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#1441 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Thanks for the encouragement, try and watch the series if you can, there's only a few episodes in the first season you really need to see, after that it all starts coming together in ways you didn't expect.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1442 |
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FF: Babylon 5 Mod Team
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Hello everyone,
I was just thinking on the values, first ones and rangers, ... and well, just wanted to stop for a moment before we get ahead of ourselves. Once upon a while we decided to let these stuff for later when we had a more developed mod, it looks like we have it now , so I wanted to stop things and get back to the planning stage:
); however, we have already started talking about having First One level ships on the hands of the player, I'm not against it, but I think we have to plan this carefully. For what I can remember these are the proposals for including the first ones into the mod:
Now, about the rangers - again - what do we do?, we have to include B5 itself, the ISA headquarters, the ranger training facility.If we talk that a faction that reaches the "beyond the rim" (or later stages of tech tree) gets access to first one level ships based on the chosen value, what happens to the rangers?, there is no first one ship for them, unless we use that ranger ship seen in the season 4 finale (The deconstruction of fallen stars, I believe it is named). About The Hand, there is also no first one level ship for them (those ships seen in "The legend of the rangers" aren't first one level, remember "these are toys for the servants to play with"), unless we assume The Hand are the Thirdspace aliens (TSA) and we use the TSAs ships. Basically I just wanted to stop and think before doing anything else. Comments please?
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"No surrender, No retreat" -John J. Sheridan (Michael Straczynsky) ![]() ![]() "Los platanitos ese, los platanitos!" ![]() Babylon 5 Mod - Hyperion Class Cruiser - B5 Ship Packs - PK Command Carrier - Orbital Defense Pack - SW Acclamator Class - Crysis VTOL |
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#1443 | |
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Mephistophel
Join Date: Nov 2006
Location: Bellinzona
Posts: 14,304
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Couldn't you just assign First One ships and Ranger ships through events (and I think there is a tag in the EventInfos file that can restrict it to certain religions. At the very least you could handle it through civics.) This would bring the First Ones in without being overpowering while also allowing for some pretty complex stuff with event chains and python triggers if you were so inclined.
The same can be used for the rangers, events to spawn them initialy until you get to an appropriately high level tech to build the Ranger Training camp that lets you build White Stars directly. You might have to fiddle around with the number of events used, but that shouldn't be a problem. Quote:
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification' Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish |
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#1444 |
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Grumpy Old Man
Join Date: Mar 2004
Location: Space
Posts: 5,730
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I've got Season 1 coming on Netflix.
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Here is what I think. |
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#1445 | ||
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Quote:
With the Rangers there are two things we can do. Firstly, the Order 'Value' allows you access to the An'La'Shok (Rangers) which later evolves into the Rangers with the revelation of the Unity 'Value'. Both the An'La'Shok and the Rangers are similar in effect and ability with maybe one or two differences (to be decided on later). At the moment just having the 'Values' in the game is more of a flavour thing than anything else. Filling in the details will come later on. Once we have all of the ships from Premier's Shipyard added into the game we'll be able to do some of the other things like those done in the Star Trek Mod. Scenarios that cover certain aspects of the Babylon 5 Universe such as the Dilgar War, the Earth/Minbari War, the Narn/Centauri War and the Great War as well as a historical scenario that would be played a lot like Rhye's and Fall of Civilization (Yes, I know that's ambitious but it could be a lot of fun). I have lot's of ideas I just don't know how to implement them all. I'm currently testing a pair of new units i've added to the Mod and so far they are working well, I have a few more tests to do before I know there are no game breaking effects of the units and if all goes well there will be a new version of the mod released. Quote:
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1446 |
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Mephistophel
Join Date: Nov 2006
Location: Bellinzona
Posts: 14,304
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Don't be thrown off by the first season's relative cheesiness. It gets much better in season 2 when they get a new captain.
