the CTD's? If it is in-game, a button or unit art is probably bad. If it is during loading, make sure there are no missing tags or extra spaces in the XML files.

JEELEN
Apr 12, 2008, 03:33 AM
Will try again today to see what happens. (I was playing Custom Game with only B5 civs active.) BTW, I like the PDS addition with the zero movement.;)

Unable to recreate CTD as mod won't load after "LoadXML call failed for Misc/CIV4TerrainPlaneInfos.xml" (+ additional load error message), which appears identical to the one fixed in MOO2Civ Patch3: http://forums.civfanatics.com/downloads.php?do=file&id=8788 (however, can't confirm this, as I haven't tried this myself for the B5 load error). Just thought I'd mention it in case it helps.;)

Premier Valle
Apr 13, 2008, 11:20 AM
@Premier Vale: When are you getting the CTD's? If it is in-game, a button or unit art is probably bad. If it is during loading, make sure there are no missing tags or extra spaces in the XML files.

Actually, I'm not getting this CTDs.

Unable to recreate CTD as mod won't load after "LoadXML call failed for Misc/CIV4TerrainPlaneInfos.xml" (+ additional load error message), which appears identical to the one fixed in MOO2Civ Patch3: http://forums.civfanatics.com/downloads.php?do=file&id=8788 (however, can't confirm this, as I haven't tried this myself for the B5 load error). Just thought I'd mention it in case it helps.;)

That is weird, as I haven't touched that file, does it exists in your installation?, remember that the supplied files are to overwrite the FF ones.

JEELEN
Apr 13, 2008, 11:57 AM
Getting weirder it is: first the mod loaded fine (CTDed later), then a load error that shouldn't occur... I'd better wait til the next patch/version, I guess...

Premier Valle
Apr 13, 2008, 07:23 PM
Hi people!

The new version is ready: v0.1.6c (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.6c.rar)

New stuff:

- New Centauri Leader: Turhan
- New Centauri Leader: Carthagia
- New Narn Leader: Na'Far
- New Narn Leader: Citizen G'Kar
- New unit: Sentri Fighter (Centauri UU)
- Corrected Bug: G'Kar's Pedia
- FF Destroyer now can carry a single fighter/squad
- FF Astral Gate now requires new Tech: Beyond the Rim

Thanks to The_Coyote for the Sentri model.


My alternate server is up again, but if you prefer I'll upload the file to this forums.

What do you think of the Fighter/Squadron approach?

Some more thoughts on the fighters:

I was thinking, do we made the fighters like "flavour" units or do we follow another approach?, for example:

- The EA fighter (Aurora), being a space only fighter, and with its superb maneouverability perhaps we should give it a bonus against other fighters, but also a penalty when attacking Systems.
- The Centauri Sentri, can fly into the atmosfere, so, a bonus when attacking systems.
- The Minbari fighter (when available), bonus against other fighters, bonus when attacking systems, but cost more :hammers:.
- The Narn fighter: bonus when ramming :lol: (just kidding), actually a less capable fighter, so we could assume its also a less complex fighter so, a production bonus (meaning less :hammers: are needed)


Still no ideas on the Dilgar button?? (the Dilgar shield), also, since all major powers are ready, I'll start working on the other races (Drazi, Pak'ma'ra, Brakiri, Gaim, and the League) so buttons for this other ones will soon be required (leader names would also be nice).

@ Jeelen
If you still encounter problems with this release, I would suggest a full re-build of the mod.

JEELEN
Apr 13, 2008, 11:42 PM
:thumbsup: Premier Valle! (DLed.)

BTW, I mentioned this before, when will there be any buildings to build?:confused:

PS: Your sig reads "I'm on Mexico City. (Don't know if that's possible - never been there.);)

JEELEN
Apr 14, 2008, 12:57 AM
Got to turn 70: CTD. (Load error messages still there, but clicking on 'em makes 'em go away.) Here's the .SAV file just before CTD:

Thorgrimm
Apr 14, 2008, 10:19 AM
Sorry for the disappearence, but RL became a real pain. :mad:

As for ships, below is the models I have, and they are already textured:

HUMAN:

Earth Alliance:

EA Asimov Liner
EA Babylon5 station
EA Aeolus Recovery Ship
EA Ardent Monitor
EA Asslt Gunboat
EA Atm Shuttle
EA Breaching Pod
EA Cotton Class Fleet Tender
EA Earth Force One
EA Explorer
EA Ganymede Research Complex
EA G.O.D. Def Sats
EA Hyperion
EA IPX Icarus
EA Lifepod
EA Olympus Corvette
EA Omega Destroyer
EA Omega-X Shadow Hybrid Destroyer
EA Polaris DN
EA Presidential Escort Starfury
EA Sagittarius Missile Cruiser
EA Jumpgate
EA Maintenance Fury
EA Nova
EA Skydancer Scout
EA Starfury
EA Tanker
EA Thunderbolt ground attack fighter
EA Transports
EA Transports 2
EA Warlock
EA Tempest
Excalibur & Jumpoints

Psi Corps:

PSI Corps Mothership
Black Omega Starfury


Brakiri:

Brakiri Avioki Cruiser
Brakiri Tashkat Advanced Cruiser


Centauri:

Centauri atm Shuttle
Centauri Balvarian Carrier
Centauri Brezebel Transport
Centauri Covran Scout
Centauri Primus BC
Centauri Ragesh 3 Base Station
Centauri Rutharian Strike Fighter
Centauri Scarab
Centauri Sentri Fighter
Centauri Vorchan


Dilgar:

Dilgar Sekhmet CA


Drakh:

Drakh Cruiser
Drakh Ftr
Drakh Raider
Drakh Shuttle


Drazi:

Drazi Firebird
Drazi Shipyard
Drazi Sky Serpent Strike Fighter
Drazi Stormfalcon
Drazi Strikehawk Carrier
Drazi Sunhawk


First Ones:

First Ones Holographic Head
First Ones Lordship
First Ones Sigma Walkers
First Ones Thoughtforce
First Ones Torvalus Dark Knife
First Ones Triad


Ipsha:

Ipsha Battle Sphere


Lumati:

Lumati Transport


Minbari:

Minbari Morshin CVE
Minbari Nial Ftr & Flyer
Minbari Shargoti CA
Minbari Sharlin CA
Minbari Skylark Transport
Minbari Tinashi Frigate
Minbari Torotha Asslt Frigate
White Star


Narn:

Narn Base
Narn Bin'Tak DN
Narn Gorith Space Superiority Fighter
Narn Frazi Fighter
Narn G'Quan CA
Narn Jumpgate
Narn Sho'Kar Scout CL
Narn Thentus Frigate
Narn Th'Nor Cruiser
Narn T'loth Assault Cruiser
Narn Tor'eth Escort Corvette
Narn T'Ralie Transport


Raiders:

Raider Carrier
Raider Fighter


Shadows:

Shadow Carrier & various Fighters
Shadow DN
Shadow Cruiser
Shadow Scout


Soul Hunters:

Soul Hunter Ship


Technomages:

Technomage Pinnace


Third Space:

Third Space Cap Ship
Third Space FTR


Vorlons:

Vorlon Advanced DN
Vorlon Corvette
Vorlon Destroyer
Vorlon DN
Vorlon Fighter
Vorlon Freighter
Vorlon in Environment Suit - Just in case someone would want to make a LH
Vorlon Lt Fighter
Vorlon Planet Killer
Vorlon Strike Fighter
Vorlon Transport


Vree:

Vree Xill Saucer
Vree Xorr Battle Saucer


To get these models all Premier Valle has to do is PM me his Email address and I will send him 5 at a time. When he gets each set done and in game I will send him another set of five. That way he does not get overloaded. :D



:nuke: Cheers, Thorgrimm :nuke:

JEELEN
Apr 14, 2008, 12:11 PM
Yeez! Awesome stuff!:goodjob:

PsiCorps
Apr 14, 2008, 02:35 PM
Welcome back Thorgrimm, we've missed your input.
Okay let's see what we have so far.
The Major Races (Human, Narn, Centauri and Minbari) are all represented as are the Dilgar (we still need a flag/button for them).
With Thorgrimms impressive list of ships we have 99.9% of the ships we need, though it could easily be 100%.:goodjob:

I Don't want to start adding in the Shadows and Vorlons Just yet as they would be unstoppable as an active Civ. We would need to find a way to have them in the game as an area of space no one goes into but that does exert an influence on the various races. Maybe the could have a stealth ship that acts as a spy to introduce Shadow/Vorlon culture/influence to a star system, say 1 or 2 points of culture/influence which slowly accumulates and the first to get to 100 points wins the influence war and that race then sides with the winner and gets use of a Shadow or Vorlon ship. What do you guys think?

