A Babylon 5 Mod for the Final Frontier Mod

great work (the artwork pic and the the new ships) Premier Valle - as always :)

and congratulation to the move of the thread to the the modpacks sections
 
Hello Everyone!,

I'm closer to uploading a new version of the Mod just a little more work I want to do on the Civics and I'll be ready.

Keep you posted here.

I hope I'm not messing that schedule with this. :D

So, I finished mounting that scene, the Dilgar fleet is complete,... time to get back to the league ships, and since we haven't decided on those Descari ship proposals I made, I took another ship, the Hurr Gunship, one of the first vessels the Hurr managed to build and therefore a weak ship.

Poly count: 870
Animation: FF Invasion Ship
Gloss/Glow/Damaged: Yes/Yes/Yes
FX extra polys: 6

Civilopedia:
Hurr_Gunship_InGame1.jpg


Combat:
Hurr_Gunship_InGame0.jpg


Damaged:
Hurr_Gunship_InGameDamaged.jpg


Where does this ship fits into the League's fleet:
Spoiler :

ShipTree-byClass-7.jpg



great work (the artwork pic and the the new ships) Premier Valle - as always :)
Thanks, glad you liked it. :)

@The_J
Thanks for the thread move.

:salute:
 
So, I finished mounting that scene, the Dilgar fleet is complete,... time to get back to the league ships, and since we haven't decided on those Descari ship proposals I made, I took another ship, the Hurr Gunship, one of the first vessels the Hurr managed to build and therefore a weak ship.

Loving the Hurr Gunship Premier, I've backtracked through the forum but couldn't see the Descari Ship proposals you mentioned. Could you repost them or paste a link to the page so I can take a look at them?
 
Hello everyone!,

:xmascheers::newyear::xmascheers:

I'm currenlty playtesting the latest version of the mod, so far so good - besides Greeneyedzombie's report - I have found no problem, the mod is stable so far in my game, the AIs even are colonizing other worlds :D, there is a lot of changes since last time I played seriously the mod and I'm enjoying it :), there is a couple of points that I believe need to be corrected, but I'll post them later as I progress in my game test.

... I've backtracked through the forum but couldn't see the Descari Ship proposals you mentioned. Could you repost them or paste a link to the page so I can take a look at them?
I'm currently working on the Ipsha battleglobe, so no hurry, these were the proposals:
Spoiler :
Descari_Frigate_Prop1_4Views.jpg

Spoiler :
Descari_Cruscotu_Views.jpg

Spoiler :
Descari_Prop3_Views.jpg


I like the 1st and 3rd ones, tho I'm not entirely happy with either,... I might do another proposal later...

... whitestar frigate, and technomage ship, crashes the game when clicked on in the civopedia.
I also noticed that, although I found it with a Centauri Ship (one of the first in the list, can't remember which one), I used WB to add such ship and everything went OK, could it be a Civilopedia only issue?

:salute:
 
There must be some sort of fundamental problem with the Civilopedia. I thought I had located the problem and corrected it for the two above mentioned ships. However on going back into the Civilopedia and checking them not all of the promotions are showing and when a different ship is selected the game then crashed.
I've restarted the PC and checked this out again.

With the Civilopedia open.
View attachment 310492

I selected the Amar and got the error screen shown below.
View attachment 310493

I clicked the OK button which cleared the error screen.
View attachment 310494

As you can see all the promotions are missing after the second weapons promotion. Selecting any other unit after this will cause the game to crash.

The simple answer is 'Don't use the Civilopedia'. But! I don't like saying things like that as it ignores the problem instead of dealing with it.

After looking through the Sevopedia files for the lines mentioned in the error message it would appear that the error is most likely due to an invalid promotion. Having gone through all of the promotions for the units I cannot see any invalid promotions.

I've also attached the PythonDbg file from the game that crashed in the hopes that someone can help find the fault.
View attachment 310496

I also noticed that, although I found it with a Centauri Ship (one of the first in the list, can't remember which one), I used WB to add such ship and everything went OK, could it be a Civilopedia only issue?

From the tests above it is only the Civilopedia that has the problem. Playing the game without accessing the Civilopedia is the best short term solution whilst we try and diagnose the fault and fix it.
 
I like the 1st and 3rd ones, tho I'm not entirely happy with either,... I might do another proposal later...
Nearly forgot.... I like all three of the units, although without skins some of the effect is lost, the all look like they should be included.

With the limited number of Ship designs that are canon (or close to Canon) left for you to use I would suggest we find a use for all of them, even if the ship model can't be used for the race originally intended we can always find a slot for it in another race's fleet.
 
Hello everyone,

Here is the Ipsha Battleglobe, it was never seen in the show how one of these would fight, so I had to decide on the kind of weapons it would have... I chose pulse weaponry:

Poly count: 1488
Animation: B5_Custom_FF_Destroyer
Damage/Glow/Gloss: Yes/Yes/Yes
FX extra polys: 0

Civilopedia:
Ipsha_Battleglobe_InGame1.jpg


Combat:
Ipsha_Battleglobe_InGame0.jpg


Damaged:
Ipsha_Battleglobe_InGameDamaged.jpg


As you can see it fires several pulses, (the same amount as a Nova), however I scaled them down, so they appear weaker (as they are).

