A Babylon 5 Mod for the Final Frontier Mod

and it shows like this in gameplay
 

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hmm yeah that's looks fine. Damn.. what hell are we missing..

i changed the regfile to
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword]
"INSTALLDIR"="C:\\Civilization IV Complete\\Civ4\\Beyond the Sword" but still the same error :rolleyes:

Dumb question I know but just to be sure... after you changed the path in your Civ4SteamRegistryFix file did you then double click on the file to run and insert the info into your windows registry? As changing that file won't do much unless you run it haha.
 
i dont know much but isnt maybe because of ff plus? i updated both mods b5 and ff plus i dont know just saying ...but i tried to remove the ff mods and b5 dont run by itself so.... dont know i did not change the regfile title though but i think it should not be done :p
 
i dont know much but isnt maybe because of ff plus? i updated both mods b5 and ff plus i dont know just saying ...but i tried to remove the ff mods and b5 dont run by itself so.... dont know i did not change the regfile title though but i think it should not be done :p
This sounds like a bad news to me since I just bought a GoG Civ4 Complete yesterday, although I didn't plan to play this mod yet. Out of curiosity, I tried the Babylon 5 mod without updates or other mods, and it crashed on loading. After looking around, modify, and more crashes, it looks like the problem is solved (I did not try to reproduce the missing planets you have).
Here is what I went through (replace the paths if your installation paths are different):
  1. Clean install of GoG Civ4 Complete, at its default path (other paths should be fine.).
  2. Install the Babylon 5 mod
  3. Install Final Frontier Plus v1.83 and patch v1.84
  4. Update the Registry path of GoG's Civ4 BTS, using the recommended steps by Blake00.
  5. This step shouldn't be needed. I have a steam copy, and I saw Civ4 in the Registry. So I correct (if you like, create it as well) the path for Civ4 as well, using Registry Editor: At HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization 4, change installdir's Data to C:\GOG Games\Civilization IV Complete\Civ4, for example or other of your path. Or modify Civ4SteamRegistryFix.reg should do the job as well.
  6. Modify Mods\Babylon 5 V3.3\assets\XML\Art\CIV4ArtDefines_Misc.xml. It was Final Frontier somehow.
    1. <MiscArtInfo>
      <Type>DEFAULT_THEME_NAME</Type>
      <Path>Mods/Babylon 5 V3.3/Resource/Civ4.thm</Path>
      <fScale>0.0</fScale>
      <NIF>None</NIF>
      <KFM>None</KFM>
      </MiscArtInfo>
  7. Modify Mods\Babylon 5 V3.3\Resource\Civ4.thm, to use the correct version for both lines: resource_path "Mods/Babylon 5 V3.3/Resource"; include "Mods/Babylon 5 V3.3/Resource/Themes/Civ4/Civ4Theme.thm";

No planets are missing here after. Hopefully nothing was missed in the above steps. I'm fairly new on modding; those two xml files were learned from f1rpo's font change using Resource folder: https://forums.civfanatics.com/thre...e-to-a-different-colour.636494/#post-15219254, for reference only; not needed for the steps.
 
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GFC error failed to iniatialize primary control theme :(
Make sure you update the 1st XML file correctly. As an example, if I changed it to Babylon 5 V3.2, such a CFG error appears. Or yours doesn't have the Civ.thm file at that location?

This mod looks beautiful. Now I want to play :lol:.
 
Hi guys, is still anyone active here? Anyways, with the newest version from sourceforge, the AI doesn't expand at all. They just sit at their home systems doing not much. I use the DVD version of the game (3.19 of course). Is this known behavior caused by a certain mistake I could have made? Am I the only one experiencing this issue?

I just tested this with Final Frontier Plus. The AI expands normally. But I used 1.84. I think B5 is based off an earlier version of FFP.
 
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It's a known issue. We believe it's caused by the overly aggressive pirate raiders. They keep killing the AI's colony ships massively slowing their expansion to near stand still. Massively upping the difficulty level might make the AIs better at overcoming the raiders and colonizing. PsiCorps doesn't work on the mod anymore (eg he doesn't even have Civ4 installed any more lol) so unfortunately there's no one left who knows how to tinker with the mod and lower the raider intensity and also help the AI's better protect their colony ships. Hopefully playing on high difficulty might alleviate the problem though but I haven't tried it myself.
 
It's a known issue. We believe it's caused by the overly aggressive pirate raiders. They keep killing the AI's colony ships massively slowing their expansion to near stand still. Massively upping the difficulty level might make the AIs better at overcoming the raiders and colonizing. PsiCorps doesn't work on the mod anymore (eg he doesn't even have Civ4 installed any more lol) so unfortunately there's no one left who knows how to tinker with the mod and lower the raider intensity and also help the AI's better protect their colony ships. Hopefully playing on high difficulty might alleviate the problem though but I haven't tried it myself.
I have played on deity with no barbs, and the same thing happens. I think it is to do with what the AI thinks is appropriate escort for colony ships. I wonder if setting the recon units to have the escort role would help, burt I do not know how to do it.
 
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