A Babylon 5 Mod for the Final Frontier Mod

I've made some changes to the game in order to improve the ODS unit line.
First thing I tried was just doubling their base strength and give them access to the improved/advanced batteries promotions. And changed the anti carrier promotion to anti capital ship bonus. That made them somewhat stronger, but still no match for early destroyers and capital ships. Next thing I tried was modifying the weapons crew promotion. I removed the strength bonus from them. Thus the only way to really gain more strength was through the improved batteries promotions. Those changes together made the ODS line more durable against early destroyers and capital ships. They can now destroy or damage the attacking ships. A side effect of changing the weapons crew promotion is that star bases can withstand attacks from destroyers.
I haven't seen the ODP in action yet to see if its to strong with these changes.

One other thing I like to see is to make the advanced bridge promotion available to all ships, and not only as a trait bonus or to white stars only. I tried to do it myself, but can't make it appear on the tech tree or available. Preferable with the advanced electronic warfare tech, and move the veteran ecm crew to the stealth tech.

Is it possible to make it so you can move onto a jump gate and then jump, without first starting your turn on them?
 
I've made some changes to the game in order to improve the ODS unit line.
First thing I tried was just doubling their base strength and give them access to the improved/advanced batteries promotions. And changed the anti carrier promotion to anti capital ship bonus. That made them somewhat stronger, but still no match for early destroyers and capital ships. Next thing I tried was modifying the weapons crew promotion. I removed the strength bonus from them. Thus the only way to really gain more strength was through the improved batteries promotions. Those changes together made the ODS line more durable against early destroyers and capital ships. They can now destroy or damage the attacking ships. A side effect of changing the weapons crew promotion is that star bases can withstand attacks from destroyers.
I haven't seen the ODP in action yet to see if its to strong with these changes.

One other thing I like to see is to make the advanced bridge promotion available to all ships, and not only as a trait bonus or to white stars only. I tried to do it myself, but can't make it appear on the tech tree or available. Preferable with the advanced electronic warfare tech, and move the veteran ecm crew to the stealth tech.

Is it possible to make it so you can move onto a jump gate and then jump, without first starting your turn on them?
Your free to change what ever you wish in the Mod. The reason i left the ODS/PDS/ODP as low strength as i did was because you are supposed to be using fighters and missiles to weaken the incoming enemy. Also i have been trying to get planet based troops to work which would have added another level of play in that the only way to capture a star system would be to use troops. Starships may be able to control the space around a planet and bombard the planet but without landing your own troops all you will ever be able to do is station units around the star system. Unfortunately i have been unable to get this to work as i wanted it to, so i'm going to have to rethink things a little. One thing I will do is give them the ability to bombard, which may help.

The Advanced Bridge promotion should have been available with Military Elite but after checking things i found that it wasn't, it's fixed now and will be in the next release.

As for the Jump Gate problem, well, it'e based on the Para drop and for that you cannot have moved within the turn. Don't think this is resolvable at the moment.
 
Giving the ODS/PDS/ODP access to advanced batteries and removing the strength bonus from the weapons crew helps a lot. Since almost every ship mid-game will start with al four of them, giving them a a 50% more strength. And I like the idea of only gaining more strength by installing bigger guns.

Making most of the ships like the gunship in vanilla civ wont work?

Is it possible to slightly increase the jump range of ships with certain techs?

When researching beyond the rim, you'll get all the ff ships. Can those be removed in the next version?
 
Giving the ODS/PDS/ODP access to advanced batteries and removing the strength bonus from the weapons crew helps a lot. Since almost every ship mid-game will start with al four of them, giving them a a 50% more strength. And I like the idea of only gaining more strength by installing bigger guns.
The ODS/PDS?ODP's are all 'supposedly' automated which means they wouldn't have access to 'crew' promotions. That's not to say there aren't any other promotions they can get. Even if i have to come up with some new ones. I've made a few adjustments to the Promotions tree and there is now no way to get all four weapons promotions without taking a couple or more, of other promotions as well.

Is it possible to slightly increase the jump range of ships with certain techs?
Not that i'm aware of but then i've not investigated that one yet.

When researching beyond the rim, you'll get all the ff ships. Can those be removed in the next version?
That's one of many things that's been bugging me to get rid of, i'll be trying to do that sometime this week. Think i've found the best way to do this now.
 
Currently trying your mod out. Weirdly, pretty early on turns start taking very long (20 - 30 secs). Neither FF nor FF Plus ever did anything like this.

Even RoM-AND with a giant map only takes 2-3 secs. Am I alone in this? If not, any idea what's causing it? Right now it makes playing a bit of a chore.
 
Currently trying your mod out. Weirdly, pretty early on turns start taking very long (20 - 30 secs). Neither FF nor FF Plus ever did anything like this.

