A Babylon 5 Mod for the Final Frontier Mod

Hi everyone,

I've just started two games of this mod which looks like a fun variation of FF+. Here's a couple of comments :

1) Playing as the Pakmara, i'm unable to build a colo ship. Is that on purpose ? I have the three prerequisite techs, but it doesn't appear as a buildable option [playing as the Drazhi it works just fine]

2) Is the option to build multiples units per turn working ? In my games it doesn't appear to work. I've starting one of my game with the custom game, turning on "multiple production", and the other one with the "play now" option. None of them allow me to build multiple missiles / fighters a turn - which make those weapons not terribly useful (why should i ever build a missile when a destroyer takes a turn to build ?)

3) The civics are in a weird (bold and quite big) font, the result is not easy on the eyes. Maybe it was designed on bigger screens ? (i'm on 1366 x 768)


To install, i've simply uncompressed the mod in bts/mods, right next to FF & FF+.
 
1) Playing as the Pakmara, i'm unable to build a colo ship. Is that on purpose ? I have the three prerequisite techs, but it doesn't appear as a buildable option [playing as the Drazhi it works just fine]
You are absolutely correct the Pak'Ma'Ra cannot build the Colony ship. The reason for this is they are a non expansionist race. They go out into the stars to learn from the other races and then return to their homeworld. They have no interest in leaving their homeworld to live on another world when they love the one they were born on. This doesn't stop you from capturing other worlds through military conquest.

2) Is the option to build multiples units per turn working ? In my games it doesn't appear to work. I've starting one of my game with the custom game, turning on "multiple production", and the other one with the "play now" option. None of them allow me to build multiple missiles / fighters a turn - which make those weapons not terribly useful (why should i ever build a missile when a destroyer takes a turn to build ?)

This does work but not in the early stages of the game. I've built nearly a dozen fighters in one turn in one star system so I know that it does work.

3) The civics are in a weird (bold and quite big) font, the result is not easy on the eyes. Maybe it was designed on bigger screens ? (i'm on 1366 x 768)

I've not noticed any issues with the civics font. I know there is an issue with seeing all the benefits a civic will give but fixing that is low down on the list.
 
About the Pak'ma'ra:
Wouldn't it be better, if you allow colony ships for them too, but set the AI that they never (or very rarely) build them?

It just feels too restricting for the player gameplay wise
Also if he/she decides to peacefully expand, that could easily represent a change in the Pak'ma'ra expansion politics, right?
After all, the player is the "ruler" of the given race
 
About the Pak'ma'ra:
Wouldn't it be better, if you allow colony ships for them too, but set the AI that they never (or very rarely) build them?

It just feels too restricting for the player gameplay wise
Also if he/she decides to peacefully expand, that could easily represent a change in the Pak'ma'ra expansion politics, right?
After all, the player is the "ruler" of the given race

Both very good points/ideas. I'll look into that.
 
Thanks for great modmod. any plans to release update soon?

Hmmmm, I was sure I'd posted a response to this. I am off over Easter and have 9 days off at the end of April. I'm hoping to get some work completed on the Mod and hope to have a new version ready to upload at the beginning of May.
 
Thanks, these are great news. Cant wait new staff and premiers latest models added game.

Have you solved the pedia bug? Otherwise game works fine, some balancing needed as usually but thats what modding is:D

If only premier would make shadows and vorlons...:rolleyes: Its just that true B5 feeling demands them in game someway.. maybe not playable civs but as world events?

Ship models of those races are maybe best in scifi genre ever created, in my opinion at least. I am huge B5 fan and this mod would be perfect with them:)

I found this mod just recently and its causing serious relationship problem. My girlfriend dont understand me and my 10 hour playing sessions:lol:
 
@rtt41
There's a bug fix for the girlfriend issue... basically it's a Resources clash between your Girlfriend and the Civ 4 application itself. This issue exists with most games, but with Civ 4 it's particularly bad.

A development company called Crystallised Carbon developed a patch in conjuction with another business partner named Aurum. The patch is called '.08Crt_VVS1_D'. Installing the patch to Girlfriend v3.0 is not free, I believe it costs about $4,500k per licence. This upgrades Girlfriend v3.0 to Fiancee v1.0, which is really just a Release Candidate for Wife v1.0 - Once upgraded, you'll need to pay a further $20,000 licence fee to upgrade your Fiance v1.0 Application to the full Wife v1.0;

You'll find that the resource allocation clash between Civ4 and Wife v1.0 is not nearly as severe as that between Civ 4 and Girlfriend v3.0; although take care to read the release notes for Wife v1.0, as although upgrading from Girlfriend v3.0 to Wife v1.0 does remove the clash with Civ4, it breaks the "Plug and Play" Copulation module that came standard with Girlfriend v3.0.... apparently once upgraded to Wife v1.0, that module is no longer supported.
 
