A Babylon 5 Mod for the Final Frontier Mod

Hi guys, it's a great mod, but i have a big problem.

I played with many races, but with any of them, I can build all of the lonaw(?) ships. When I can build the first Starfury with EA, the Abbai Kotha also appears ~10 times in the build menu. And that's with the other type of ships too. Also the AI can build them, 'cause they rarely build their own ships, instead they attack me with hyach uratha kal (or something like that), and if i stick to my races ships, usually i'm weaker. Also it spams the build quee, makes hard to find the item i want to build.
First of all which version of the mod are you playing with?
 
I don't know how much win 7 differs from XP so I can't advise you on any changes you may need to make. If other mods work ok then there should be no problems. I am aware of a few problems with 2.3 that i believe i have corrected for the next release, not sure yet when that will be as I haven't had the time to do a couple of other things I wanted to try/test.
 
Hi all, As I'm currently working I've managed to get some work done on the mod so here's an update for you.
The last 3 units Premier built have all been added to the mod along with their buttons. Currently testing the version to ensure everything is working correctly before I upload it.
Ranged bombardment for starbases has been reduced, a new promotion for fighters has been added. I experimented with making carriers defensive only but as it limited the promotions available to them I changed them back.
Hopefully I'll post later once I am happy with the mod and have uploaded it.
 
A further update, I've now amended the ships for the Narn and Centauri as per Reynanuy's posts unfortunately this leaves some of the ships without the ability to carry the Jump engine unit. However, I'm going to see if it is possible to have a Promotion that gives the ability to paradrop. I think this was mentioned some time ago by Premier Valle when he first worked up the jump point/gate ability.
 
Hello everyone!,

Its been a while since I've been able to post or do anything for the mod... you guessed it, RL strickes back. I'm currently working on the Dilgar Mishakur, but no release date so far :(.

Ranged bombardment for starbases has been reduced,
... :rolleyes: ... I thought it was fine, why has it been reduced?

I experimented with making carriers defensive only but as it limited the promotions available to them I changed them back.
I think we shouldn't impose the way carriers should be used, certainly we are used to carriers just acting as mobile bases and C&C, but there are other types of carriers (escort/assault), plus, if a player wants to send carriers into direct action - either by naiveness or because he/she has no other option - he/she should be able to... think of it as a last sacrifice to buy more time or something...

:salute:
Premier Valle
 
I thought it was fine, why has it been reduced?
All I've done is made it so that the Alpha starbase has a range of 1 for Bombarding, the Beta starbase has a range of 2 and the Omega starbase has a range of 3. I've done this to reflect the improvements in weapon technologies (Range, power and effectiveness) as the game progresses.

Its been a while since I've been able to post or do anything for the mod... you guessed it, RL strickes back.
I know exactly what you mean.

I think we shouldn't impose the way carriers should be used
I agree, another reason for changing it back to offensive.
 
*sighs* I'm destined to never get anything of importance done with this mod.

I am currently unable to test the work we've done so far as my graphics card is on the blink, hopefully a new one will be here in the week and I can then continue with the test i started and ensure there is a new version uploaded by next weekend.
 
Hello everyone,

Its been a while since I posted progress on the shipyard, but here is at last, the Dilgar Mishakur Class Dreadnought!

  • Poly count: 1470
  • Animation: B5_Custom_FF_Destroyer
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 70
Civilopedia:
Dilgar_Mishakur_InGame1.jpg


Combat:
Dilgar_Mishakur_InGame0.jpg


Damaged:
Dilgar_Mishakur_InGameDamaged.jpg


As you can see is relatively high on the poly count... and its already a little bit undetailed.

@ x2yzh9
Yep, its a known issue and is being worked on. ;)

:salute:
 
Hello everyone,

Its been a while since I posted progress on the shipyard, but here is at last, the Dilgar Mishakur Class Dreadnought!