Stuff still to do. Civics, Buildings, Traits and the Tech descriptions(my fault this isn't furher ahead).:sad:

Thanks to Premier for all the work on the Civs so far.

- The EA fighter (Aurora), being a space only fighter, and with its superb maneouverability perhaps we should give it a bonus against other fighters, but also a penalty when attacking Systems.
- The Centauri Sentri, can fly into the atmosfere, so, a bonus when attacking systems.
- The Minbari fighter (when available), bonus against other fighters, bonus when attacking systems, but cost more .
- The Narn fighter: bonus when ramming (just kidding), actually a less capable fighter, so we could assume its also a less complex fighter so, a production bonus (meaning less hammers are needed)
The above suggestions all sound fine to me. What does everyone else think?

For the Traits i thought about having a Common Racial Trait and then 1 or 2 Individual traits specific to the Leaders. EG. Neroon would be Minbari/Aggressive/Expansive, Delenn would be Minbari/Spiritual/Protective and Dukhat Minbari/Spiritual/Philosophical. The benefits of the traits would need to be agreed upon. There would have to be a disadvantage in each of the Racial traits that is tempered/offset by benefits in the other 2. What does everone think?

Premier some info for you.

Drakh Leaders - Councillor La’shan, Rimush, Shar’kali, Shiv’kala
Pak’ma’ra Leaders - Vlur/Nhar, Nug/Ulg
Drazi Leaders - Vizak, Juphar Trkider
Brakiri Leaders - Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
Ipsha Leader - Wushmeshkeshlep Fo
Hyach Leader - Miziri Tal
Vree Leader - Milashi Voktal
Sh’lassan Leader - Lemm Uh’Ekim
Abbai Leader - Kalika Qwal’mizra
Gaim Leader - She’lah
Llort Leader - Suarez Cil’tlakh
Markab Leader - (Unknown at present)

I would recommend that if we cannot find ships and or planetary home names for any of the non aligned races we should leave them out for the time being. They can always be added as a patch if we find the information.
I'm going to try and post the most up to date files on Post 1 of this thread sowe can all have a look at what we have so far.

JEELEN
Apr 14, 2008, 02:51 PM
First off: :goodjob: so far!

I Don't want to start adding in the Shadows and Vorlons Just yet as they would be unstoppable as an active Civ. We would need to find a way to have them in the game as an area of space no one goes into but that does exert an influence on the various races. Maybe the could have a stealth ship that acts as a spy to introduce Shadow/Vorlon culture/influence to a star system, say 1 or 2 points of culture/influence which slowly accumulates and the first to get to 100 points wins the influence war and that race then sides with the winner and gets use of a Shadow or Vorlon ship. What do you guys think?

How about 2 opposite sectors on the map with nebula borders? (Could be sealed off by a special unit, so Shadow/Vorlon contact will occur later in the game.)

I would recommend that if we cannot find ships and or planetary home names for any of the non aligned races we should leave them out for the time being. They can always be added as a patch if we find the information.
I'm going to try and post the most up to date files on Post 1 of this thread sowe can all have a look at what we have so far.

Non-aligned races could be barbarians or minor civ(s) - with FF star system names if necessary.

PsiCorps
Apr 14, 2008, 03:02 PM
Okey dokey, the most up to date files we have are now in Post #1 of this thread.

Have fun.

JEELEN
Apr 14, 2008, 03:12 PM
DLed! :thumbsup:

PsiCorps
Apr 14, 2008, 03:35 PM
I Knew i had forgotten something.

I Prefer the 3 fighter images to the single fighter. One fighter makes you think it is one ship, 3 fighters looks a little more like a flight.

Thorgrimm
Apr 14, 2008, 05:08 PM
Thanks, for the welcome back. :D

As for the League of Non-Aligned Worlds I say make them as a player race. but still able to kick some tail. The Brakiri and Drazi are no slouches and then throw in the Vree withtheir Battle Saucers and the Ipsha battle globes and that is a really good variety of ships.

Just make the ships of the different races require a unique 'resource' to be built. Each resource would be a race, aka, a Brakiri race, a Drazi race etc, etc. Then start them on their different homeworlds. that way the ships of the different races can only be built in their home systems. If need be, I will look of the names of the League's worlds.

Heck, if we get all the ships done I would love to take on the elder races as the league. If you watch the episodes with the shadow war in them, especially near the end where all the younger races take on the Shadows AND the Vorlons you will see that the Leagues ships did a great job. :D

As for the Shadows and Vorlons I would have them 'walled up' with a nebula and use your idea for spies to spread their culture. Then if a race is influenced enough by either side they begin to have random events happening, until the events culminate in the Shadow War where the Shadows are released first, and then when enough Shadow War events happen the Vorlons are released.

This way you can have events like Morden's Question to Mollari, "What do you want?" Or Kosh's question to Sheridan, Who are you?"

I can come up with a LOT of event ideas for this if the idea is approved, just I can't implement them. :lol:



:nuke: Cheers, Thorgrimm :nuke:

Thorgrimm
Apr 14, 2008, 07:27 PM
Here is a wee list I came up for League worlds and colonies. :)


The Abbai. Their Homeworld is Abbai 4 called SsumsshaA, which orbits the Star Beta Pictoris in Sector 16, Tavita Colony, Beshilay

Brakiri, Brakos, Kara, D'Grn 4

The Drazi, their homeworld is Zhabar, Shambah III, Zagros VII, Drathun II, Drathun IV, Heptharg III, Fendamir, Mokafa Station

The Gaim, their home planet is N'chak'fah

The Hyach, So far I can't find their HW name, and they did not have any colonies.

The L'Lort, their homeworld is Vartas

The Markab, Markab or Tau Pegasi

The pak'ma'ra, their homeworld is Melat

the Slaani, Govae

The Vree, their homeworld is Vreetan, Alzeral, Photikar, Deruzala


And some names for the Centauri, Dilgar and Narn.

The Dilgar, Homeworld is Omelos, Salos


Centauri, HOMEWORLD, Centauri Prime
Batain (DM+ 4 4048) VI Outpost
Beta 1 IV Colony - controlled by House Toulani and is popular tourist destination.
Beta 3 II Colony
Brackesh 9
Centauri (Zeta Tucanae)
Centauri Beta I
Republic Station
Emperor's Retreat
Coutor II Colony
Davo
Gorash
Immolan V Colony - one of the first Centauri colonies established on an uninhabited world.
Lorro Outpost
Trollo Station
Quadrant 1 (Sigma Draconis)
Beata Colony
Quadrant 27 (DM+ 36 13940 A)
Turan Station
Turan I Outpost - mining colony
Ragesh (Epsilon Indi)
Ragesh III Colony - agricultural colony
Ragesh Station
Tolonius
Tolonious VIII Colony - controlled by House Maro



The Narn, Homeworld is Narn
Ardun
Binar II
Maroth
Promith IV
T'llin
Ree'kar IX
Tuchanq
Quadrant 14
Quadrant 37
Zhe
Dras
Zok
Halax VII



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 14, 2008, 09:47 PM
Hello all!

Got to turn 70: CTD. (Load error messages still there, but clicking on 'em makes 'em go away.) Here's the .SAV file just before CTD:

I couldn't load it, CTDed while loading... any more info??, do you have an idea of what in the universe was happening? :lol: (take the question literally)

Sorry for the disappearence, but RL became a real pain. :mad:

As for ships, below is the models I have, and they are already textured:
...
To get these models all Premier Valle has to do is PM me his Email address and I will send him 5 at a time. When he gets each set done and in game I will send him another set of five. That way he does not get overloaded. :D

Hi buddy!, nice to have you back! :beer:...well, there is a lot to answer so I'll get straight down to business (we all can have some more beers anytime).

About the models:
- are they in nif format?
- are they textured?
- are they linked to animations?

Sorry for asking all of this, but ever since I started working I have little time to work on the mod (or anything else for that matter :shake:), and those things listed above are skills that I do not posses, so, if the answers to those questions are negative perhaps we can delegate that stuff on someone else, and then I can mod them in.