I just dowloaded this mod last night and I love it.
One note however, some Civs shouldn't be able to found certain Values.
I just played a game where the Membari founded Chaos (that seems weird).
I'm not sure how they did it, but in the Dunewars Mod (another good game), it is set up so that some factions cannot found some religions.
Keep up the good work!!
 
Hello everyone!,

If only premier would make shadows and vorlons...:rolleyes: Its just that true B5 feeling demands them in game someway.. maybe not playable civs but as world events?
I look forward to model those, however we aren't sure on how to add these vessels to the game, any ideas are welcome ;)

I found this mod just recently and its causing serious relationship problem. My girlfriend dont understand me and my 10 hour playing sessions:lol:
I introduced my GF to "Plants vs Zombies", now I can have my own playing sessions, she can have her own playing sessions, and if we use both laptops, then we even get to be together while playing :p

@rtt41
[...]

A development company called Crystallised Carbon developed a patch in conjuction with another business partner named Aurum. The patch is called '.08Crt_VVS1_D'. Installing the patch to Girlfriend v3.0 is not free, I believe it costs about $4,500k per licence. This upgrades Girlfriend v3.0 to Fiancee v1.0, which is really just a Release Candidate for Wife v1.0 - Once upgraded, you'll need to pay a further $20,000 licence fee to upgrade your Fiance v1.0 Application to the full Wife v1.0;

You'll find that the resource allocation clash between Civ4 and Wife v1.0 is not nearly as severe as that between Civ 4 and Girlfriend v3.0; although take care to read the release notes for Wife v1.0, as although upgrading from Girlfriend v3.0 to Wife v1.0 does remove the clash with Civ4, it breaks the "Plug and Play" Copulation module that came standard with Girlfriend v3.0.... apparently once upgraded to Wife v1.0, that module is no longer supported.
I do have the Fiance v1.0 installed with the "Living together" expansion pack, it also works, although the "Plug and Play" module isn't advised either.

One note however, some Civs shouldn't be able to found certain Values.
I just played a game where the Membari founded Chaos (that seems weird).
It does feels weird, but remember that when first looking for "candidates" Morden did also visited Delenn, so the shadows were also interested in the Minbari, should Delenn wasn't the ambassador at that time... who knows what could've happened...

:salute:
 
Hello everyone!,


I look forward to model those, however we aren't sure on how to add these vessels to the game, any ideas are welcome ;)


BTW, if your interested there is fantastic models of those ships in mod made to galactic civilizations2. Dont know the format but maybe you could use them somehow?

I think that vorlons/shadows should not be playable civs, but they could be world events triggered suitable combination of techs etc.. vorlons could defence their homeworld area and attack those who have chaos value, shadows could attack against all but those who have the chaos values.. only few ships but very powerfull.
 
Hello to you all.
Just to update you on a few things I've been doing.
The Civilopedia seems to be working normally, at least I've had no CtD's when accessing it and viewing the units.
A new building has been added to help with the defence of star systems against the pirate raiders etc.
Tech tree has been reorganised again. I found a way to justify units getting 2 Movement points as their base move which will enable them to take the blitz promotion. In essence the Ion Engine tech is now an early tech which is a pre-req for getting ship construction and doesn't add a movement point like it used to. Instead it means that units automatically start with 2 movement points.

There are still a lot of things for me to do before I upload a new version but rest assured I will let you know as soon as a new version is available.
 
Hi all, just to keep you up to date.
I've fixed the map issue that let the planetside troops walk around the map (Spiral galaxy wormhole). If there were other maps that the units could do this on please let me know.
Added in the last few units Premier's shipyard put out, just need to do the buttons for the units now.
Made some changes to the Bonus Resources (Asteroid based only) so there should now be a better distribution of them.
I've had an idea for another event which I'm investigating at the moment.

That's about it for now, I'll keep you posted as things develop.
 
I am having problems running this MOD. I seem to download a file that is corrupted or that is what the error message says. Has anyone else had this problem and fixed it?

Live long and prosper.
 
I am having problems running this MOD. I seem to download a file that is corrupted or that is what the error message says. Has anyone else had this problem and fixed it?

Live long and prosper.

You're the first person to report a corrupted file. What operating system are you using, Win XP, Win 7?
 
Apologies. It was a problem with my old RAR program. I installed and new one and the installation worked fine. Thank you.
 
You are relieved, PSI Corps? Think of how relieved I am! :)

There were two RAR files, including yours, which I tried to install for Civ IV and when I got an error msg about corrupted files in both I realised that it was probably my RAR program. Found a new RAR program on the web and it worked fine for both files. Should have waited before I sent that initial thread, sorry.

Many thanks for the MOD, which I shall try out in due course. I LOVE B5 and which they could start a new series!

Live long and prosper.
 
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