A Babylon 5 Mod for the Final Frontier Mod

Playing as EA and I don't know where the colony ships are? According to the tech, I should already have them!
Hmmm, that's a new one, i'll check that one out right now.

OK, played a game from start to getting Suspended Animation tech and i was able to build Colony ships as soon as the research was complete. Not sure why you had a problem unless there was another Pre Req tech you hadn't researched (which i totally forgot to check on)
 
It may just be my computer screen, but I can't see any minbari ship in the pictures. Perhaps the skin is to dark?

Yes the skin is a dark one, and tho the ship is meant to go unnoticed, it should at least be game visible :p... anyone else can't see the ship?

I'm already thinking to lighten up the skin.

@ lftobias
Welcome to the forums! :beer:
 
Yes the skin is a dark one, and tho the ship is meant to go unnoticed, it should at least be game visible :p... anyone else can't see the ship?

I'm already thinking to lighten up the skin.

@ lftobias
Welcome to the forums! :beer:

I'll be honest i haven't been able to see the ship clearly enough to comment but the pictures were quite small and my vision isn't what it used to be lol so unless i can DL the model and add it into the game i can't give you my opinion.
 
If I zoom in ~400% in the pictures, I can make out a brownish thing that looks a bit like a Klingon Bird of Prey. So yeah, lightening up the skin would be nice.
 
Ok, here is the new Liandra:

Spoiler :

Minbari_Liandra_InGame2.jpg



The other ships in this package will be:
- Minbari Troligan (Nova equivalent)
- Minbari Torotha (Hyperion equivalent)
- Centauri Kutai (Olympus equivalent)
- Narn T'Rann Carrier (Poseidon equivalent)
- Narn ? (Olympus equivalent)

Now, about the last two ships... first the Narn Gunship, I was looking at the Celestia Page and I propose to use one of the following as the Narn Olympus equivalent:

Toreth
Spoiler :
narntoreth.jpg

Thentus
Spoiler :
narnthentus.jpg

Gorith
Spoiler :
narngorith.jpg


Which one do you like the most?, my vote is like this
1st place Gorith
2nd place Toreth
3rd place Thentus

And finally, I was thinking that we have no Narn carrier, so I googled and found almost nothing, but for two things, the first, a name, T'Rann but no picture, on a second search I found a pic but without a name:
Click me
You have got to see that pic, its awesome, so, if you don't mind, I'll name that ship the Narn T'Rann Class Carrier and proceed with its modeling.

:salute:
 
Which one do you like the most?, my vote is like this
1st place Gorith
2nd place Toreth
3rd place Thentus

Same vote :yup:.

And easy to explain: The design of the Gorith is just more interesting.
 
I prefer the Thentus design for the Narn Olympus equivalent (only problem with this is the ThNor is the Narn equivalent of the Olympus and we have that one, the Thentus got promoted to Destroyer class, however, i can switch them around with very few problems.) At the moment the Gorith is the Narn fighter class and the Carrier is the Rongoth class. BUT that carrier is awesome and i'd love to see it in the game. If you wish to rename it i have no objections, just means a few XML changes.
I've also been thinking about having a Stealth ship in the game. Each race could only have one of them as technically the ship doesn't belong to the building race, it belongs to the Technomage that is supporting the player race. So my first task is to see how you add a national unit to a race that each race can only build one of. Then i need to re add the stealth ship to the game. Obviously with it being a Technomage ship it is going to be quite advanced so you are going to need all of the Cybernetics techs as well as AI and stealth technology to build it. Re-shading the current Stealth ship should work fine but if Premier wishes to build one from scratch i won't stand in his way.
 
Thanks for updating the liandra skin. For the narns, the Gorith is the most awsome, but the thentus fits their previous ship design pattern better.
 
I prefer the Thentus design for the Narn Olympus equivalent (only problem with this is the ThNor is the Narn equivalent of the Olympus and we have that one, the Thentus got promoted to Destroyer class, however, i can switch them around with very few problems.)
As far as I understand de Th'Nor is a cruiser, not a corvette (or equivalent), for what I know, the Th'Nor was the first cruiser class the Narn were able to field.

