A Babylon 5 Mod for the Final Frontier Mod

do I need to download those shippacks or are they just intended to be used on other mods?
The ship packs can be used anywhere you like but they were designed specifically for this Mod. I hope to have a newer version of the Mod ready for upload and downloading soon, this will include all the ship models released so far so you will not need to add the models yourself.
 
Hi all
Version 1.14 is now available for download, please see post #1 to download it.

As always let me know if you find any problems, initial testing showed none except that recycling is a pre req for building the ships and it shouldn't be, i cannot find out where this is coming from.

Happy New Year and enjoy.
 
That was fast!

Downloading now.

Meanwhile, some comments:

I was playing yesterday, as the minbari. Played for quite sometime, on prince difficulty and normal speed.

Is there a way to improve the A.I.? It seems to be quite harmless as it is now... I'll play some more games, and see if it was just that game, or a general problem.

Another thing. The tech should present some minor innovations when technologies are discovered. The way it is, you need to research 2 or 3 (even 4) technologies to get something. Maybe make some early buildings tech dependant... or present some permanent bonuses (like, when you develop data storage, you get +5% research on all cities, for example)

And one thing I found to be wayyyyy better than every other final frontier mods. Buildings have their bonuses decreased (a lot, by the way). The way it was before, building 3 or 4 buildings of the same type on one system could unbalance the whole game, making you look like one of the ancients! Congrats on that!

I'll play some more, and see how things go!

Bye, and thanks for the new version!
 
Is there a way to improve the A.I.? It seems to be quite harmless as it is now... I'll play some more games, and see if it was just that game, or a general problem.
I Haven't done anything to the AI so as far as i'm aware it should still work the same way as standard FF. HOWEVER, i think the problem may be with the changes to the ships from standard FF ones to the B5 ones. I need to take a look at this again, i did start to look at it once before but got very confused with what i was doing with it so i abandoned it. Maybe merging the Better AI Mod into the mod would help?
The tech shou.ld present some minor innovations when technologies are discovered. The way it is, you need to research 2 or 3 (even 4) technologies to get something.
At the moment i am trying to get everything sorted out on the military side. Non-military stuff will be done later. I want to add a few more buildings and civics if i can as well as some other promotions. It's finding the time to do the research into what i can use and what i can't.
Buildings have their bonuses decreased (a lot, by the way). The way it was before, building 3 or 4 buildings of the same type on one system could unbalance the whole game, making you look like one of the ancients! Congrats on that!
Thanks for that, no idea how i did it but at least i have something right. :lol: I tried to gear everything towards having surplus credits, even in the early stages of the game, so you could rush stuff if required.

Glad you're enjoying the work so far.
 
Hi all
Version 1.14 is now available for download, please see post #1 to download it.

As always let me know if you find any problems, initial testing showed none except that recycling is a pre req for building the ships and it shouldn't be, i cannot find out where this is coming from.

Happy New Year and enjoy.

Will check it out:

:newyear:
 
I Haven't done anything to the AI so as far as i'm aware it should still work the same way as standard FF. HOWEVER, i think the problem may be with the changes to the ships from standard FF ones to the B5 ones. I need to take a look at this again, i did start to look at it once before but got very confused with what i was doing with it so i abandoned it. Maybe merging the Better AI Mod into the mod would help?

Have you incorporated all the fixes from the stickied FF topic over in the Official Mods subforum of the general forum? I see that you posted to the thread on page 19, but some important stuff has been found since your post.

A significant problem was discovered about a month ago: in plan FF the AI does not assign any population to its planets at the start of the game, this lasts until the first border pop at which time the 1 pop that is left is assigned to a planet (any other pop is likely to have starved away long before this; in regular FF this is only New Earth, which starts with 2). This makes the AIs start very, very, slow. Fixing this helps the AIs a lot.

I have done a merge of a version of BBAI (v0.80) with FF and it only helped slightly, and it took several games to be sure it had helped at all. It is all rather random, largely because the situation in FF is very random. Which types of planets you have in your starting system, and their sizes, and the distance to and characteristics of the nearby systems are factors that make the game highly variable. Add in the random resource distribution and you find that games have quite a bit of variation.
 
As always let me know if you find any problems, initial testing showed none except that recycling is a pre req for building the ships and it shouldn't be, i cannot find out where this is coming from.

Played through 150 turns on the Spiral map w/Earth Alliance; the ship building prereq is Advanced Recycling and I noticed that certain ships can get XP beyond their available promotions. Especially the Scout below survived several onslaughts (but I also got a Transport with more XP than available promotions) - he actually got to 30 XP and is still flying:
 

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:newyear:

Hi all!, just checking in to wish you a happy new year. No news from the front, other than I have finally found good enough reference pics for the Liandra (so I'm not going in blind). I have also to reinstall my OS, after that I'll resume ship building.

:salute:
 
Hey all, happy new year!

about the mod now... :)

I played for some time, as Londo Mollari, and found 2 issues that should be addressed:

1 - 1st tier cruisers and 2nd tier cruiser are enabled by the same technology, making the first useless.

2 - Fighters don't require the squadron factory to be built.

For now, that's it!
 
A significant problem was discovered about a month ago: in plan FF the AI does not assign any population to its planets at the start of the game, this lasts until the first border pop at which time the 1 pop that is left is assigned to a planet (any other pop is likely to have starved away long before this; in regular FF this is only New Earth, which starts with 2). This makes the AIs start very, very, slow. Fixing this helps the AIs a lot.
I can't believe that i read about this and then forgot to incorporate it. I'll go back and double check the fixes and ensure they are in for the next update.
I noticed that certain ships can get XP beyond their available promotions.
I too have noticed this, i do want to add more promotions in to the game for earlier use. However, the crew promotions shouldn't be restricted and you should be able to use up the Prestige gained on Crew promotions, I'll look into this.
the ship building prereq is Advanced Recycling
What i meant was that i didn't set Advanced Recycling to be a PreReq for the building of ships but obviously i have missed something here and will take another look.
1st tier cruisers and 2nd tier cruiser are enabled by the same technology, making the first useless
I'll look into this, was it only the Centauri that are affected by this?
Fighters don't require the squadron factory to be built.
I rarely play long enough to start building fighters, will investigate this too.
 