Even RoM-AND with a giant map only takes 2-3 secs. Am I alone in this? If not, any idea what's causing it? Right now it makes playing a bit of a chore.
After how many turns of play do you notice this slowing down? If it's after turn 150 then it's because of the appearance of the Barbs(Raiders).
 
Yeah, I figured that might be the likeliest case (I played on Marathon, Large, so the 150 would be about right.).

The question I'd pose is how important the mass barb spawn is as a feature for the mod. As it is now it keeps me from playing simpling because of the turns taking so long I get bored after a while.

Personally I found even the lower barb spawn in other FF mods (which is still higher than in vanilla BtS I think) to be mostly a nuisance that has to be micromanaged all the time. Killing off 5 to 8 barbs a round just seems like a giant slog. It also leads to ships with 70-80 xp after a short while - perhaps that was your intention: to have highly promoted ships when they finally meet another race?

For me the mass barb waves add nothing except for cheap promotions to the game. Not that I am advocating to take them out completely.
 
What setting did you have the Barbs on, Raging or Normal? I left it defaulted to Raging IIRC but there are other ways of controlling the Barbs appearance. Let me know what setting you were on for Barbs, if it was raging try normal, if it was normal i'll adjust it down a bit.
 
It was set at normal. I usually use standard settings when playing a mod for the first time, except for the speed (Marathon, so I can take a more in depth look).
 
It was set at normal. I usually use standard settings when playing a mod for the first time, except for the speed (Marathon, so I can take a more in depth look).
OK, I've made some adjustments to the Barbs/Raiders for the next release, not sure when that will be as i'm trying to figure out why the LoNaW now have an option to build each of their ships repeated 11 times, one for each civ in the game. I solved it for the Colony ship but can't remember how i solved it. Ho hum...i'll figure it out eventually.
 
Hello everyone!,

Finally!, I have been able to complete the Brakiri Brokados Class Carrier: :D

  • Poly Count: 857
  • Animation: FF Cruiser
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 220
Yep, a little bit high on the extra polys, but scroll down to see why. :p

Combat:
Brakiri_Brokados_InGame0.jpg


Civilopedia:
Brakiri_Brokados_InGame1.jpg


Damaged:
Brakiri_Brokados_InGameDamaged.jpg


As you can see, there is a lot of windows on this ship.

:salute:
 
Hello everyone!,

Finally!, I have been able to complete the Brakiri Brokados Class Carrier: :D

  • Poly Count: 857
  • Animation: FF Cruiser
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 220
Yep, a little bit high on the extra polys, but scroll down to see why. :p

Combat:
Brakiri_Brokados_InGame0.jpg


Civilopedia:
Brakiri_Brokados_InGame1.jpg


Damaged:
Brakiri_Brokados_InGameDamaged.jpg


As you can see, there is a lot of windows on this ship.

:salute:
Excellent work Premier, the ship has been added to the Brakiri fleet roster. Just a couple more things to do and 2.3 can be released. No timescale on this so please don't ask. (Reason, work and the Flu virus)
 
Hello everyone,

I haven't been able to put as much effort into this as I would like but hopefully I'll be able to resume "normal" shipbuilding soon. In the mean time here is the next ship, the Dilgar Abrithi Class Transport:

  • Poly Count: 1192
  • Animation: B5_CustomFF_CarrierCruiser
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 68
Civilopedia:
Dilgar_Abrithi_InGame1.jpg


Combat:
Dilgar_Abrithi_InGame0.jpg


Damaged:
Dilgar_Abrithi_InGameDamaged.jpg


There is almost no picture of this vessel so a little artistic freedom was taken. The main argument is that being the Dilgar the way they are and given their task of finding a new homeworld, a transport ship most valuable item would be its cargo (not their crew), so the "cargo holds" (the mid-ship section) is to present a mimimum aspect to the front of the ship, the weapons are mounted near the cargo holds to protect the cargo and also some hull reinforcements will provide passive protection.

Also, the cargo holds are undockable, given the need to quickly trasport cargo, but also, a fast unload would enable the ship to return ASAP to homeworld (or any other destination) to pick up more stuff. Also, different cargo holds could be "docked" into the ship, but here is the standard one.

Hope you like it :)

:salute:
 
Another fantastic ship!
Will definitely try the next version too when you guys release it :)
 
i already started to miss your weekly unit update - great unit again :)
 
Hello all!,

Here is a quickie one, the Brakiri Riva Class Heavy Fighter:

  • Poly count: 936
  • Animation: FF Fighter
  • Damage/Glow/Gloss: No/No/Yes
  • FX extra polys: N/A
Civilopedia:
Brakiri_Riva_InGame1.jpg


In-flight:
Brakiri_Riva_InGame0.jpg


:salute:
 
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