Also, there is some strange thing going on with the glow in the FX version (the Non-FX looks good) for some reason it doesn't glow, so I workedarounded it with emissive color in the material; I suppose the green sphere's rotation (yes, the sphere rotates, thanks The_Coyote :D) is somehow messing with the glow :confused:.

Nearly forgot.... I like all three of the units, although without skins some of the effect is lost, the all look like they should be included.

With the limited number of Ship designs that are canon (or close to Canon) left for you to use I would suggest we find a use for all of them, even if the ship model can't be used for the race originally intended we can always find a slot for it in another race's fleet.

:think:... good point, ... I was researching on the Descari for more background, looks like they had a brief war with the Narns (which the narns failed BTW :lol:), so the Descari salvaged some Narn derelict vessels, so I'm making a 2nd version of the 1st proposal to look a little bit more narnish, still working on it tho, will show you later.

:salute:

PS:
I haven't finishey yet the playtest I was making, its taking too long to tech up (that would be my first observation :p), however as a direct consecuence the time-to-obsolete the ships is longer, so you can make more use of them before they become outclassed (which is a good thing)... but I still think that some techs should be cheaper (1/3 or even 1/2 cheaper). Some thechs have taken me about 84 turns to finish research on them (i.e.: the one that reveals Q-40)

Another observation, the Olympus graphic should be smaller.

A last one: B5 wise the Hyperion class is early than the Omega class (they should exchange places).

I'll post more as I find them ;)

:salute:
 
Excellent work once again Premier, I'll get the ship added in ready for the next release as well as making the changes you suggested from your play testing.

Because of the way my mind works, I had a sudden idea for an event. There are a few events already added to the Mod courtesy of the FF+ work so all I have to do is ensure I have covered everything that will make the event work with no problems.

I'm not going to say any more in case I jinx it and it fails. If it works I'll be very happy and will post the results here.
 
Hello everyone!,

No ship today (I'm working on it). Looking forward to see that event ;).

One more observation: The Narn Sho'kar corvette size is too big.

And a suggestion, I was thinking on the GROPOS, although Civ's marine is a favorite of mine I believe we should change it, after all, you'll probably end up deploying troops to planets with different atmospheres, so why not use a "fully geared up" unit, such as:

The_Coyote's Space Suit Infantry
GarretSidzaka's Mobile Infantry
asioasioasio's Stalker

:salute:
 
Thanks Premier

One more observation: The Narn Sho'kar corvette size is too big.

I'll decrease the unit size for the next version.

And a suggestion, I was thinking on the GROPOS, although Civ's marine is a favorite of mine I believe we should change it, after all, you'll probably end up deploying troops to planets with different atmospheres, so why not use a "fully geared up" unit, such as:

The_Coyote's Space Suit Infantry
GarretSidzaka's Mobile Infantry
asioasioasio's Stalker

I like both the Coyote's and GarretSidzaka's units but asioasioasio's Stalker, whilst a great looking unit, appears a little too low tech for our needs.

I was thinking of using a reskinned Shaolin Monk type unit for the Minbari Warrior Caste. Problems with this are I can't locate the unit (I have seen it) and I'm no good with that sort of program. I still need to look into making/modifying Promotion Buttons instead of simply using existing ones over and over with different names. :crazyeye: so much to do so little time to do it.

I've added the event I came up with to a game but I haven't seen it in action yet. Have to read up and see if there is some way I can get the event to happen more frequently for purposes of playtesting.
 
I was thinking of using a reskinned Shaolin Monk type unit for the Minbari Warrior Caste. Problems with this are I can't locate the unit (I have seen it)

Don't know B5, so I'm not sure of what you're thinking, but a buddhist missionary with combat animations is in this pack, or a more christian type monk with a sword is here.
 
Don't know B5, so I'm not sure of what you're thinking, but a buddhist missionary with combat animations is in this pack
Yep, that's the one I remember seeing before. Need this one reskinned and then a new head to make it look like a Minbari and I'll have a new Unique Unit for that civ.
 
Played 100+ turns of the latest version and all I did was fighting waves of Raiders. I´d seriously suggest cutting down some of the research time, especially of the earlier techs.

Other than that the units look great.:goodjob:
 
Hello everyone,

Don't know B5, so I'm not sure of what you're thinking, but a buddhist missionary with combat animations is in this pack, or a more christian type monk with a sword is here.
I believe the 2nd one would be better, I can try to re-skin it, and also modify the head a little so those boneheads (:lol:) appear, and since I'll give it a try to modify the mesh, how about changing the sword for a "minbari fighting pike". So it would look like Neroon:

Link to video.

Also, I have finished the 4th proposal for the Descari Rulnar:
Top-Aft View:
Spoiler :
Descari_Rulnar_InBlender1.jpg

Bottom-Fore View:
Spoiler :
Descari_Rulnar_InBlender0.jpg

The ship was designed with the following features in mind:

  • Bottom: Two stand-off missile racks for long-range engagements.
  • Fore: A cargo/docking bay, intended to dock to a transfer station or resupply ship.
  • Wings: Four dual-barreled railgun emplacements, the wings also serve to store the ammo.
  • Top-Front: Bridge/sensor arrays
  • Top-Middle: A shuttle bay.
  • Aft: Two thrust-vector engines for propulsion/maneouverability. There are also a couple of small fore/side-facing engines (can be seen in the 2nd pic) for braking/maneouvering, slightly off-axis to prevent damage to the "wings".
What do you think of it?


:salute:
 
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