A Babylon 5 Mod for the Final Frontier Mod

just checked and <!-- Artemis Frigate --> Dont think that should be there some other units have the same thing others(<Class>UNITCLASS_NAME</Class>) FULL STRING

<UnitInfo><!-- Artemis Frigate -->
<Class>UNITCLASS_ARTEMIS</Class>

It's totally fine
Whatever is between <!-- blablabla --> is just a comment
 
just checked and <!-- Artemis Frigate --> Dont think that should be there some other units have the same thing others(<Class>UNITCLASS_NAME</Class>) FULL STRING

<UnitInfo><!-- Artemis Frigate -->
<Class>UNITCLASS_ARTEMIS</Class>

This is just to help me find the units quickly. The <!-- Artemis Frigate --> entry is jsut so i know what class i've designated the unit. In this case the Artemis is a Frigate class. Many of the other races have a similar tag. It doesn't affect gameplay. If there was an error by having this entry then the XML would fail to continue loading at the point the error occured.

Edit: Damn, AbsinthRed beat me too it lol
 
Edit: Damn, AbsinthRed beat me too it lol

Sry about that ;) :mischief:

Do you have any idea what's wrong with the unit?
I didn't find anything suspicious in the xml files
The artdefines also seem fine, altough I didn't test them...
 
OK, I'll go track down the Artemis problem.

Edit: Just had a quick look at the Artemis. It's AI doesn't include the Explore option, so in theory you shouldn't have the option to send it off to explore, only the Scouts have the Explore AI.


Edit 2: But it would appear they get the explore option regardless of the units AI.

Just tryed it with another ship the EA Oracle and no crash with the auto explore

"Unitclassinfo"

EDIT found the problem all if i change the artemis <DefaultUnit>UNIT_PLANETARY_DEFENSE_I</DefaultUnit> To <DefaultUnit>UNIT_SCOUT_I</DefaultUnit> no crash

EDIT still getting a crash this time somthing els will check l8r

Right i can now say that if i change all the other races ships to <DefaultUnit>UNIT_SCOUT_I</DefaultUnit> it dont crash. so somthing is up with (PLANETARY_DEFENSE_I)

Will test PLANETARY_DEFENSE_II

EDIT BTW i no longer have a problem with ships getting close to the edge of the map

EDIT crash with Olympus crashed it uses PLANETARY_DEFENSE_II

EDIT But wot can i change PLANETARY_DEFENSE_II to DESTROYER_I or CRUISER_I any idea's.
 
That's going to take a bit longer to look into, i thought i had fixed all of the problems with units. Guess i didn't. Oh well. Will post when i have gone through the files.


It's ether a problem in the "unitclass" or

unitinfo
<MovementSound>AS3D_UN_PLANETARY_DEFENSE_RUN</MovementSound>

Edit but i only changed the unitclass not the unitinfo

under the FRIGATES

EDIT I take it that the O.D.S ant done yet as the sound for them is garman.

EDIT I was thinking about the Artemis and the Oracale

Artemis starts with jump drive when in the show thay didnt get it till after thay met the centauri (as u will know lol) and the Oracale dont have it

Artemis is stronger then the Oracale so no point in building the Oracale switch them around Oracale in Erly space craft and Artemis in Space exploration. What do u think

I have set up a map with all civ's in good places to when earth met the other race's in the show will upload if asked (spiral galaxy)
 
Still searching for the crash reason?
If yes:
When you enter a new era, the graphics for cities, improvements + units can change, depending on the definition in CityLSystem.xml, PlotLSystem.xml and UnitInfos.xml.
And if these definitions are wrong (for the first 2 files) or missing (last file)...you know what happens when you have undefined art tags....
 
Artemis starts with jump drive when in the show thay didnt get it till after thay met the centauri (as u will know lol) and the Oracale dont have it
Technically you are correct, however in order to get the units to be able to 'Jump' they have to be given the ability to Paradrop and we have not found a way to disable this feature until the required tech is researched. The only thing i an suggest is to exert some willpower and not use the paradrop feature until such time as you research Jump Engines.

I take it that the O.D.S ant done yet as the sound for them is garman/QUOTE]At present all voice sounds use the units we changed, we have made no attempt as yet to change them, not much point as they'll all have to be English unless you know the Narn or Centauri languages and can record some translations for us.:mischief:

Artemis is stronger then the Oracale so no point in building the Oracale switch them around Oracale in Erly space craft and Artemis in Space exploration. What do u think
As you're probably aware this is still a work in progress and whilst what you say is true, the Oracle will only get good benefits from any Space Wreckage you find, the Artemis could easily trigger a horde of pirates that will overwhelm the ship.

Anyway, in trying to resolve the issues you have already raised the mod is now CtDing on the first turn. So, still working on this.

When you enter a new era, the graphics for cities, improvements + units can change, depending on the definition in CityLSystem.xml, PlotLSystem.xml and UnitInfos.xml.
And if these definitions are wrong (for the first 2 files) or missing (last file)...you know what happens when you have undefined art tags....
As far as i am aware none of these files were changed but i will investigate this too.
 