I say we should use the Th'Nor as the Hyperion or Nova equivalent.

At the moment the Gorith is the Narn fighter class and the Carrier is the Rongoth class. BUT that carrier is awesome and i'd love to see it in the game. If you wish to rename it i have no objections, just means a few XML changes.
I googled Rongoth and every source described it as a Destroyer, not a carrier... yet the Gorith is described as a fighter...

I've also been thinking about having a Stealth ship in the game. Each race could only have one of them as technically the ship doesn't belong to the building race, it belongs to the Technomage that is supporting the player race. So my first task is to see how you add a national unit to a race that each race can only build one of. Then i need to re add the stealth ship to the game. Obviously with it being a Technomage ship it is going to be quite advanced so you are going to need all of the Cybernetics techs as well as AI and stealth technology to build it. Re-shading the current Stealth ship should work fine but if Premier wishes to build one from scratch i won't stand in his way.
I was also thinking how Technomages could fit in the mod, and your idea is great. But since every race will have its own technomage, there is no need to make it a UU for every race. I believe there is a XML tag uses to restrict the number of units of a given class that a player can have... check the "corporation executives units" (don't remember the unit name) if memory serves me well they are production limited.

And the Technomages ships are relatively easy, I'll make such model from scratch.

Thanks for updating the liandra skin. For the narns, the Gorith is the most awsome, but the thentus fits their previous ship design pattern better.
You have a point here, the Thentus fits more their initial dessign pattern indeed.

@ Premier Valle

you should have a look at the entire galerie here: http://b5.hc-gamer.de/ - it´s the mod for which Amras created the Narn Carrier. It´s always a :eek: worth
Actually, I remember being in that page before,... yet I didn't pay attention, thanks for bringing that site to my attention (and indirectly providing better reference for such carrier).


Ajidica has a point and has convinced me, tho I like more the Gorith, the Thentus fits better, as this is surely going to be an early ship for the Narns, so I change my vote in favor of the Thentus. :(

Any other votes/comments/changes of mind? :mischief:

:salute:
 
I played 173 turns as the Minbari.

The mod has great potential, and I really like it that the races are very different from each other. But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.

The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.

I also had another issue: When I recaptured a system from aliens, the single population point there could produce only 2:food:, even though the planet I was using had a food output of 3:food:. This meant that the food storage filled up at a rate of only 1:food: per turn. The planet acted normally after the population grew. When the aliens took another colony from me, I destroyed it and recolonized the system, which prevented the problem, but was out of character, because I was playing as Valen.
 

Attachments

But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.

The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.

Noticed the same thing; this has been so in previous versions as well.
 
I say we should use the Th'Nor as the Hyperion or Nova equivalent.
I'm happy with doing that. Once i get the next lot of ships incorporated i'll switch them around.

Quote:
Originally Posted by Brenador
But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.

The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.

Noticed the same thing; this has been so in previous versions as well.

I haven't done anything to the AI BUT i think it's probably all linked to the changes made to the basic FF Techs. The AI is all geared for the FF techs and looks for the advances given by them. Thus i think that it doesn't see suspended animation as the tech to get them colonizing other systems. Also the AI doesn't build P.D.S.'s which are essential for defence of any Solar system. I have tried increasing the AI weights to get them to build PDS's but so far that hasn't worked.

I've been playing a game as the EA to see what is going on in general. One of the things i forgot to include in the most recent version was the new map for Babylon 5 that i have created. Something new for the next release that you now know about.

I'm still having problems getting the promotions to work properly. In a previous post which i included screenies in i showed that the Promotions weren't universally available to all of the ships. EG, the scout can't get the Trained Officers Promotion which then prevents it getting any experienced crew promotions. That said, some of the promotions that have Trained Officers as a PreReq are still not available even after the ship unit has the Trained Officers Promotion.

I've noted a few other things that i want to change but these are due to the basic FF game and the original Civs.
 
I found out the colony ship was in a different tech, but it might be a little late down the tech tree...

I played 173 turns as the Minbari.

The mod has great potential, and I really like it that the races are very different from each other. But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.

