A Babylon 5 Mod for the Final Frontier Mod

well u might want to put a link with the lastest downloadable version so its easy to find?:goodjob:
 
well u might want to put a link with the lastest downloadable version so its easy to find?:goodjob:

Last page, post 345. It has always been there. ;) To paraphrase our favorite Vorlon. :lol:



:nuke: Cheers, Thorgrimm :nuke:
 
Last page, post 345. It has always been there. ;) To paraphrase our favorite Vorlon. :lol:

Well, they're supposed to be updated in post #1, otherwise it's impossible to keep track the way you guys are making progress.;)

Also, is this a secret project? Because no updates seem to reach the "New/Updated Files" list (new version just posted by woodelf) nor the DL Database - which would greatly increase feedback.;)

To prevent any "stupid" response: glad you at least figured out Winzip.;)

PS: Just noticed you can just unzip into the Assets folder. So what's with all the extra directories?
 
Well, they're supposed to be updated in post #1, otherwise it's impossible to keep track the way you guys are making progress.;)

Also, is this a secret project? Because no updates seem to reach the "New/Updated Files" list (new version just posted by woodelf) nor the DL Database - which would greatly increase feedback.;)

To prevent any "stupid" response: glad you at least figured out Winzip.;)

No access to post one except for Psi Corps, who is MIA.

Why UL something that is not playable yet?

In less time than I used to try and figure out 7zip, I had Dled, installed and had the mod zip re-created. That is what 7zip is not, intuitive. ;) :D



:nuke: Cheers, Thorgrimm :nuke:
 
No access to post one except for Psi Corps, who is MIA.

It was to remind him.

Why UL something that is not playable yet?

'Cause of the feedback, silly: played 50+ turns with no CTD - in my book that's playable (couldn't get past 50 turns before). First feedback:

- Intro Hint text reads: "TXT_KEY_...etc" instead of actual quote
- messages "You've found a ... ship" always turn out to be a PDF unit
- Astral Gate should either be linked to a way back advance or turned off until further notice.

In short: had great fun playing this not playable version so far!:mischief:

Will post more feedback after I start anew, as I forgot to turn off Human Ascendancy, so everyone was building Astral Gate pieces like crazy!
 
well u might want to put a link with the lastest downloadable version so its easy to find?:goodjob:


@Thorgrimm, hugh3sy, and everyone

I've downloaded the latest version, but I have to warn everyone, this isn't a stand-alone release, you still need to download v0.1.7d, install it, and then patch with Thorgrimm's files.

@Thorgrimm, how about making a standalone download, that way I can point this forum download to your file.

@hugh3sy
:beer: (yup, I'm with the beers again...in Monday??:crazyeye:)
I just love Warlock-school ships:D
 
@Thorgrimm, hugh3sy, and everyone

I've downloaded the latest version, but I have to warn everyone, this isn't a stand-alone release, you still need to download v0.1.7d, install it, and then patch with Thorgrimm's files.

@Thorgrimm, how about making a standalone download, that way I can point this forum download to your file.

@hugh3sy
:beer: (yup, I'm with the beers again...in Monday??:crazyeye:)
I just love Warlock-school ships:D

Not quite sure what you mean by stand alone? This was only a patch to apply over what has already been done. I am assuming that most folks will not want a 50+ mb dl to just dl FF with the B5 mod changes. If I am wrong, then please correct me. :confused:

@ Premier Valle, also, how do you remove a ship without disturbing the UU's based on it? I am speaking of the FF base ships since they re-appear when the last tech is researched.:confused:



:nuke: Cheers, Thorgrimm :nuke:
 
Not quite sure what you mean by stand alone? This was only a patch to apply over what has already been done.

Precisely, what I mean as a stand-alone release, I don't mean the full B5 mod. I just mean to include all necesary files to mod a copy of FF.
In the mean time, I'll just make a link to the patch in the download center.

@ Premier Valle, also, how do you remove a ship without disturbing the UU's based on it? I am speaking of the FF base ships since they re-appear when the last tech
is researched.:confused:

I wasn't aware that hapened in FF, by the that time (assuming the match hasn't ended) I'm too busy building AstralGates or killing someone :p (not that I'm a god-like player... not even a good one :sad:)

Wich UUs are based on them?, did you base the new fleets on them? (in that case removal isn't necessary).
There are a lot of references to the FF ships through many files, i.e. the goody huts (err... debris) definitions, the pirate stuff.... also there are references in the python files, but they cause no trouble (anyway, thats my work ;))

EDIT:
BTW, the jump point's graphics are (in the mean time) "forts".

