A Babylon 5 Mod for the Final Frontier Mod

Until you release the next update, is there a value somewhere in a file (CvAI.py?) I can change to make the AI build more ships?
Not that I'm aware of, however I am currently testing a game where I've upped the AI Weight in the unit infos to see if it makes a difference to the build priorities for the AI.

There's also this in the civilopedia:

b5-png.460392

I have also noticed this error but have not yet been able to fix it. I'm sure it's a simple fix in python somewhere but I have yet to find the code that controls this text.
 
There seems to be an issue with the FF tutorial. It repeatedly starts anew. The mod also often seems to make game settings return to default.

Resources disappear from planets with I colonize them. Full disclosure, I have removed roads and railroads from the game (forgot what they were called in the mod) by removing all mention of them in CIV4BuildInfos.xml and CIV4UnitClassInfos.xml. And I've allowed trade through space (tundra) by editing CIV4TechInfos.xml. This never has caused me any problems in Final Frontier (and Plus) though.

BTW, any reason (aside of potential issue with resources) that I should keep roads/railroads in the mod? Balance?

To end on a positive note: lots of fun building B5 ships.
 
There seems to be an issue with the FF tutorial. It repeatedly starts anew. The mod also often seems to make game settings return to default.

I've not been able to fix this myself even though I've followed all the suggestions on how to stop it from happening.

Resources disappear from planets with I colonize them. Full disclosure, I have removed roads and railroads from the game (forgot what they were called in the mod) by removing all mention of them in CIV4BuildInfos.xml and CIV4UnitClassInfos.xml. And I've allowed trade through space (tundra) by editing CIV4TechInfos.xml. This never has caused me any problems in Final Frontier (and Plus) though.

As far as I'm aware the resources don't actually disappear, they are still there but you will need to develope the world the resources are on for it to show up again. The routes were kept in from the original FF+ mod, I was always under the impression they needed to be there for the trade routes to work. It also gave the raiders something to attack to disrupt the trade route.

I was also working on using the trade routes to provide a supply lane for the growth of mining facilities, which would have worked in a similar way that village growth does in standard Civ.
 
When you set terraintrade to 1 for tundra in techinfos, trade will happen without routes. Space will function like ocean in vanilla. I far prefer it this way because it's more realistic and I like the feel of empty space.

Recon missions with fighters don't make sense. They shouldn't be able to see further than other units or borders can. It's also a bit questionable they can freely relocate to another colony.
And I think ships shouldn't get a fortify bonus in space. They can't dig in or anything like that.
 
When you set terraintrade to 1 for tundra in techinfos, trade will happen without routes. Space will function like ocean in vanilla. I far prefer it this way because it's more realistic and I like the feel of empty space.

You're free to do as you please with the Mod. I'll not be changing this aspect as the raiders cease to be a threat to trade. One of the things I wanted to do was adopt the Civ5 Barb behaviour where they defeat a city and instead of capturing it they depart with some of your gold/credits. Having this feature for the B5 mod would make your version a very good idea but currently it doesn't serve the Mod I envision.

Recon missions with fighters don't make sense. They shouldn't be able to see further than other units or borders can. It's also a bit questionable they can freely relocate to another colony.

I agree but I haven't yet had the time to find a way to switch off the recon function. The rebase I can switch off because I have done it for missiles, although switching that function off would also mean they couldn't rebase to a carrier unit sat 3 or 4 tiles away that you don't want to bring back to the system as it needs to move with the rest of the fleet.

And I think ships shouldn't get a fortify bonus in space. They can't dig in or anything like that.

Kind of agree and disagree with this, the fortification bonus, to me, represents the use of mines and silent running style tactics.
 
Nobody will have gotten it to work. The problem is that the mod uses a DLL, but macs don't have DLLs
 
I have given this mod a go for the 1st time since version 2.9. I really enjoy the Babylon 5 feel. I have a couple of questions:

What tech gives you the ability to move most military ships outside of your borders?

Does everyone else find the AI does not found many cities? I had 3 with my 4th on the way when the barbs started (on Diety), and the 2 AI's I have met have founded 0 and 1 cities each. I wonder if the AI is not recognising recon units as colony ship escorts.
 
What tech gives you the ability to move most military ships outside of your borders?
That would be Interplanetary Missiles.

Does everyone else find the AI does not found many cities? I had 3 with my 4th on the way when the barbs started (on Diety), and the 2 AI's I have met have founded 0 and 1 cities each. I wonder if the AI is not recognising recon units as colony ship escorts.
Yes, I've found the same problem. It doesn't seem to matter what I change there doesn't appear to be a way to influence the AI to do what you know it should be doing. It's the same with ship building, even when I weight the ships more heavily in favour of being built it doesn't encourage the AI to build them. They'll declare war and send a fleet of 3 ships to attack you which are easily destroyed by fighters and bombers before they get too close to your star systems.
 
I'm finally in the end game faze and have all the techs and met all the races yet I can't seem to build the Babylon project which I'm guessing is what puts Babylon 5 in the game? According to the civilopedia I have everything it requires other than one thing which I don't understand. It says "requires at least 3 teams" in the Babylon project description which I'm guessing is the final requirement I haven't met. Was does that mean exactly?

I've decided to do a 3rd bonus video showing some of the cool end game stuff to B5 fans so I really want to successfully create Babylon 5.

I know B5 is possible as I've seen it in pics earlier in this thread lol.
 
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I believe the 3 team concept came about because I was aiming to have a shadow team, a vorlon team and a unity team (the InterStellar Alliance) but it was one of many concepts I need help developing properly. You could try setting the game up and having all of the league races in game but have them as teams. Pacifist, Aggressive and Neutral, this would give you a 3 team minimum. If this doesn't work then I do not know how else to get B5 built.
 
It has been a long time since I did any serious work on the Mod. Primarily due to time constraints but also because I am now the only one left that can actively work on it.

The Jump points are built by warships capable of making one. This is generally any ship built after you have added Quantium 40 to your available resource list. They 'build' the jump point on turn A, on turn B the jump point actually opens. Any ship on the tile you have opened the jump point on can then jump (paradrop) to any other tile within jump range as long as it is not obscured by fog of war or an unrevealed tile. I wanted to make changes to this too so a ship could jump blind but again, lack of availability of modders capable of doing this.

I don't remember if we went ahead with the Jump Gate idea as we already had the Jump Lanes.

The screenshot of B5 may be something Premier did to show he had built the model but I don't recall if I ever actually received the model and just prepped everything for when it became available.

I would be happy to pass the responsibility for completing this mod onto someone else that has the time and skills to do so.
 
Does the 3.3 version of the mod on SourceForge is the latest?
https://sourceforge.net/projects/babylon5mod-for-civ4/files/
Or did you add any fixes/updates since it's release?

It's the latest but it won't work as the file is damaged (it says its 75mbs when the true file size is about 300mbs lol) and PsiCorps has been unable to log into the site to fix it unfortunately. Use the mirror 1 link on the first thread post. I'm hosting that one so I can tell you the file definitely works!
 
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