A Babylon 5 Mod for the Final Frontier Mod

I'm guessing he has removed the Final Frontier mod. B5 has apparently not updated the CIV4ArtDefines_Misc.xml file and is still pointing to the theme file in Final Frontier.

To remove this dependency on Final Frontier:

In CIV4ArtDefines_Misc.xml the next to last entry defines DEFAULT_THEME_NAME which has a Path of "Mods/Final Frontier/Resource/Civ4.thm". That should be changed to point to the theme in the B5 Resource folder, except for the slight problem that B5 v2.0 does not include a Resource folder...

Once you add that to the mod (copied from FF or FFP), the Resource/Civ4.thm file needs to be edited too since it has a "resource_path" and an "include" (and nothing else but comments, actually) that both include path information that should point to the mod itself.

At this point, I'm not sure what all in the Resource folder you really have to copy but I expect that it is most of it if it isn't all of it. It is safest to just grab the whole thing or you could get a weird mix of things in the FF style and the regular Civ style.
 
All I get is a "GFC error: failed to initialize the primary control theme" :confused:

Hey PsiCorps!
I get the same error when trying to run the game
Civ IV crashes when loading the mod is almost complete (Init Engine)

My download doesn't seem to be corrupt either, and I also use WinXP with SP3

EDIT: And of course I have my FF folder. That mod is up and running
 
I'm pretty sure I'm patched to 3.19, I get the same error.
The unofficial patch should be part of your mod, not of your primary game setup.

Maybe this has something to do with there being 5 dlls inside the Assets folder?
 
My next potentially incorrect guess...

Having the BUG mod installed in the single-player (active by default without having to load it as a mod) form. This installs it in Custom Assets. There may be other mods that can be installed this way that would interfere as well.

B5 v2.0's .ini file (Mods\Babylon 5 V2.0\Babylon 5 V2.0.ini) has NoCustomAssets set to 0.
Try changing it to "NoCustomAssets = 1".
 
Hello guys,

i just installed your mod to the "civ4\bts\mods" folder. i can start the game without problems, but after some turns (it differs from time to time) i got a crash to desktop. And I just was so happy to get my hands on this version.. :(

btw, by just unzipping the file in the bts-folder, i never get a playable version...or did i something wrong there? (it just looks like civ4\bts\babylon 5 V2)

Thank you for your efforts to get this mod playable! Merry Christmas. :D
 
I never installed anything to CustomAssets..

nvm, I think I got it now. It's not Final Frontier, it's Final Frontier Plus that is required. I don't have that one ..
 
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?
 
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?

Hm. I just checked something: the version of B5 I was looking at was not the final release, it was a test version. In the version I was looking at, that pointed at regular Final Frontier, but in the currently available version it points to Final Frontier Plus. Because of this, it will have this problem for more people (anybody who has not installed FFP).

If you have FF but not FFP then changing that to point to FF should do the trick (there are no differences in the theme files between FF and FFP).
 
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
 
Wow....i'm glad i've only had a couple of drinks tonight, any more and i would have been totally confused by everything i've just read. Glad you have it all sorted out now. Thanks for the assistance God-Emperor.

As for the crashing Kiff, if you load the last autosave game you should be able to continue playing. I've no idea what is causing the crashes. Everything i look at and try changing seems to make no difference to this. Hopefully someone with a lot more experience at debugging mods will be able to tell me 'change this, tweak that and replace the 4th line with this' and solve the CtD problem. But, i guess i'm :deadhorse: at this time of year.:lol:

MERRY CHRISTMAS everyone!!!!
 
Hello everyone,

I can confirm that solution fixes the problem. Talking about shipbuilding, RL has given me no time to resume work, however I expect to have plenty of time next week to continue with the ships.