With Thorgrimms impressive list of ships we have 99.9% of the ships we need, though it could easily be 100%.:goodjob:

About the ship percentaje please read my thoughts later on this post.

About the Shadows, Vorlons and First Ones... I think of them as events, perhaps once a particullar technology has been reseached some events may trigger

About the traits, I support the idea of having a trait per race, and at least another trait per leader.

Thanks for the leader names!.

Okey dokey, the most up to date files we have are now in Post #1 of this thread.
Will check ASAP

I Knew i had forgotten something.

I Prefer the 3 fighter images to the single fighter. One fighter makes you think it is one ship, 3 fighters looks a little more like a flight.

I do also vote for the 3 fighter approach, but remember, shall this be the option taken, there could be a serious loss of performance in the game thanks to high poly count (sorry, being a software developer, I think of this things not lightly... whatever, In case this becomes a problem we could always use the single fighter approach). More comments on this, please!


As for the League of Non-Aligned Worlds I say make them as a player race. but still able to kick some tail.

As for the League of non aligned worlds, I have thought on making it a playable race, with several leaders, one for every integrant of it.

But the major league races would be independent (Drazi, Brakiri, Gaim, Pak'ma'ra - or at least are the most representative ones). Lack of ships could be filled with a common-ship treeline (I mean, not every race has every kind of ship - even major races)

Here is a wee list I came up for League worlds and colonies. :)...


Will do thanks!

-----------
huh!, that was tiring!, Ill take a break ... :coffee: ... OK, now onto my input!

Now, here is something we haven't discussed:
The Babylon 5 ships that appeared in the series (and I presume those in the mini-wars set) they all belong to the same ... "time" (more or less a few years).
Will we use only those ships?, or do we use pre-B5 and post-B5 ships also?
i.e.:
The Earth Alliance didn't start with Nova dreadnoughts and Hyperions, some class (or several) of ship(s) must have existed before.
Also, before the Earth Alliance can have planet killers, some more advanced ship class should be available (even more advanced than Warlocks).
On the other hand having so much ships will reduce the time the B5 original ones could be used, but perhaps just a few pre and post B5 ships to explicitly show the pass of time (artistic licence anyone?) :deal: (*)

About the buildings, ever since planetary buildings do not need a 3D model, we can start adding them anytime, but what about orbital ones (shipyards and the like), do we use FF's ones?

@JELEEN


PS: Your sig reads "I'm on Mexico City...

oops!, I guess it should say: Ich bin in Mexico Stadt
... Ich bin Deutsch noch lernen (you probably have already seen that ;))


(*) I have always wanted to use this smiler :p

JEELEN
Apr 15, 2008, 01:29 AM
I couldn't load it, CTDed while loading... any more info??, do you have an idea of what in the universe was happening? :lol: (take the question literally)

Not really, but I can check. (I started a custom game with 2 EA civs and B5 civs only and was about to discover an advance, not having met any other civ yet after 70 turns.)

For the rest: Thorgrimms input kind of makes any comment redundant.:goodjob:
__________________________________________________ ___________

PS: Actually, on the avatar: Ich bin auf Mexico Stadt could be considered funny (being part-German I missed that!). BTW, you're still requesting B-5 ships (according to the sig at the bottom of post). Really!?

bluescreenodeth
Apr 15, 2008, 05:44 AM
Hello there. Work is being carried out on a Babylon 5 mod for Space Empires V. You may want to investigate at http://home.spaceempires.net - perhaps you guys can help each other out.
There's also a B5 mod for Space Empires IV available for DL on that site, and it's pretty good. However it's not quite finished (Shadows and Vorlons don't work) and it looks like it won't be now.

Thorgrimm
Apr 15, 2008, 08:41 AM
@Premier Valle, the ships are textured, but only in LWS or 3DS formats. My version of Max is version 5 so the tool here for converting them to .NIF format does not work for me. :sad:

So I cannot convert them for civ. I can only provide them for use and conversion by someone else.:(



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 15, 2008, 09:26 AM
:beer:... the ships are textured, but only in LWS or 3DS formats. My version of Max is version 5 so the tool here for converting them to .NIF format does not work for me. :sad:

Can someone else do the conversion?

@JEELEN and all
Use worldbuilder once in a while, when FF's Astral Gate project didn't required any tech prerequisite the AI allways went for it, now that it has a prerequisite, the AI appears to go for influence, I believe we need to add more things before the AI does something else.

@PsiCorps
I have tried the v0.1.6d version, everything works fine, but just to be sure, the new stuff is just text stuff right? (for the version control file).
And perhaps you should post your first thoughts within a spoiler tag on your first post (you know, for the record).

@bluescreenodeth
:jesus: Is 0930 in the morning and 'm already with the :beer:
I do not have that game, but yes, perhaps.

Thorgrimm
Apr 15, 2008, 09:37 AM
:beer:

Can someone else do the conversion?

I am sure there is, but trying to find a sci fi unitmaker here is like trying to find hen's teeth. :( I tried with my Star Trek models and only three out of the five I sent got done. The last two were lost to limbo I guess. :sad:



:nuke: Cheers, Thorgrimm :nuke:

JEELEN
Apr 15, 2008, 09:57 AM
I am sure there is, but trying to find a sci fi unitmaker here is like trying to find hen's teeth. :( I tried with my Star Trek models and only three out of the five I sent got done. The last two were lost to limbo I guess. :sad:

There are three Star Trek models? Where are they? :confused:Star Trek Mod Preview needs lots of 'em!

@Premier Valle: I tried loading the .SAV I posted, but got a CTD as well. Same thing when I tried to load another .SAV from a new game which CTDed on turn 53... :(

Thorgrimm
Apr 15, 2008, 10:04 AM
There are three Star Trek models? Where are they? :confused:Star Trek Mod Preview needs lots of 'em!

I sent them to DeanJ, but if he does not want to use them thats his choice. They were previewed in the ST thread to.



:nuke: Cheers, Thorgrimm :nuke:

JEELEN
Apr 15, 2008, 10:13 AM
Very odd... I'll sure ask deanej about those!:yup:

Thorgrimm
Apr 15, 2008, 11:01 AM
Very odd... I'll sure ask deanej about those!:yup:

Ask him if he can convert those ST models, if so I can send him almost anything he would need. I have several hundred ST models like the ones that were made already. :)



:nuke: Cheers, Thorgrimm :nuke:

The_Coyote
Apr 15, 2008, 06:30 PM
@ Thorgrimm

considering your import problem i can´t really help you (to busy to make new units, and linking them to animations is the unfunny part and also have no 3ds max). Perhaps you give blender a change (cost nothing, but you need the export scripts), it should at least import 3ds (not sure about LWS) then you need to export it (hopeful the uvmap still works) and then link them to existing animation using nifviewer and nifskope. Still some hours of work per model at the beginning but a start

Thorgrimm
Apr 15, 2008, 06:51 PM
@ Thorgrimm

considering your import problem i can´t really help you (to busy to make new units, and linking them to animations is the unfunny part and also have no 3ds max). Perhaps you give blender a change (cost nothing, but you need the export scripts), it should at least import 3ds (not sure about LWS) then you need to export it (hopeful the uvmap still works) and then link them to existing animation using nifviewer and nifskope. Still some hours of work per model at the beginning but a start


As much as I would love to see these units made I gave up unitmaking after 20 units for my Fallout mod. And I have no desire what-so-ever to even contemplate trying to make a 3d unit. The 2d units were frustrating enough for me. :crazyeye:

So I will leave the unitmaking to those who like to do it. :D



:nuke: Cheers, Thorgrimm :nuke:

Saschkin
Apr 16, 2008, 05:38 AM
Hello..
..im here to sign up as a unitmaker :)
First off, im mostly too tired during the week to do anything but drop a post every now and then..
..Considering all the models you already have, what do you still need, i noticed only a couple of Non Aligned Worlds ships missing, and what are your plans considering the civilian ships?
The Explorer Class is a good examle of my problem there.. ..its armed, its huge, its used to explore and to build jumpgates.. ..i assume it will be impossible to use it properly or even animate it properly..
I played FF only once a while back so i might want to have a closer look at it before i can say anymore..

keldath
Apr 16, 2008, 06:52 AM
Saschkin
hi, glad to see another unit maker,

many ships are needed, the more the merrier.