After a few quick tests I think there is nothing wrong when entering a new era
So you don't have to worry about that, PsiCorps
 
That's fine AbsintheRed, i've just finished playtesting the fix and got to turn 300 with no CtD's, there was a C++ exception but that is something i wasn't sure was going to affect me so i'll have to fix that in the morning. I'll post the fixed files in the morning too.
 
I take it that the O.D.S ant done yet as the sound for them is garman/QUOTE]At present all voice sounds use the units we changed, we have made no attempt as yet to change them, not much point as they'll all have to be English unless you know the Narn or Centauri languages and can record some translations for us.:mischief:

I will see what i can do with the sounds will get bk to you on that.

The game now runs fine if i change the unitclass from "planetery_defence" to "scout_1" no crashes nothing running smooth.

Edit found a site that can help with the sounds http://b5.cs.uwyo.edu/bab5/ thay have loads of sounds from the show and movies all in zip files. Will get started on the sound files now.
 
I take it that the O.D.S ant done yet as the sound for them is garman/QUOTE]At present all voice sounds use the units we changed, we have made no attempt as yet to change them, not much point as they'll all have to be English unless you know the Narn or Centauri languages and can record some translations for us.:mischief:

I will see what i can do with the sounds will get bk to you on that.

The game now runs fine if i change the unitclass from "planetery_defence" to "scout_1" no crashes nothing running smooth.

Edit found a site that can help with the sounds http://b5.cs.uwyo.edu/bab5/ thay have loads of sounds from the show and movies all in zip files. Will get started on the sound files now.

View attachment b5themm1.rar This will be good for TECH_B5_ORBITAL_ENGINEERING for the starbase_II

EDIT well it worked and it sounded better then i thought lol gona add the text to the pedia. :D

EDIT Tryed to add the Quote but got a odd error "Whitespace error when i added
<English>[TAB]"It is said that in every age, There is one single event that forever changes the world around us. A nexus if you will..." "...It is said that the futureis always born in pain. The history of war is the history of pain. If we are wise, what is born of that pain, matures into the promise of a better world. Because we learn that we can no longer afford the mistakes of the past..." "...But in the pain of that war, a future was born. A future that would one day have a name whispered on a hundred worlds the final refuge for dreams. And our last, best hope for peace. Babylon 5." - G'Kar & Delenn"</English>
 
Whitespace error not showing fix it my bad but i do get

TXT_KEY_B5_ORBITAL_ENGINEERING and not the tehc name

Edit TXT_KEY_B5_ORBITAL_ENGINEERING is gone it now shows the tech name and it now shows the qoute gona add more sounds for u.
 
Hi all, sorry for the delay in posting the fixed files.

The game now runs fine if i change the unitclass from "planetery_defence" to "scout_1" no crashes nothing running smooth.
Whilst this fix could work for a while there were a few other changes that needed to be done. Please use the attached file for future use. (Played 300 turns with no crashes)

Looking forward to seeing your files for sounds and text.
 
whenever i try to load the mod i get a error regarding it being unable to display the menu's how can i fix this, Im a big babylon 5 fan and would love to play this mod
 
Hi all, sorry for the delay in posting the fixed files.

Whilst this fix could work for a while there were a few other changes that needed to be done. Please use the attached file for future use. (Played 300 turns with no crashes)

Looking forward to seeing your files for sounds and text.

Thx for the file, and so far just adding them for techs ill do units after.

P.S. Im new at this kind of modding so will be slow lol but will get there and test as i go.


EDIT did u get a chance to check that b5themm1.rar and the website.

EDIT take it bk it's not that hard not take long to do all the sound's for the tech's for you and units if u like me to.
 
whenever i try to load the mod i get a error regarding it being unable to display the menu's how can i fix this, Im a big babylon 5 fan and would love to play this mod

Hey cthulhu! Welcome to CFC :)
Try this solution:

If I just replace <Path>Mods/Final Frontier Plus/Resource/Civ4.thm</Path> with <Path>Mods/Final Frontier/Resource/Civ4.thm</Path>, will I still get the theme you intended, or is that a different one?

Oh that must be it
I never installed FFPlus
Will try changing the path in the file


EDIT: It loads without any problems :goodjob:
For the others with this issue: that line you have to change is in the end of the Mods\Babylon 5 V2.0\Assets\XML\Art\CIV4ArtDefines_Misc.xml file
Don't forget to change this in the next official release though
 
whenever i try to load the mod i get a error regarding it being unable to display the menu's how can i fix this, Im a big babylon 5 fan and would love to play this mod
Welcome to the Forums, follow AbsintheRed's fix and you should have no problems, don't forget to replace the file in post 1154.
 
Right b4 you have reseached a tech it says research in the field has not been completed. how can i get rid of this. to check if all the tech pidea's r working.

5 tech's have sound and pedia but no STRATEGY so far.
 
Right b4 you have reseached a tech it says research in the field has not been completed. how can i get rid of this. to check if all the tech pidea's r working.

5 tech's have sound and pedia but no STRATEGY so far.
That's easy. Go into the WB and give yourself all techs. This will enable you to check your pedia entries.
 
Back
Top Bottom