EDIT 2: @Thorgrimm
In the download center I pointed a link directly to the file, I suposse there is no need to attract unnecesary attention to the developer's forum.
 
Precisely, what I mean as a stand-alone release, I don't mean the full B5 mod. I just mean to include all necesary files to mod a copy of FF.
In the mean time, I'll just make a link to the patch in the download center.



I wasn't aware that hapened in FF, by the that time (assuming the match hasn't ended) I'm too busy building AstralGates or killing someone :p (not that I'm a god-like player... not even a good one :sad:)

Wich UUs are based on them?, did you base the new fleets on them? (in that case removal isn't necessary).
There are a lot of references to the FF ships through many files, i.e. the goody huts (err... debris) definitions, the pirate stuff.... also there are references in the python files, but they cause no trouble (anyway, thats my work ;))

EDIT:
BTW, the jump point's graphics are (in the mean time) "forts".

EDIT 2: @Thorgrimm
In the download center I pointed a link directly to the file, I suposse there is no need to attract unnecesary attention to the developer's forum.

Every new ship I added is based on one from the FF base units and I can still build, for example, the EA ships, and once I finish the tech tree all of the base FF ships. All ships in the list are UU's.

NP on the link.:)



:nuke: Cheers, Thorgrimm :nuke:
 
No access to post one except for Psi Corps, who is MIA.
I'm not MIA, i'm WIA, every time i start to place a post my browser dumps me out and i have to reload. This has stopped me from placing new updates onto the #1 post.
I'm looking at building a new PC that shouldn't have any problems doing any of what i want to do. I did manage to edit a couple of posts on the developement fora namely the Buildings and Traits threads.
 
I'm not MIA, i'm WIA, every time i start to place a post my browser dumps me out and i have to reload. This has stopped me from placing new updates onto the #1 post.
I'm looking at building a new PC that shouldn't have any problems doing any of what i want to do. I did manage to edit a couple of posts on the developement fora namely the Buildings and Traits threads.

Lol, ok. Lets hope you can get something going soon. :D

Also, Giam Intelligence fleet list is added. Up next is the Drazi Freehold fleet list.



:nuke: Cjeers, Thorgrimm :nuke:
 
I went ahead and coupled all the fighters and bombers in the mod to the Squadron factory, and all ships needing the tech Jump Engines into the Capital Shipyard. :)



:nuke: Cheers, Thorgrimm :nuke:
 
Ah... I was wondering already why I should build that when all Fighters and stuff were available already.;)
 
Ah... I was wondering already why I should build that when all Fighters and stuff were available already.;)

I wanted to get a good chunk of the units in before I really concentrated on the buildings. I have also enabled most of the diplomatic stuff to make the diplo techs now mean something. :D



:nuke: Cheers, Thorgrimm :nuke:
 
I'm not MIA, i'm WIA, every time i start to place a post my browser dumps me out and i have to reload. This has stopped me from placing new updates onto the #1 post.
I'm looking at building a new PC that shouldn't have any problems doing any of what i want to do. I did manage to edit a couple of posts on the developement fora namely the Buildings and Traits threads.

Before you build a new PC you should consider formatting your HD and reinstalling your OS, way cheaper, and faster, it will allow you to post while you build your new comp.

Every new ship I added is based on one from the FF base units and I can still build, for example, the EA ships, and once I finish the tech tree all of the base FF ships. All ships in the list are UU's.

OK, Thorgrimm I have looked into the xml files, and now I understand wh.y all FF ships appear at the end of the tech tree (it is not only because they all have the TECH_B5_PLANET_KILLER tech as a prerequisite :p)

I'll try to explain:
Spoiler :

What you did:
- You created new classes for every new ship, and within this classes you point to a default FF unit.
- In the Civs definition you change the pointer of this class's default ship to the B5 ship.
- Unit definitions for the FF ships still point to their default classes.

Now, the point of a UU is to replace the standard unit, here is what is usually done for this to happen.

- You create the standard unit with its own class.
- You create the UU and point to a standard unit class.
- In the Civ definition you point the class's default unit to be the UU.

That is why (I pressume) the default ships are still buildable, because you only made the new ships unique to their species, but did not replaced the FF ships
 
OK, Thorgrimm I have looked into the xml files, and now I understand wh.y all FF ships appear at the end of the tech tree (it is not only because they all have the TECH_B5_PLANET_KILLER tech as a prerequisite :p)

Well, that seemed obvious (to me anyway); I thought they'd been placed there until further notice.;)
 
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