1st tier cruisers and 2nd tier cruiser are enabled by the same technology, making the first useless.


Not only for the centauri, for every race. And also happens with battleships (don't remember which tech, but there is one that enables 3 ships at once - i think it is advanced ship construction...)

I found some other problems:

Serious issue: I was at war with the Brakiri. They had only 1 system. When I conquered it, I was unable to build buildings on any of my other systems... Even queued buildings were not builded, the city advisor poped up and i had to choose something else, but this time only ships were available to choose from. I reloaded before the conquest, and razed it this time. And the problem was solved. It happened once again, after destroying the minbari. So this was not a one time problem...

For some weird reason, the manufacturing plant only appears to be built after I build a stardock. It should (as described by itself) require the factory, not the stardock.

After version 1.14, every system I colonize starts with 2 population, and a maglev network on every planet. Is this supposed to be this way?

For now, that's it. I wish I could help more than just point the errors, but I can't code... :(
 
Serious issue: I was at war with the Brakiri. They had only 1 system. When I conquered it, I was unable to build buildings on any of my other systems... Even queued buildings were not builded, the city advisor poped up and i had to choose something else, but this time only ships were available to choose from. I reloaded before the conquest, and razed it this time. And the problem was solved. It happened once again, after destroying the minbari. So this was not a one time problem...

"Can't-build-buildings-on-conquest-bug": happened with MOO2Civ and Star Trek mods; Star Trek mod forum has a thread on it, I believe (and it was fixed). ;)

BTW, tried the latest version (as did my MP partner, but not together) and we found that it takes quite a long time before you can build ships that are more powerful and faster than 1 square per turn - which seems especially a handicap for the AI. (I was able to colonize 5 systems in 150 turns, but by that time one civ was eliminated - by barbs, I reckon - and I was at 1,000+ scorewise.) Otherwise it was great fun to see all those well-made barb ships. :eek:
 
One likely cause of the "can't build buildings anymore" situation is that there is a building that does not have the iConquestProb value set to 100. This is the percentage chance that a building will not be destroyed when the system is captured (so 100 = do not destroy).

In such a case, when a system is captured the game may delete a building from the city in the DLL but the completely separate random (50%) chance for buildings to be destroyed (other than the ones on the "always destroy" list) in the python onCityAcquired event handler, which modifies the python stored system/planet data (and the regular game's city data), does not happen. This leaves the game engine's city data and the python's system/planet data in a mismatched state which can cause this problem. All building destruction on system conquest needs to be done via the python only (where it also uses the regular delete function to remove it from the regular game's city data as well as the python system/planet data).
 
"Can't-build-buildings-on-conquest-bug": happened with MOO2Civ and Star Trek mods; Star Trek mod forum has a thread on it, I believe (and it was fixed). ;)

BTW, tried the latest version (as did my MP partner, but not together) and we found that it takes quite a long time before you can build ships that are more powerful and faster than 1 square per turn - which seems especially a handicap for the AI. (I was able to colonize 5 systems in 150 turns, but by that time one civ was eliminated - by barbs, I reckon - and I was at 1,000+ scorewise.) Otherwise it was great fun to see all those well-made barb ships. :eek:

Yeah, there is a lot of ballancing still to be done. But this mod is promissing, for sure...

I'll keep playing for some time, and see how this goes...
 
Have you incorporated all the fixes from the stickied FF topic over in the Official Mods subforum of the general forum? I see that you posted to the thread on page 19, but some important stuff has been found since your post.

A significant problem was discovered about a month ago: in plan FF the AI does not assign any population to its planets at the start of the game, this lasts until the first border pop at which time the 1 pop that is left is assigned to a planet (any other pop is likely to have starved away long before this; in regular FF this is only New Earth, which starts with 2). This makes the AIs start very, very, slow. Fixing this helps the AIs a lot.

I have done a merge of a version of BBAI (v0.80) with FF and it only helped slightly, and it took several games to be sure it had helped at all. It is all rather random, largely because the situation in FF is very random. Which types of planets you have in your starting system, and their sizes, and the distance to and characteristics of the nearby systems are factors that make the game highly variable. Add in the random resource distribution and you find that games have quite a bit of variation.
I Have now incorporated all the changes to AI from the Official mods forum i haven't incorporated the BBAI (v0.80) as that sounds like a little more work than i am currently capable of doing correctly.

Now i just have to look at the other stuff which is xml for the most part. Will post as i sort things but it's going to be slow going (RL is hateful).
 
ISN and Interplanetary Expeditions could be used as corporations.
 
Hello everyone!,

Finally I've reinstalled my comp, and got back to ship building, I felt a little rusty while making the liandra, but I think it came out good enough.

Civilopedia:
Spoiler :

Minbari_Liandra_InGame1.jpg



Fighting some raiders:
Spoiler :

Minbari_Liandra_InGame0.jpg



It has 323 polys and uses the FF Destroyer Animation.

Tho the Liandra actually belongs to the An'la'shok I say we should use it as the Minbari equivalent of the Olympus.

The fourth ship pack (this one) will have at least three Minbari ships, ever since we lack as many minbari ship classes as the rest of the major powers.

:salute:
 
It may just be my computer screen, but I can't see any minbari ship in the pictures. Perhaps the skin is to dark?
 
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