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification' Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish |
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#1447 |
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Grumpy Old Man
Join Date: Mar 2004
Location: Space
Posts: 5,730
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I'm a Star Trek fan, so I can handle some cheesiness
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Here is what I think. |
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#1448 | |||
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FF: Babylon 5 Mod Team
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Hello everyone!,
Quote:
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But after the Deathwalker is finished, where shall I continue, thats par of my questions from my last post (an implicit one), so I want to know if I should consider on modelling first-one vessels (ever since we have started to include them in the mod). Quote:
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"No surrender, No retreat" -John J. Sheridan (Michael Straczynsky) ![]() ![]() "Los platanitos ese, los platanitos!" ![]() Babylon 5 Mod - Hyperion Class Cruiser - B5 Ship Packs - PK Command Carrier - Orbital Defense Pack - SW Acclamator Class - Crysis VTOL |
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#1449 | |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Quote:
As for the first ones ships, well, having them would be great but! I feel the would be best used as part of a scenario rather than a general unit available to all other civ's. However they could also be used in a general game but controlled by events. IE first player to research a certain tech/build a specific unit class/building class triggers an event that generates a random(if possible) First Ones unit for players to encounter. It would be generated in an area of No Mans land that Civs then have to go out and find. Each Civ to find the First One unit gets to 'Encounter it' once. There would be a random result generated by the encounter but 99% of the time there would be no result as they ignore your childlike request to talk. That one small chance could be that the First Ones ship becomes part of your Civ or they give you a tech you don't have. There are probably many other results that could be generated, i'm just putting my ideas out there for discussion. There would also need to be a lot of Python coding involved (I think) as what I suggest basically means we need to randomly generate a 'goody hut' that has different results than the standard goody hut.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1450 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Update time
Thanks to God-Emperor I am very close to being ready to upload the new version of the mod. I hope to have the new version uploaded by next weekend at the latest. Thank you all for your patience and I think you will find it a vastly different experience to the previous versions.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1451 | |
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Deity
Join Date: Jul 2009
Location: Szeged, Hungary
Posts: 5,630
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Quote:
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Rhye's and Fall of Europe! Latest version: RFC Europe 1.1 Say no to forced Steam and DLCs for CiV!!!! - especially for a flawed game like this: Sulla's ultimate review |
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#1452 |
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Grumpy Old Man
Join Date: Mar 2004
Location: Space
Posts: 5,730
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I can't wait! I will be sure to gets it.
I only have two disks left of season one. I know you said season one was cheesy, but I am enjoying it immensely. I can't wait to meet Captain Sheridan, though!
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Here is what I think. |
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#1453 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Glad you're enjoying it.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1454 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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As promised
Thank you all for your patience. The latest version of the Mod is now available to download here. Babylon 5 V2.6 Download and enjoy the game.
Known issues. Whilst there are still CtD's with an as yet unknown cause the game does now reload from the last autosave so you can continue playing. Also, normally saved games will load up enabling you to continue playing a previously saved game. There are still a few other things I need to sort out but none of them are game breaking.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1455 |
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King
Join Date: Nov 2006
Location: Below the sea.
Posts: 706
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I keep having consisting crashes, after reaching size four capitol. reloading a previous save won't fix it.
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#1456 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Which Civ are you playing, game speed, difficulty level and map size?
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1457 |
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Babylon 5 V2.61
I've uploaded a new version that I have made a couple of corrections on. Essentially it's exactly the same as the previous version but I've amended some of the traits that were giving a negative culture growth, increased some tech costs and have changed a Python file for BUG. Let me know how you get on with this version. Either post a saved gamed for me to examine or give me details on what was happening when an error occured.
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS |
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#1458 |
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King
Join Date: Nov 2006
Location: Below the sea.
Posts: 706
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Tried a few mimbari leaders, standard size spiral galaxy map. marathon speed, with the improved barbarian star systems on and only ground troops can capture star systems.
The turn after my capitol becomes size 4, the game ctd. The ground troops are able to walk around in star systems. Last edited by Greeneyedzombie; Nov 28, 2011 at 05:04 AM. |
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#1459 |
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Warlord
Join Date: Jul 2007
Location: UK
Posts: 269
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I'm also having a repeatable CTD very early in the game. 3rd game and happens pretty much at the same time. This is with 2.60
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"Give a man a fish and you feed him for a day! Give a man a fishing rod and he'll break it up for fire wood................ or swap it for a fish" - Frankie Boyle |
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#1460 | ||
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FF: Babylon 5 mod team
Join Date: Dec 2007
Location: Britain
Posts: 1,231
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Quote:
Quote:
EDIT Okay, I've played 335 turns so far and I've only experienced 1 crash around turn 52/53, I reloaded and continued playing. How many turns into the game did you get before you experienced the CtD?
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"The Corps is Mother, the Corps is Father" The Babylon Project: A Babylon 5 Mod for Civ IV BtS Last edited by PsiCorps; Nov 28, 2011 at 04:00 PM. Reason: Update |
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