  • Poly count: 1470
  • Animation: B5_Custom_FF_Destroyer
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 70
Civilopedia:
Dilgar_Mishakur_InGame1.jpg


Combat:
Dilgar_Mishakur_InGame0.jpg


Damaged:
Dilgar_Mishakur_InGameDamaged.jpg


As you can see is relatively high on the poly count... and its already a little bit undetailed.

@ x2yzh9
Yep, its a known issue and is being worked on. ;)

:salute:
Excellent work Premier, I'll add this to the mod tonight and continue testing. I think the new version will be ready for the weekend, fingers crossed.

I get like 5-20 build options of the same thing, I think it's a bug.
This is no longer an issue. Though you may find others in the next version I am hoping that there are very few.
 
And just to add to Premier's news, the latest version is now available to download.

Babylon 5 V2.4

Let me know if you encounter any problems. One known issue is that the game will crash at some point, I don't know why as it is not a consistent crash. Anyway, reload and continue playing you should have no problems. Above all, Enjoy!!!!
 
Awesome pack, again ,)
 
Hello everyone!,

Glad to see the new version released, I just downloaded it, so no feedback. Sad to hear CtDs might happen, but remember "faith manages" ;).

Also, I had problems with the download, looks like the URL has some typos, so if you haven´t figured it out yet, here it is:
http://www.telefragged.com/directory.php?id=29984

So, back to the ships, I need feedback on this one:
Xorr_Render0.jpg


As you can see its already modelled and skinned, but I do not know what kind of weaponry does this ship have. I always thought of the Vree Xorr (above) firing lasers from the turrets, but I can't remember ever seeing a Xorr in action, and since the other Vree saucer seen in the series fires energy pulses, in my mind I went for lasers on this one...

So, how should I add the weapons for this ship?

:salute:
 
Hi Psi Corps

Love all the little additions in the new ver. FYI, Ive started a couple of games and get a early game CTD around turn 65(depending on game). Tried to restart and keep crashing at same turn.
 
Hi Psi Corps

Love all the little additions in the new ver. FYI, Ive started a couple of games and get a early game CTD around turn 65(depending on game). Tried to restart and keep crashing at same turn.
Trying to remember some of the things that MAY cause the CtD. I know I once went into the world builder and deleted a lot of units from each Civs homeworld on the turn prior to the CtD. This seemed to work as I didn't experience a crash after this. However, after I had deleted all the units i suddenly thought, Increase the unit build cost and see if it makes a difference. I did this and it did make a difference. Obviously there may need to be more tweaking on this. IE slow down construction speeds (increased unit/building costs) or increase research times (longer period between availability of new units) or a combination of the two.

This is really more fine tuning and I need to be sure that everything else works as planned.
Changing units so they need access to quantium 40 to be built stops the ability to paradrop for said units until they have the required resource. The downside is that the Jump Engine unit is no longer needed unless you want to create a jump point somewhere in space, in which case, as a player you will definitely see this as a tactical advantage. The AI doesn't seem to make use of the paradrop facility.
The AI does build fighters but only to defend cities and doesn't use carriers, so again as a player you will have the advantage in a ship to ship engagement if you have fighters anywhere in your fleet.
This kind of leads me to a question, has anyone tried playing the B5 mod online against a friend?
I've played hotseat and played all the Civs as player races but this was very time consuming and ultimately self defeating as I knew what everyone was building in their home systems. :lol:
 
Hello everyone!,

Glad to see the new version released, I just downloaded it, so no feedback. Sad to hear CtDs might happen, but remember "faith manages" ;).

Also, I had problems with the download, looks like the URL has some typos, so if you haven´t figured it out yet, here it is:
http://www.telefragged.com/directory.php?id=29984

So, back to the ships, I need feedback on this one:
Xorr_Render0.jpg


As you can see its already modelled and skinned, but I do not know what kind of weaponry does this ship have. I always thought of the Vree Xorr (above) firing lasers from the turrets, but I can't remember ever seeing a Xorr in action, and since the other Vree saucer seen in the series fires energy pulses, in my mind I went for lasers on this one...

So, how should I add the weapons for this ship?

:salute:
I thought the weapons were the tubes on the top, use the Invasion ship weapons for this one.
 
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