The_Coyote
Apr 16, 2008, 06:57 AM
@ Thorgrimm

i wouldn´t call that what i propoesed modeling ;). I thought simply import the 3ds to blender, looks if the uvmap still works, if then export as nif like described in the tutorial. And linking the model to an animation is mainly only changing number (and control the result in game). But it is still time consuming

have you an idea about the polycount of the models?

Thorgrimm
Apr 16, 2008, 08:08 AM
Hello..
..im here to sign up as a unitmaker :)
First off, im mostly too tired during the week to do anything but drop a post every now and then..
..Considering all the models you already have, what do you still need, i noticed only a couple of Non Aligned Worlds ships missing, and what are your plans considering the civilian ships?
The Explorer Class is a good examle of my problem there.. ..its armed, its huge, its used to explore and to build jumpgates.. ..i assume it will be impossible to use it properly or even animate it properly..
I played FF only once a while back so i might want to have a closer look at it before i can say anymore..

Saschkin the models I have still need converting to .NIF format and animated. As for other models I hope I can speak for the others here, if you could fill out the unit requirements for the powers that would be most excellent. For example, giving the Dilgar a complete list of ship types instead of just the Cruiser we have. :D

If you decide to do the units just PM me with your email address and we can then get you set up with the models Psi Corp wants done first. :)

For the civilian ships I have quite a few of the freighter and tankers in model form that were seen on B5, along with the Asimov Civilian liner. Yeah the Explorer Class will possibly be a real pain, maybe just convert it and use a basic movement animation only? But it would be nice to have that a a construction type of ship. :D

@ The Coyote, for me, it is a lot of work I know I will never get good at and will only become frustrated. So I will have to avoid that work. :D As for the model poly counts I can get them if you need them.

@Psi Corp and the other team members, I can set up a forum for the mod on my website if you want a place to post all the items and possible discussion in a central location. Below is the fora I set up for the civ 3 Star Trek mod. :)

Star Trek Mod Fora (http://wotg.stgfc.com/phpBB2/index.php?f=46)

So if you want a forum set up, just let me know.



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 16, 2008, 09:24 AM
Hello..
..im here to sign up as a unitmaker :)
First off, im mostly too tired during the week to do anything but drop a post every now and then..
..Considering all the models you already have, what do you still need, i noticed only a couple of Non Aligned Worlds ships missing, and what are your plans considering the civilian ships?
The Explorer Class is a good examle of my problem there.. ..its armed, its huge, its used to explore and to build jumpgates.. ..i assume it will be impossible to use it properly or even animate it properly..
I played FF only once a while back so i might want to have a closer look at it before i can say anymore..

Welcome aboard! :beer:

Yes, there are still ships that need to be done - and a lot that need to be converted -.
About the Explorer Class ship as far as I remember jumpgate section construction can be done within the ship bay, and then placed together outside it with the help of the yellow starfuries, so an animation for the "build" action could be skipped, and about the construction ship, at least for the Earth Alliance it could be that yellow starfury.

@Thorgrimm
Certainly a dedicated forum for the mod could be usefull, that way we could keep different topics in different threads, like the fighter/squadron approach, the civs, the traits, etc...
What says everyone else?

Thorgrimm
Apr 16, 2008, 12:54 PM
I thought I would give you folks a few quick render shots of some of the models I have.

Psi Corp Fighter
http://www.stgfc.com/pnp/Images/B5_Mod/Black_Omega.jpg

Centauri Covran Scout
http://www.stgfc.com/pnp/Images/B5_Mod/Covran_Scout.jpg

Earth Alliance Omega Destroyer
http://www.stgfc.com/pnp/Images/B5_Mod/Omega.jpg

Brakiri Avioki Heavy Cruiser
http://www.stgfc.com/pnp/Images/B5_Mod/Brakiri_Avioki_CA.jpg

Dilgar Sekhmet Heavy Cruiser
http://www.stgfc.com/pnp/Images/B5_Mod/Sekhmet_CA.jpg

Minbari Sharlin Heavy Cruiser
http://www.stgfc.com/pnp/Images/B5_Mod/Sharlin.jpg

Narn Thentus Frigate
http://www.stgfc.com/pnp/Images/B5_Mod/Thentus_FF.jpg

All of these only await conversion by some skilled unitmaker. :D



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Apr 16, 2008, 01:53 PM
Hi all.
I've been going over everything we have done so far, there are so many different ways we can approach this mod it's not funny:lol:
However, my initial suggestion(which will be reposted as a spoiler in post #1) went for the younger races start as equals option. This means that for the time being no Vorlons or Shadows:cry: and the tech tree we decided on went all the way to going beyond the rim which for the humans (according to the season 4 final episode) is a long time in the future. So i feel we need to cut out some of the current higher end techs and bring in some new ones. The ones we remove can still be kept for a seperate scenario or we could rename them and use them elsewhere.
I Guess what i'm asking here is, do we still want to stick with the all the races start equal, as normal civ does or do we want to have a Rhys and fall of civilization type mod?
Whichever way we decide on we still need as many ships as we can get so we have choices. If we do all races equal we have a basis for doing the Rhys option. If we do the Rhys option we would have a harder and longer job ahead of us. The offer from Thorgrimm for a forum on his website is a good one, Croxis also made a similar offer some time ago so we have 2 offers on the table for hosting the developement of this mod. Votes for who we go for please?:confused:
From reading the most recent posts our new problem is less about models and more about animating them?
That Psi Corp Black Omega Starfury is gorgeous, i want one to go to work in right now.:D
Noble713 on post #135 had access to an awful lot of information on B5, History, Techs, Races etc unfortunately i haven't seen him post here since. I have PM'd him but no response as yet. Does anyone else have a large enough library of B5 stuff that we can plunder for the various pedia texts?
I've just looked at Mongoose Publishing who do the B5 roleplaying game. I Cannot afford to buy most of the stuff they have out simply to do this Mod. I haven't role played for 7 years now and can't see myself starting again anytime soon. So guess we're gonna have to look for another option.
Don't i go on about nothing? Old age i suppose :lol:
About the Explorer Class ship as far as I remember jumpgate section construction can be done within the ship bay, and then placed together outside it with the help of the yellow starfuries, so an animation for the "build" action could be skipped, and about the construction ship, at least for the Earth Alliance it could be that yellow starfury.
Thinking about this maybe we should have a set up such that a yellow starfury and an Explorer class ship must spend x number of turns in one place to create a jump gate?
I also think the yellow starfury would be ideal for the EA worker model. Thinking on from this, ships can only be repaired if they spend time in the same spot as a yellow starfury (for the EA at least). Just some more things for you all to think about.

JEELEN
Apr 16, 2008, 02:28 PM
Psi Corp Fighter
Centauri Covran Scout
Earth Alliance Omega Destroyer
Brakiri Avioki Heavy Cruiser
Dilgar Sekhmet Heavy Cruiser
Minbari Sharlin Heavy Cruiser
Narn Thentus Frigate
All of these only await conversion by some skilled unitmaker. :D

Amazing stuff!:faint:

Thorgrimm
Apr 16, 2008, 02:32 PM
Psi Corp, in my opinion I think doing a scen based on the show would be far easier to do in the beginning since we would already have a framework to work with. It would be easier for the techs and such since we would only need a few.

Then once the scenario is finished and working, we could expand what we have to a Rhys and Fall type where all races begin on the same level.

Heck I would love to fight out the Narn Centauri conflict or run the grand alliance fighting BOTH the Vorlons and Shadows. Now that would make for some exciting play imo. :lol:

I figured you would like the Black Omega Starfury, thats why I posted it. ;) As for the background stuff, I have all the Fleet Action books and can provide most, if not all of the background stuff we would need. Just let me know exactly what you need and I shall endeavor to provide. I can't do gfx stuff, but by god I CAN provide information. :lol:

Just give the word and I can have the Fora done in ten minutes.:)



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 16, 2008, 03:09 PM
@Thorgrimm :eek::drool::drool:
Great stuff!

I believe that it is easier doing the full game than the scenario, just because the FF world builder issues.
I do have to books (roleplaying), "The Babylon Project" and "The Babylon Project, Earthforce sourcebook"

I'll be back later (i'm @ work :p)

Thorgrimm
Apr 16, 2008, 03:11 PM
Psi Corps, here is a wee bit o' information about your favorite organization. ;)


PSI CORPS

"You were raised by the Corps, clothed by the Corps. We are your father and your mother." - Alfred Bester, Psi Cop, 2259 C.E.