In the meantime...
:xmascheers::xmastree::xmascheers:
 
As for the crashing Kiff, if you load the last autosave game you should be able to continue playing. I've no idea what is causing the crashes. Everything i look at and try changing seems to make no difference to this. Hopefully someone with a lot more experience at debugging mods will be able to tell me 'change this, tweak that and replace the 4th line with this' and solve the CtD problem. But, i guess i'm :deadhorse: at this time of year.:lol:

after reloading the autosave (or any other savegame), the game crashes at the same point at the end of the turn....in every game i try i'll get a CtD after just a while...what a shame..
 
This could be the "black hole too close to the map edge" bug, since I don't think B5 has done a fix for it (there will be a fix in v1.7 of FFP, which isn't available yet; I think the Star Trek mod may have patched this already).

If this is the problem, it can be fixed in WorldBuilder. The problem is cause by having a black hole that is 4 or fewer plots from the edge on a map that does not wrap. This causes a crash when a ship moves into the grav field on the side of the black hole that is near the edge of the map. If it 2 plots from the edge (or adjacent to the edge) there is a loop in the DLL that ends up looking at plots that are off the edge of the map, which causes the crash. To fix it, you go into the WorldBuilder, find the black hole, and remove it (map mode, terrain tab, select the icon that looks like an oasis but has the proper hover text for grav field, and right click on the black hole to delete it).
 
Hello everyone!,

As prophesied here is another ship, the Brakiri scout vessel, Rakarta Class:

  • PolyCount: 596
  • Animation: FF Invasion Ship
  • Damage/Gloss/Glow: Yes/Yes/yes
  • Extra polys for FX glow: 22
Civilopedia:
Brakiri_Rakarta_InGame1.jpg


Combat:
Brakiri_Rakarta_InGame0.jpg


Damaged:
Brakiri_Rakarta_Damaged.jpg


after reloading the autosave (or any other savegame), the game crashes at the same point at the end of the turn....in every game i try i'll get a CtD after just a while...what a shame..

This could be the "black hole too close to the map edge" bug, since I don't think B5 has done a fix for it (there will be a fix in v1.7 of FFP, which isn't available yet; I think the Star Trek mod may have patched this already). [...]

I had that same problem, in the standard FF map. Tried the workaround and removed two black holes but didn't work. Anyone else has suffered this?

WinDbg shows this:
Spoiler :

Code:
0:000> !analyze -v
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

*** ERROR: Symbol file could not be found.  Defaulted to export symbols for Civ4BeyondSword.exe - 
Map C:\WINDOWS\system32\ole32.dll:
  Image region 400:11e600 does not fit in mapping
*** WARNING: Unable to verify timestamp for ole32.dll
*** WARNING: Unable to verify checksum for Mss32.dll
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for Mss32.dll - 
*************************************************************************
***                                                                   ***
***                                                                   ***
***    Your debugger is not using the correct symbols                 ***
***                                                                   ***
***    In order for this command to work properly, your symbol path   ***
***    must point to .pdb files that have full type information.      ***
***                                                                   ***
***    Certain .pdb files (such as the public OS symbols) do not      ***
***    contain the required information.  Contact the group that      ***
***    provided you with these symbols if you need this command to    ***
***    work.                                                          ***
***                                                                   ***
***    Type referenced: kernel32!pNlsUserInfo                         ***
***                                                                   ***
*************************************************************************
*************************************************************************
***                                                                   ***
***                                                                   ***
***    Your debugger is not using the correct symbols                 ***
***                                                                   ***
***    In order for this command to work properly, your symbol path   ***
***    must point to .pdb files that have full type information.      ***
***                                                                   ***
***    Certain .pdb files (such as the public OS symbols) do not      ***
***    contain the required information.  Contact the group that      ***
***    provided you with these symbols if you need this command to    ***
***    work.                                                          ***
***                                                                   ***
***    Type referenced: kernel32!pNlsUserInfo                         ***
***                                                                   ***
*************************************************************************

FAULTING_IP: 
CvGameCoreDLL!CvPlayerAI::AI_getGreeting+e372
02475532 0108            add     dword ptr [eax],ecx

EXCEPTION_RECORD:  ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 02475532 (CvGameCoreDLL!CvPlayerAI::AI_getGreeting+0x0000e372)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000001
   Parameter[1]: 8ccd058c
Attempt to write to address 8ccd058c

PROCESS_NAME:  Civ4BeyondSword.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - La instrucci n en "0x%08lx" hace referencia a la memoria en "0x%08lx". La memoria no se puede "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - La instrucci n en "0x%08lx" hace referencia a la memoria en "0x%08lx". La memoria no se puede "%s".