The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.


I find that the Alien pirates are a little too much, maybe tone it down how many they are just a bit?

Also, there is probably a big discussion regarding hyperspacing already, where is it?

Besides that, the potential of this is great! I can't wait to see some White Stars running around.
 
Hello everyone!

Here is the Minbari Torotha Class Frigate, I think of it as a Hyperion equivalent.

Civilopedia:
Spoiler :
Minbari_Torotha_InGame1.jpg


Combat (Earth-Minbari war sight):
Spoiler :
Minbari_Torotha_InGame0.jpg


The Torotha uses the FF Cruiser animation and has a poly count of 589.

I've been playing a game as the EA to see what is going on in general. One of the things i forgot to include in the most recent version was the new map for Babylon 5 that i have created. Something new for the next release that you now know about.
:eek:

Also, there is probably a big discussion regarding hyperspacing already, where is it?
There is one several pages back, we do have jump technology already :cool: (but no shiny red/black graphics).

Besides that, the potential of this is great! I can't wait to see some White Stars running around.
No ETA on the WhiteStars yet... perhaps on the 5th ship pack.

:salute:

PS: Next in line the Minbari Troligan.
 
I have solved the "can't build buildings after capturing an enemy star system" bug.

It is, as expected, a mismatch between what buildings the DLL thinks are in the "city" and what buildings are listed on the planets.

The culprits are the civilization specific buildings, such as the "Minbari Castes", "Human Communities", "Centauri Houses", etc.

There are two issues with these buildings:
1) All of these are defined in CIV4BuildingInfos.xml with bNeverCapture set to 1.
2) They are set up to be unique to the civilization, with the default building of the class set to be a building that does not exist in this mod (the various value specific buildings, which have been deleted from CIV4BuildingInfos.xml ). This will also make them disappear from the DLL.

Either one of these will cause the DLL to delete the building, leaving the per-planet information unchanged.

The actual fix is to add all of these buildings to the aiNeverCaptureList in the onCityAcquired function in CvFinalFrontierEvents.py.

While I was at it, I got rid of the value buildings (BUILDING_SURVIVAL_DOME, etc.) - I didn't check all the others to make sure they are still in the game (I don't think there is a BUILDING_UNIVERSITY or a BUILDING_STAR_FORTRESS), but extraneous non-existent buildings don't cause it to fail (they just put "-1" values into the list, which don't match any building and therefore have no effect other than to waste a little time). The net result is this:
Code:
		# Remove Buildings which don't belong
		
		aiNeverCaptureList = [	CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_INTERPLANETARY_BEACON'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CAPITOL'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_UNIVERSITY'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MINBARI_CASTES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_NARN_CIRCLES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CENTAURI_HOUSES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_HUMAN_COMMUNITIES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_BRAKIRI_WATER_CLANS'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DILGAR_SCIENCE_STATION'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_HUMAN_COMMUNITIES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DRAZI_PURPLE_GREEN'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_PAK_MA_RA_COUNCILS'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_GAIM_HIVES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MARKAB_MORALITIES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_LEAGUE_COLONIES'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STELLAR_MARKET'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_AIR_DEFENSE_NETWORK'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CAPITAL_SHIPYARD'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_SQUADRON_FACTORY'),
										CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_COMMERCIAL_SATELLITES')]

I also set bNeverCapture to 0 for these buildings, but that may be irrelevant.

It is possible that there are other buildings that should be on this list, but I didn't notice any.

If national wonders are ever added to the game, they should be added to the aiNeverCaptureList list.

If world wonders are ever added, they must be treated as the UN building in that function is - or you could make an "aiNeverDestroyList" that is checked where it now checks specifically for the UN.

If "regular" unique buildings are added, which replace some other building (buildable by others) for that Civ, you need to put a loop in this function to check each building on each planet in the system to convert them from the former civ's building of that class to the new civ's building of that class (either converting between two different UBs of the same class, or from the previous owner's UB to the default building of the class, or from a default building to the new owner's UB of the class). The DLL has already done this for its data before this function is called so you only check and change the local Python per planet data.
 
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