HISTORY
With the advent of provable, full-blown psychic ability in Humans around 2110 C.E., telepathic regulatory agencies were immediately set up to counter the fears of the "normal" population. Most of these legislations were confused attempts to calm a frightened populace which failed or were overturned by courts of law. None were a complete solution for appeasing the suspicious public and the human rights of telepaths. It was not until 2150 when Earth Alliance President Robinson created the Psi Corps of today. According to Psi Corps propaganda, the impetus for her policy centered around the heroic act of William Karges, head of her personal security staff, and a secret telepath. Using his abilities, he thwarted four terrorist attempts on Robinson's life. He supposedly died saving the presidential hovercade from being bombed. With his death she passed equal-opportunity laws to ensure that telepaths could register their abilities without fear of discrimination.

President Robinson also chartered Psi Corps (a conglomeration of the various telepathic regulatory agencies at the time) to help telepaths live in society, and not simply "keep the normals safe." Psi Corps' role was to locate, control, and license telepaths for work in commercial, legal (with very stiff regulations), and military sectors. Unfortunately, her policy never stuck to the ideals that it touted. Telepaths were still discriminated against buy forcing them to wear gloves (for the protection of the normal's privacy), marking them as a teep. In addition, telepaths are generally excluded from holding high public office, or even endorsing a candidate (although this has changed — current Earth Alliance president Clark was endorsed by the Corps in his bid for the Vice-Presidency). According to the Psi Corps rules, all telepaths are forbidden from engaging in unauthorized scans. The Psi Corps is a monolithic agency now, with several major divisions: Psi Cops, Military, Research and Development, the Mix, and others. Earth Force uses telepaths from the Military Division on a loan-out or special intelligence basis, rather than within their core units of soldiers and officers.

The Mix was created under the Internal Security Act of 2156. Psi Corps was given technical jurisdiction over it. It grew into the biggest conglomerate of private telepaths in the Earth Alliance. is a commercial branch that provides telepathic services for businesses. Once headed by the visionary Arthur Malten, it is now no longer the ambitious agency it was since his untimely death on Mars. While the Psi Corps has its own Commerce division, the Mix is a much more popular choice for commercial telepaths. Their employees almost equal that of Psi Corps and have scores of offices on more worlds and stations than the Corps itself. Since telepathy has been proven, the commercial application of psi powers has been a lucrative business. It has also kept many business deals honest. A commercial telepath can be hired by one or both groups, or both can hire their own teeps. It is not uncommon for both negotiating parties to share the cost of hiring one teep. A hired telepath is not bound to volunteer that her employer lying. If the other party asks, the telepath would simply refuse to answer (which signals the other group that you're lying).

Telepaths are heavily encouraged to enter Psi Corps, and normals are given incentives to turn telepaths in. Discovered telepaths are given three choices: join the Corps, be imprisoned, or be administered drugs that smothers telepathic abilities and live the life of a normal. There are rumors that those who refuse to join or take the drugs simply disappear. Even the "choice" of the psychic-suppression drugs is deadly, contrary to Psi-Corps propaganda; eventually wearing the patient down mentally and physically.

Employees are indoctrinated into the hierarchical organization with subtle subconscious programming the day they arrive. Although this makes loyalty to the Corps fairly certain, it does not override free-will. Those that resist their superiors are hunted down and neutralized by the most powerful Psi Corps operatives, Psi Cops. Those heading the Corps view their lower members as cattle; using their members for covert operations, forcing male and female psis to marry against their will(and if completely unwilling, the females are raped or artificially inseminated) as part a breeding program to produce more powerful telepaths. Brain chemistry experimentation is also high on the Corps' agenda. Thus far, a stable empath has been created. Experiments to push a human beyond the P12 limit have been classified. Its mission to help telepaths now forgotten, Psi Corps is a powerful branch within the Alliance; using blackmail and subterfuge to gain power and wealth.

P-RATING SYSTEM
Telepaths are rated by Psi Corps according to the limit of one's abilities according the the P-rating system. Initial tests determine the P-potential of a teep. While training can increase a telepath's P-rating, most telepaths only become more competent in the P-rating they were born with.

P1-P2
Telepathic abilities are minimal and erratic: mild empathy, some blocking abilities. Telepaths at this level are not officially "taken in" by the Corps, however, the Corps tracks and logs them for genetic purposes.

P3-P4
Telepathic abilities are minimal and erratic: mild empathy, some blocking abilities. Telepaths at this level are not officially "taken in" by the Corps, however, the Corps tracks and logs them for genetic purposes.

P5-P6
Telepaths can receive strong emotions, some detailed information in brief bursts. Telepaths of this rating usually belong to the Commercial Telepath Corps.

P7-P9
Telepaths can receive strong emotions, some detailed information in brief bursts. At his level, leadership positions within the Corps are available: from administrating the numerous testing and training centers to managing the Commercial Telepath Corps.

P10-P11
Telepaths are powerful enough to rip the information out of a resisting person. Telepaths of this level are hired mostly as teachers or indoctrinators of other telepaths.

P12
A telepath of this level either becomes a Psi Cop or dead. A Psi Cop is given the authority to enforce all Alliance laws governing telepaths and is charged with recovering rogue telepaths. The scanning range of a P12 telepath is greatly increased when in hyperspace, allowing her to pinpoint the location of ships through thought waves emanating from the crew.

P13+
Genetic therapy can push a telepath beyond normal limits. At this level telepaths begin to sense the universe at its component levels. Insanity is a very real danger since the massive psi abilities are unstable to an untrained mind. Telekinesis, empathy, and telepathy are at a very high level allowing the telepath almost god-like powers. Only one known human has been able to ascend to this level and survive. Unfortunately for the Corps, the subject, Jason Ironheart, killed the lead researcher on the project and erased the experiment data. He was later thought killed while trying to escape Babylon 5.


"We're Everywhere for your Convenience" - Psi Corps ad

EDUCATION
It is the duty of all Earth Alliance citizens to insure that telepaths of any age register with Psi Corps. Telepathy usually develops near or during puberty. Testing Centers are widespread on Earth. In addition to established Centers, there are mobile units that travel from school to school testing students for psi potential. Young telepaths are removed from their family unit and placed in the local Psi Corps Center. To lessen the psychological damage each telepath is assigned a senior student for support for one year. The senior student has been trained in the use of subtle calming and brainwashing techniques that strengthens the young telepath's loyalty to the Corps. At the Center, the child is tested to determine her psi level and skill at using her abilities. Basic instruction is also given; mainly in the area of blocking out the thoughts of others. However, no matter how strong the telepath is, there is always a "background hum." After a year, the telepath is usually transferred to the Psi Corps Academy

Training at the Academy is difficult and most burn out before their training is complete. Telepaths are drilled in the use of their powers within the Corps guidelines. Scanning is strictly controlled. Unauthorized scans require a court order or the assent of the subject's next of kin. Evidence uncovered by a scan is not admissible in a court of law unless it is performed on the subject's deathbed (with the subject's permission) and there is corroborating evidence. In addition to instruction in the use of telepathy, the Corps offers extensive courses in many "normal" fields: economics, scientific theory, tactics, government, criminal law, xenology, etc. Commercial telepaths are given training in negotiation skills and business law. Commercial telepaths need clearance, payment, and details of the business transaction before they will mediate a deal. Telepaths entering work on criminal cases are very few in number. Scanning criminal minds is very stressful and leads to a high burn-out rate. After seral years of education, the telepath is to choose an internship to determine if a certain section of Psi Corps is what he wishes to join. If that division is not to the telepath's liking, a transfer to another section is usually granted.

Those rare individuals rated P12 are taken to a special training center where they receive top-notch instruction. Each Psi Cop is checked out on all the fastest military hardware, allowing them to operate on their own if needed. Although P12s are given the best of everything, they must always have total loyalty to the Corps.

Psi Corps operates a secret training/research facility in Syria Planum , Mars.

BLIPS
Telepaths that refuse to take sleepers or join the Corps become "blips." They are placed in concentration camps to be used by the Corps as they wish. Each Blip much wear a bracelet that is coded with their personal data, P-Rating and internment history.

@Premier Valle, yeah Adding the specific star systems would be an extreme pain in the backside, as I pointed out myself early in this thread.



:nuke: Cheers, Thorgrimm :nuke:

Saschkin
Apr 16, 2008, 03:43 PM
I guess ill start with the stuff i like and grow into it from there.. .that would be the Pak`Ma`Ra (does anyone have good references? i only have tiny miniature photos) and the Brakiri (same here..)

