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A Babylon 5 Mod for the Final Frontier Mod

Discussion in 'Civ4 - Modpacks' started by PsiCorps, Feb 1, 2008.

  1. PsiCorps

    PsiCorps FF: Babylon 5 mod team

    Joined:
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    Location:
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    BABYLON 5
    Our last best hope for peace

    Now we have done a large amount of work on this I'm happy for all to have a look and give us their opinions, criticisms, suggestions etc.

    There is still a great deal of work to be done, please see the list below and if you would like to help out please let me know..
    • Pedia texts.
    • More events.
    • League of Non-Aligned Worlds ships.
    • Projects.
    • Vorlons, Shadows & other First Ones
    There are probably a thousand things wrong with what has been achieved so far but we can only correct things if you tell us what is wrong.

    Maps
    The standard map generator for FF is available to use but there are also now Babylon 5 variants to these..

    Something to think about - The map edges should simulate the Rim of Space therefore Any ships entering the edge tiles should be classed as going Beyond the Rim and are lost - Need someone really good at modding to be able to resolve this one.

    Asteroid tiles
    These still function as they do in Final Frontier.

    Something to think about - What I'd like to do with the mining facilities is treat them a lot more like the villages used in standard Civ IV with a little difference. Instead of assigning population to the tile to work it thus making it grow the early mining community would draw food from the closest friendly star system it is connected to and once it has reached either a number of turns in supply or a food supplied to it total it would grow to the next size and become more productive.

    Resources
    Resources can be found in asteroid fields and will include: -
    Iron
    Titanium
    Aluminium
    Gold
    Silica
    Crystal - Data storage
    Water
    Oxygen
    Quantium 40 - Required to build Jump gates/routes

    Specials -
    Flarn, Brivarii and Spoo (along with a few others) are all luxuries which will appear in a star system

    Civilisations (limited to 10 images)

    Earth Alliance
    Leaders: William Morgan Clark, John Sheridan, Susanna Luchenko.
    Human Clarke.JPG Human Luchenko.JPG Human Sheridan.JPG

    Minbari Federation
    Leaders: Delenn, Dhukat, Neroon, Valen.
    Minbari Delenn.JPG Minbari Dukhat.JPG Minbari Neroon.JPG

    Centauri Republic
    Leaders: Emperor Cartagia, Londo Mollari, Emperor Turhan.
    Centauri Cartagia.JPG Centauri Mollari.JPG Centauri Turhan.JPG

    Narn Regime
    Leader: G'Kar, Citizen G'Kar, Councillor Na'Far.

    Dilgar
    Leader: Warleader Jha'Dur.
    B5 Dilgar Civ starting screen.JPG

    Drazi
    Leader: Vizak.

    Brakiri
    Leader: Lethke Zum Bartrado.

    The next races are all considered Minor races in the B5 universe and as such have been grouped together as the League of Non Aligned Worlds and will be classed as one of these types Aggressive, Passive or Neutral.

    Pak'ma'ra
    Leader: Vlur/Nhar.

    Vree
    Leader: Milashi Voktal.

    Markab
    Leader: Fashar.

    Abbai
    Leader: Kalika Qwal'mizra.

    Hyach
    Leader: Miziri Tal.

    Gaim
    Leader: She'ah

    Llort
    Leader: Cil'tlakh

    Technologies
    Fusion power
    Communications lasers
    Planetary construction
    Early space exploration
    Space exploration
    Laser weapons
    Early orbital engineering
    Suspended animation
    Zero gravity training
    Orbital engineering
    Advanced orbital engineering
    Hydroponics
    Ship construction
    Small attack craft - Required to build fighters and bombers
    Artificial gravity theory
    Terra-forming
    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
    Xeno-biology
    Rail weapons
    Mass drivers
    Organic technology
    Data storage
    Energy mines
    Advanced data storage
    Doomsday weapon
    Galactic diplomacy
    Artificial gravity
    Hyperspace theory - Required to build and use hyperspace (jump) gates
    Vortex generators - Required to build hyperspace (jump) gates
    Ion/particle engine
    Gravimetric engine
    Matter/antimatter power
    Quantum singularity
    ZPF Hyperspace tap
    Credit chit

    Units
    These units can be built by any civilisation.
    - Starbase
    - Construction ship
    - Radiation scrubber

    Each Civ has it's own range of vessels to build whilst the stats are the same across the board the appearances are all different.

    Values
    There are 5 values in standard FF which equate to religions in normal Civ IV. These have been repurposed and now represent the following.
    Revere First Ones
    Order
    Chaos
    Unity
    The Hand

    Each is discovered by researching the relevant tech on a first to research it gets it basis.

    Random Events
    A number of random events have been added to the mod and there are many more that can be added.
    Migrants
    Famine
    Food surplus
    Ion storm - disrupts (destroys) routes.

    Great Wonders
    Babylon Station

    Buildings
    Planetary communications network
    Satellite network
    Planetary shipyard
    Orbital shipyard
    Terraforming station
    Research Station
    Military Academy

    There are also many Civ specific buildings and the list is quite large so forgive me for not listing them.

    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 C++ but it doesn't really help me. I've learnt how to adapt the XML files but couldn't set up any new features in it.:crazyeye:

    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. Ships can be found here if you don't want the B5 Mod but would like to make use of the Shipyard.

    DOWNLOAD Latest Version of Babylon 5 Civ 4 at Sourceforge
    DOWNLOAD Latest Version of Babylon 5 Civ 4 at Mirror 1

    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 SHOULD NO LONGER BE 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.
    Possible issue with Barbarians/Raiders start turn. Need feedback on this.
     
    Last edited: May 22, 2017
  2. Ajidica

    Ajidica High Quality Person

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    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.
     
  3. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    :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
     
  4. Premier Valle

    Premier Valle FF: Babylon 5 Mod Team

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    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...
     
  5. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    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.
     
  6. jefmart1

    jefmart1 Chieftain

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    Looks cool! This was the greatest sc-fi show ever.
     
  7. Ajidica

    Ajidica High Quality Person

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    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.
     
  8. Premier Valle

    Premier Valle FF: Babylon 5 Mod Team

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    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.
     
  9. Aussie_Lurker

    Aussie_Lurker Chieftain

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    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.
     
  10. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    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.
     
  11. Ajidica

    Ajidica High Quality Person

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    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.
     
  12. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    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:
     
  13. Ajidica

    Ajidica High Quality Person

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    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.
     
  14. Premier Valle

    Premier Valle FF: Babylon 5 Mod Team

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    ^^ 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:
    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..
     
  15. Thorgrimm

    Thorgrimm Senior Elder

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    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:
     
  16. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    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:
     
  17. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    Nearly forgot to mention this bit. I forgot to amend this bit of text when i was doing the work. it should read
    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:
     
  18. Premier Valle

    Premier Valle FF: Babylon 5 Mod Team

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    @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.
     
  19. Thorgrimm

    Thorgrimm Senior Elder

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    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:
     
  20. PsiCorps

    PsiCorps FF: Babylon 5 mod team

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    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.
     

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