EXCEPTION_PARAMETER1:  00000001

EXCEPTION_PARAMETER2:  8ccd058c

WRITE_ADDRESS:  8ccd058c 

FOLLOWUP_IP: 
CvGameCoreDLL!CvPlayerAI::AI_getGreeting+e372
02475532 0108            add     dword ptr [eax],ecx

APPLICATION_VERIFIER_FLAGS:  0

FAULTING_THREAD:  00000970

DEFAULT_BUCKET_ID:  STATUS_ACCESS_VIOLATION

PRIMARY_PROBLEM_CLASS:  STATUS_ACCESS_VIOLATION

BUGCHECK_STR:  APPLICATION_FAULT_STATUS_ACCESS_VIOLATION

LAST_CONTROL_TRANSFER:  from 02475800 to 02475532

STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0012f4f8 02475800 00000000 01a8624c 0249c5d0 CvGameCoreDLL!CvPlayerAI::AI_getGreeting+0xe372
0012f508 02459a0a 00000000 01a8624c 0012ff08 CvGameCoreDLL!CvPlayerAI::AI_getGreeting+0xe640
0012f51c 00a3fd0b 02360966 00000000 0245a218 CvGameCoreDLL!CvPlayer::reset+0x530a
0012f520 02360966 00000000 0245a218 0245a22f Civ4BeyondSword!initCvPythonExtensions+0x375bdb
0012f528 0245a218 0245a22f 00000000 01a8624c CvGameCoreDLL!CvGame::isMPOption+0x16
00000000 00000000 00000000 00000000 00000000 CvGameCoreDLL!CvPlayer::setTurnActive+0x448


STACK_COMMAND:  ~0s; .ecxr ; kb

SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  CvGameCoreDLL!CvPlayerAI::AI_getGreeting+e372

FOLLOWUP_NAME:  MachineOwner

MODULE_NAME: CvGameCoreDLL

IMAGE_NAME:  CvGameCoreDLL.dll

DEBUG_FLR_IMAGE_TIMESTAMP:  4c93d130

FAILURE_BUCKET_ID:  STATUS_ACCESS_VIOLATION_c0000005_CvGameCoreDLL.dll!CvPlayerAI::AI_getGreeting

BUCKET_ID:  APPLICATION_FAULT_STATUS_ACCESS_VIOLATION_CvGameCoreDLL!CvPlayerAI::AI_getGreeting+e372

Followup: MachineOwner
---------

:salute:

==============
EDIT: I have been reading a great story of the Dilgar War, it is very well written, I found it while looking for information on a Brakiri Carrier, so I haven't read the beggining of the story, just from the Dilgar invasion on Brakiri Space (by that time many other worlds had already fallen), I recommend it, if you are interested here is a link:
http://forums.spacebattles.com/showthread.php?t=87220
I have reached the end of that story (and now I will read the beggining :P)
Any way here is a small tribute:
Spoiler :

DilgarWarVictoryParade.jpg


Perhaps we could even use that pic as another theme for the mod's main screen.
 
EDIT: I have been reading a great story of the Dilgar War, it is very well written, I found it while looking for information on a Brakiri Carrier, so I haven't read the beggining of the story, just from the Dilgar invasion on Brakiri Space (by that time many other worlds had already fallen), I recommend it, if you are interested here is a link:
http://forums.spacebattles.com/showthread.php?t=87220
I have reached the end of that story (and now I will read the beggining :P)

Seems like an interesting read
Unfortunately I don't have time right now for all of it, just read a couple posts, but so far so good ;)
 
Back
Top Bottom