..about the Explorer: i remember hyperspace beacons.. ..how about making the Explorer a pure transport/scouting vessel which transports these beacons (ability to build roads/movement 0)..?
..that still leaves the question about the civilian ships of every other nation..

btw: by giving each race differrent scouts/workers/colony ships there would be a way to have them expand in different ways, representing their unique nature, would be hard to balance tho..

about the spaceship files.. .. i only have a webclient mail so i could only help with that if you can put them on a server...

The_Coyote
Apr 16, 2008, 04:02 PM
...
@ The Coyote, for me, it is a lot of work I know I will never get good at and will only become frustrated. So I will have to avoid that work. :D As for the model poly counts I can get them if you need them. ...


i only asked because i wanted to know if all models are "usable" for the purpose. A fighter (3 fighter squad has three models, so when one starfury for example has around 1500 vertices, the final starfighter in game has 4500 - the reason why my Starfury is imo to polyhigh for the starfighter squad). A in game unit (like the starfighter squad) should be below 2000 (i would say max 3000 vertices). so if you could control this it would be clear which model are still needed or not.

the standard ff units have 550 per fighter model (the squad has around 1500) and also the same number for the other units

Thorgrimm
Apr 16, 2008, 04:07 PM
I guess ill start with the stuff i like and grow into it from there.. .that would be the Pak`Ma`Ra (does anyone have good references? i only have tiny miniature photos) and the Brakiri (same here..)

..about the Explorer: i remember hyperspace beacons.. ..how about making the Explorer a pure transport/scouting vessel which transports these beacons (ability to build roads/movement 0)..?
..that still leaves the question about the civilian ships of every other nation..

btw: by giving each race differrent scouts/workers/colony ships there would be a way to have them expand in different ways, representing their unique nature, would be hard to balance tho..

about the spaceship files.. .. i only have a webclient mail so i could only help with that if you can put them on a server...

@ Saschkin, I can put them on my server and if Psi Corps and all the rest want a fora there that would make it simple for you to dl them. :)

@ The Coyote, np, my friend, General Matt explained the same thing to me when I gave him those ST models. They were around 5000 polys and I have no problems running them in my game. I will have to see how big these are. :)



:nuke: Cheers, Thorgrimm :nuke:

The_Coyote
Apr 16, 2008, 04:23 PM
the problem is the mod should not only work on high end machines ;) and it also depends on the number of units you include (you only had three and i´m sure one or two polyhigh models will work [if it makes sense and the details are still visible in game, eg see the fighter and how small they are ingame])

Ciao
The_Coyote

Thorgrimm
Apr 16, 2008, 04:37 PM
the problem is the mod should not only work on high end machines ;) and it also depends on the number of units you include (you only had three and i´m sure one or two polyhigh models will work [if it makes sense and the details are still visible in game, eg see the fighter and how small they are ingame])

Ciao
The_Coyote

Don't get me wrong, I most certainly agree with you, but if all we can get are somewhat high poly count models, they will have to be what we use unless someone wants to make them from scratch. :D Also, one thing i have noticed with FF vs regular civ, regular civ bogs down due to the monstrous numbers of units, no matter their poly count. Just too many are being rendered at the same time.

In FF, I have never seen any unit count ever come close to regular civ, so I think we have a window of opportunity to use better quality models since the unit density will be far lower than in normal civ. So overall, the poly count on screen will actually be lower. :)



:nuke: Cheers, Thorgrimm :nuke:

The_Coyote
Apr 16, 2008, 05:32 PM
agree, i only wanted to know which models are necessary to do from scratch :D

Premier Valle
Apr 16, 2008, 05:51 PM
I'm finally at home :D!

The offer from Thorgrimm for a forum on his website is a good one, Croxis also made a similar offer some time ago so we have 2 offers on the table for hosting the developement of this mod. Votes for who we go for please?:confused:

If memory serves me well, Croxis offered a version control service, with this, we all could upload our progresses, and if/when necessary we could merge the versions.
Thorgrimm offers a dedicated forum for our mod.
I think we can go for both!

OK, my B5 books are:
· The Babylon Project
· Earthforce source book
Both from Chameleon Eclectic

@Thorgrimm
I just could not resist anymore this question: Does your Omega class destroyer has a "live" rotating sector? :groucho:

Thorgrimm
Apr 16, 2008, 06:06 PM
agree, i only wanted to know which models are necessary to do from scratch :D

Well, I began to take a poly count of the models... and some, like Earth Force 1 are huge. EF1 is over 600,000 polys!!!!!!! It is freaking gorgeous but way too big in the poly count. :(

Most of the others weigh in at between 10k and 20k polys. :( The ships are beautiful, especially with the textures, but too many polys. Maybe you can make the base models and use the outstanding textures in these ones.

@Premier Valle, the rotating section is its own object, so I assume it can be animated. And damn its beautiful to when rendered. :D



:nuke: Cheers, Thorgrimm :nuke:

The_Coyote
Apr 16, 2008, 06:19 PM
no reason for a :(

at least there are some really good 3d references of the ships, everything has a use :) (and even if you don´t use the texture having a master pic, makes the remake of the texture a lot easier)

the rotating part of the omega could be animated but to make new animation from scratch there is afaik is 3ds max necessary (there is perhaps a other way, but this still has to be tried)

Thorgrimm
Apr 16, 2008, 06:33 PM
no reason for a :(

at least there are some really good 3d references of the ships, everything has a use :) (and even if you don´t use the texture having a master pic, makes the remake of the texture a lot easier)

the rotating part of the omega could be animated but to make new animation from scratch there is afaik is 3ds max necessary (there is perhaps a other way, but this still has to be tried)

Sounds good to me. When the team agrees to a schedule for creation I will send them to whomever does the units. Hopefully, the models can be of some assistance.



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 16, 2008, 07:51 PM
the rotating part of the omega could be animated but to make new animation from scratch there is afaik is 3ds max necessary (there is perhaps a other way, but this still has to be tried)

From the very first time I played FF, when I saw the space debris I immediatly thought in the Omega Class Destroyer... could that animation be used for (or as a base) for it?

PsiCorps
Apr 17, 2008, 02:15 PM
If memory serves me well, Croxis offered a version control service, with this, we all could upload our progresses, and if/when necessary we could merge the versions.
Thorgrimm offers a dedicated forum for our mod.
I think we can go for both!
Thanks for correcting me:goodjob:
Sounds good to me. When the team agrees to a schedule for creation I will send them to whomever does the units. Hopefully, the models can be of some assistance.

Lets discuss a schedule and what different posts we need to set up on the offered Fora.
Gotta keep this brief as my daughter needs the PC.

Thorgrimm
Apr 17, 2008, 07:16 PM
Thanks for correcting me:goodjob:

Lets discuss a schedule and what different posts we need to set up on the offered Fora.
Gotta keep this brief as my daughter needs the PC.

I will go ahead and get the fora set up then. I will post here when I get it set up. :)

One question, whats the name of the mod going to be?



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 17, 2008, 07:38 PM
Hello!

I think we should have the following areas, and as many threads as needed within this ones (for better organization):
· Civilizations/Leaders/Traits
· Technologies
· Units (XML)(3D)
· Buildings (XML)(3D) - we need a few ones -
· Hyperspace
· Projects ("Babylon Project", "ISA", "Beyond the Rim", etc...)
· TEXT entries (Pedia)

About the schedule, well, I work with what I have, so next thing I'll do is to:
· add the rest of the civs (Drazi, Brakiri, Pak'ma'ra, Gaim, League of Non-Aligned Worlds). [NEXT WEEKEND]
· remove FF civs [NEXT WEEKEND - PERHAPS]
· do some experiments with Python (jump engine oriented) [NEXT WEEKEND - perhaps]

It will be hard to keep a good schedule program with just posts, so I think we believe we could need a SCHEDULE thread, in the first post should be an index of the members, with a link to a single post per member, where each member could place what he/she is working on, and when that work is done, the same post should be edited with the next work.

One question, whats the name of the mod going to be?
That is a question I have had for some time, here are some options:
· FF: Babylon 5
· FF: The Babylon Project
· FF B5: The 3rd Age

(those are the first things that came to my mind, but I believe we can come out with something better)

Saschkin
Apr 17, 2008, 07:48 PM
..how about "Babylon5:Adolescence" assuming Shadows and Vorlons make it into the game?

..good night..*yawn*

Thorgrimm
Apr 17, 2008, 07:54 PM
Ok folks, the fora is set up along with a hidden tester's fora. As soon as you join apply to join the Babylon 5 Tester's Group and I all approve you. As soon as Psi Corps joins I will make him the group leader and mod for the foras. :)

Here is the URL:

Babylon 5 Mod for civ 4 forum (http://wotg.stgfc.com/phpBB2/index.php?f=75)



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 17, 2008, 08:13 PM
@ Thorgrimm

Great man!, but when I tried to join, it said that my e-mail address was banned :(.

I tried with to domains (yahoo and hotmail).

Thorgrimm
Apr 17, 2008, 08:27 PM
@ Thorgrimm

Great man!, but when I tried to join, it said that my e-mail address was banned :(.

I tried with to domains (yahoo and hotmail).

I had banned Those for the spam they generated. A work around is to use something like this, Name@comcast.net. Then when you get approved you can change your email back. The banning only affects the registration. :)



:nuke: Cheers, Thorgrimm :nuke:

Thorgrimm
Apr 17, 2008, 10:21 PM
Premier Valle, you are active and I have added you to the B5 Tester's group. :)



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Apr 18, 2008, 03:18 AM
I'm at work but i've registered on the Fora, same username as here to keep things simple.

Thorgrimm
Apr 18, 2008, 07:38 AM
I'm at work but i've registered on the Fora, same username as here to keep things simple.

I have added you as the B5 Group leader and the Moderator of the B5 foras. :)



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Apr 19, 2008, 06:34 AM
Hi all i've updated 2 of the threads on the Fora with developement info so if anyone wants to take a look and add their comments i would appreciate it. I'm being plagued by an AVG problem at the momentwhich is causing me a number of difficulties. Will post updates whenever i can.

Thorgrimm
Apr 19, 2008, 09:06 AM
Hi all i've updated 2 of the threads on the Fora with developement info so if anyone wants to take a look and add their comments i would appreciate it. I'm being plagued by an AVG problem at the momentwhich is causing me a number of difficulties. Will post updates whenever i can.


Added information on the Abbai and the Brakiri. :) Psi Corps, if you want me to work on the Pedia xml's just let me know what ones to work on.



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 19, 2008, 06:49 PM
Hi everyone!

@PsiCorps and Thorgrimm

Should we (err...you - PsiCorps - ;)) post a link to the development Forum on the 1st page so anyone can see the advances on the mod, or should we keep it more reserved for us developers and post updates here every once in a while?

Premier Valle, you are active and I have added you to the B5 Tester's group. :)

Great, thanks!

EDIT:
Hey, BTW, how about a thread named "Schedule", where we can post what are we currently working on? (we should edit our post so that there is only one post per developer*)

* I just love calling myself a developer :D (not that I'm not one:mischief:)

Saschkin
Apr 20, 2008, 05:48 AM
Hey..
..i could use references for the Brakiri ships now, so if possible please upload them somewhere..

Thorgrimm
Apr 20, 2008, 09:09 AM
Hey..
..i could use references for the Brakiri ships now, so if possible please upload them somewhere..

@Saschkin, I will Get the descriptions and some pics together and post them in the mod's fora. :)


@Premier Valle, I like that idea so let's hope Psi Corps adds the thread. He is head honcho afterall. :D



:nuke: Cheers, Thorgrimm :nuke:

Saschkin
Apr 20, 2008, 09:20 AM
I couldnt register there for some reason, it didnt display anything but my guess is that my webclient mail is blocked as well..

..im working on the Halik Class fighter killer right now, model at least should be done today.. ..id like to use the same reference textures for all Brakiri ships.. ..so yea, this is what i need, a reference texture..
If possible please upload both Brakiri models so i can cut, copy and paste them to my liking (and have a look if i can just get their polys down)

..thanks :)

Thorgrimm
Apr 20, 2008, 09:35 AM
I couldnt register there for some reason, it didnt display anything but my guess is that my webclient mail is blocked as well..

..im working on the Halik Class fighter killer right now, model at least should be done today.. ..id like to use the same reference textures for all Brakiri ships.. ..so yea, this is what i need, a reference texture..
If possible please upload both Brakiri models so i can cut, copy and paste them to my liking (and have a look if i can just get their polys down)

..thanks :)

For registering just use something like nameATcomcastDOTnet. Then when you get on you can change your email back. :)

Before banning a LOT of email accounts I was getting around 500 spam registerations a month, but now its down to about 5 or 6 a month.

As for the models, They will go up ASAP and I will put a link for them in the Mod's fora.

EDIT: Models are up.



:nuke: Cheers, Thorgrimm :nuke:

Thorgrimm
Apr 20, 2008, 10:06 AM
Saschkin, your account has been activated and you have been added to the tester's group. :)



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 20, 2008, 11:13 AM
I couldnt register there for some reason, it didnt display anything but my guess is that my webclient mail is blocked as well..

:blush:
Sorry, I should have reported this before... when I couldn't register I got the message saying that my email was banned, but what I didn't say, was that the error message was written with black characters, against a black background, I noticed the error message when I thought... that looks like a place to put a message, so I "selected" the text inside, then I was able to read the message.

Thorgrimm
Apr 20, 2008, 12:09 PM
:blush:
Sorry, I should have reported this before... when I couldn't register I got the message saying that my email was banned, but what I didn't say, was that the error message was written with black characters, against a black backgroun, I noticed the error message when I thought... that looks like a place to put a message, so I "selected" the text inside, the I was able to read the message.

Thanks for that bug notice. I will get on a color switch ASAP. :)

I also posted some pics of other Brakiri ships on the Models thread for you to look at.



:nuke: Cheers, Thorgrimm :nuke:

PsiCorps
Apr 20, 2008, 12:10 PM
Hi All,Has anyone had a look at Mylons Final Frontier Mod Planning? What he is proposing for combat might be something we could use for our mod. I Shall try and get the schedule added to post #1 as soon as i can, may have to do it at work as my webpages don't shut down there as often as they do at home.

Thorgrimm
Apr 20, 2008, 12:29 PM
Hi All,Has anyone had a look at Mylons Final Frontier Mod Planning? What he is proposing for combat might be something we could use for our mod. I Shall try and get the schedule added to post #1 as soon as i can, may have to do it at work as my webpages don't shut down there as often as they do at home.

I was looking at it and it seems intrigiung. I like the idea of ships actually having components and different types of weapons for combat. And we can definitely get the stats for all the ships. Only problem I can see is the amount of work it will take to do so. :crazyeye:



:nuke: Cheers, Thorgrimm :nuke:

Premier Valle
Apr 20, 2008, 07:05 PM
Hello everyone!

Here is the new version: v0.1.7 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.7.rar)

- FF Leaders Removed
- FF Civilizations Removed
- Brakiri Civilization
- Brakiri Leader: Lethke Zum Bartrado
- Drazi Civilization
- Drazi Leader: Vizak
- Pak'ma'ra Civilization
- Pak'ma'ra Leader: Vlur
- Gaim Civilization
- Gaim Leader: She'lah
- League of Non Alligned Worlds
- LoNAW Leader: Kalika Qwal'mizra
- LoNAW Leader: Markab Leader
- LoNAW Leader: Miziri Tal
- More Centauri System names added
- Corrected BUG: In the City Screen two Fighter Buttons (build) appear.
- Corrected BUG: Narn Leaders reestablished from the v0.1.6c -> v0.1.6d merge
- Corrected BUG: Centauri Leaders reestablished from the v0.1.6c -> v0.1.6d merge


I believe that with this we have all the civilizations needed.

There is a small BUG with this version, when you start a new game some error messages will appear (one for every FF leader), I know why this bug happens, and how to correct them, but I decided that I need your feedback to fully solve this bug.

Have you noticed that when you meet the AI handled leaders, these allways
salute you in the same way?, this is also defined in XML, there are no problems for locating or solving this bug. But since these is the TEXT that the AI will use for the game... how do you think that the leaders should say hello?

For the error messages just click "ok", these will pass and the game will play normally.

Hi All,Has anyone had a look at Mylons Final Frontier Mod Planning?
I haven't seen that, will check later.

EDIT: BTW, I have seen pieces of code in python referencing to the FF former leaders and/or its traits, so any playtesting reports will help!

JEELEN
Apr 21, 2008, 01:04 AM
Cool! Will check. (DLing.):)

JEELEN
Apr 21, 2008, 02:00 AM
There is a small BUG with this version, when you start a new game some error messages will appear (one for every FF leader), I know why this bug happens, and how to correct them, but I decided that I need your feedback to fully solve this bug.

The small bug you mention prevents me from starting a game. (Tried Custom Game: screen just freezes, tried Play Now!: CTD when selecting a civ...) Would appreciate a fixed version prior to playtesting.

Premier Valle
Apr 22, 2008, 10:28 PM
Will do, tho it'll take some time... work just got a little heavy :mad:

:badcomp:

Premier Valle
Apr 23, 2008, 09:10 PM
Hello everyone!

Well, here is a quick fix for the v0.1.7, it only addresses the reported bug for that version, no problems were detected when testing.

v0.1.7a patch (http://orbita.starmedia.com/homero_valle/CivFanatics/CIV4DiplomacyInfos.xml)

To make it faster to download it is NOT a full version, its only the CIV4DiplomacyInfos.xml, so you still need to download the v0.1.7 (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.7.rar)

Instructions:
· Download the file. Use: "save as", or "save link as", otherwise the file will open in your browser.
· Copy the provided CIV4DiplomacyInfos.xml file to the <YOUR_B5_FOLDER>\Assets\XML\GameInfo\ folder; overwrite if necesary (most likely)
· Play the game!
· Report any other bug.

This is a quick fix, but'ill consider it as v0.1.7a, next release will include this fix, and will be a stand alone release (v0.1.7b) -- when available of course :p

EDIT:
BTW, this is a double post in order for you to have a notification!

JEELEN
Apr 24, 2008, 03:46 AM
Tried it again (Custom Game, Play Now!): mod loads, but I get a CTD after the civ selection.:(

PsiCorps
Apr 24, 2008, 08:42 AM
I'm posting from work as this is the only place windows doesn't shut down on me when i'm updating a post. This is more of an apology than anything else. Every time i log in to do a post Int Explorer shuts down. This is affecting me on both forums and i've done everything i can to eliminate the problem including removing all add ons, allowing all add ons and everything in between. I'm creating posts on note pad so that if i do manage to connect and log in with no problem i can copy and paste before the browser closes. I can't forward the posts to work as our emails are scanned/monitored for content.

Premier Valle
Apr 24, 2008, 08:56 AM
Tried it again (Custom Game, Play Now!): mod loads, but I get a CTD after the civ selection.:(

:confused: ... Have you tried a full reinstall of the mod?, I have no idea why this is happening, it doesn't happen to me.

Is someone else having this problem???

If a full reinstall doesn't work, I'll rebuild the rar file... perhaps I forgot to add a file or something.:undecide:

@ PsiCorps
That is weird, have you considered a virus?... or perhaps the IE is corrupted, have you tried another browser?

Premier Valle
Apr 27, 2008, 05:29 PM
Hi all!, double posting again :p

Here is the new version, v0.1.7b (http://orbita.starmedia.com/homero_valle/CivFanatics/B5%20v0.1.7b.rar), not much new, only another leader for the LoNAW (League of Non Aligned Worlds), this time the Llort leader.

This is a full rebuild of the mod, I have tested it, and it worked; so hopefully you'll have no problems with this version.

JEELEN
Apr 28, 2008, 01:25 AM
I'd love to provide some feedback, but the TerrainPlaneInfos.xml error still prevents me from doing so, sorry.:( (And yes, I did a full reinstall...)

keldath
Apr 28, 2008, 01:20 PM
chech out the remarkble brakiri ship!

Premier Valle
Apr 28, 2008, 09:37 PM
I'd love to provide some feedback, but the TerrainPlaneInfos.xml error still prevents me from doing so, sorry.:( (And yes, I did a full reinstall...)

... :confused: ... keine Ahnung ... I have no idea what is happening, I haven't touched that file... if it helps here is mine (http://orbita.starmedia.com/homero_valle/CivFanatics/CIV4TerrainPlaneInfos.xml)

Is anyone else having this problem with the mod???, please tell!

chech out the remarkble brakiri ship!

thanks for the heads up, already downloaded, will mod them in ASAP.

BTW, what do you think?, should the Halik frigate be something like a Destroyer? or should it be a more anti-fighter specialized ship?

EDIT:
A thought just came to my mind about the Brakiri, should we use a comet as their shield?, or should we use the one that is painted in their ships (http://www.stgfc.com/pnp/Images/B5_Mod/Corumai.jpg)

And about the League, I found this (http://personal.telefonica.terra.es/web/b5trek/B5/Escala/Pics/leaguelogo.JPG) in several sites as their shield, what do you think?

Cybersheik
Apr 29, 2008, 04:00 AM
Dunno if this has been mentioned... (yes, I am too lazy to read the whole thread)... but there is a Babylon 5 full conversion MOD for Galactic Civilizations I + II. (BTW, there is also a pretty cool Star Trek Mod). Maybe that gives you some ideas, or maybe you can even use the art work.

Babylon 5

http://forums.galciv2.com/149658
http://b5mod.awardspace.info/

Star Trek

http://forums.galciv2.com/122770
http://www.han891.com/phpbb2/

JEELEN
Apr 29, 2008, 07:21 AM
@Premier Valle: Tried replacing the XML file with the one you linked to, but no go; it CTDs when loading the game (mod loads OK now, though).:( BTW, if you uploaded to the DL Database, you could keep an eye on the DL counter (I may be the only one having this problem, but I can't tell) - just a thought.;)

@Cybersheik:That's a very nice first post! (I've ordered Gal Civ II: Dread Lords, so I'll check out those mods.);)

Premier Valle
Apr 29, 2008, 09:13 AM
Wellcome Cybersheik :beer:

Tried replacing the XML file with the one you linked to, but no go; it CTDs when loading the game (mod loads OK now, though).:( BTW, if you uploaded to the DL Database, you could keep an eye on the DL counter (I may be the only one having this problem, but I can't tell) - just a thought.;)


That is a good idea, I'll see to it on the next release,... in the mean time, lets review the whole CTD chain... for starters:
· how are you installing the game (manual or with the batch - if the last one, what parameters do you use?),
· does the B5 image appears in the background (with the main menu),
· does the other B5 image appears when loading the game?,
· while in the main menu, does the civilopedia work?

The most information you can provide the better.

JEELEN
Apr 29, 2008, 09:24 AM
· how are you installing the game (manual or with the batch - if the last one, what parameters do you use?),
· does the B5 image appears in the background (with the main menu),
· does the other B5 image appears when loading the game?,
· while in the main menu, does the civilopedia work?

. installed manually (unzipped into a B5 folder, copy FF, overwritten the copy & renamed "Babylon 5"; as the batch file only appears after unzipping I've never used it. Maybe a self-installer could help?)
. I get the (great looking) B5 background
. when loading the game (Custom Scenario), Warlords background pops up, loading starts, but screen goes black then CTDs
. main menu Civpedia works for the civs & leaders.
Don't know what else to tell, but that 2 versions back I still get the game running til an in-game CTD (on which I've posted, so maybe that's irrelevant by now).:(

Thorgrimm
Apr 29, 2008, 10:14 AM
@Premier Valle, I am going to start putting the Mod up in the Mod's fora. That way we have another outlet for the mod. I will add a Download thread and keep it up to date as you release newer versions. :)

@Jeelen, you mentioned the Warlords background popping up when you boot up. It sounds like your installation of civ 4 may have gotten messed up if you are booting the game with the BTS cd. This may be painful, but have you tried a completely new install of civ 4? The reason I mention this is I am not getting that error. My version is playing just fine.



:nuke: Cheers, Thorgrimm :nuke:

JEELEN
Apr 29, 2008, 10:44 AM
@Premier Valle, I am going to start putting the Mod up in the Mod's fora. That way we have another outlet for the mod. I will add a Download thread and keep it up to date as you release newer versions. :)

@Jeelen, you mentioned the Warlords background popping up when you boot up. It sounds like your installation of civ 4 may have gotten messed up if you are booting the game with the BTS cd. This may be painful, but have you tried a completely new install of civ 4? The reason I mention this is I am not getting that error. My version is playing just fine.

Glad to hear this (on both counts)!

I get the Warlords background also when playing RFC, so I didn't pay any attention to that. I also have the Unofficial Patch installed; could that be having an unwanted effect? (If not, I can reinstall Civ4/Warlords, but I'd rather not reinstall BtS, because that's where most of my added files & saves are.)