A Babylon 5 Mod for the Final Frontier Mod

Hey Psi Corp

Love the mod! Had to give up on the B5 one for SE5(too much trouble with Win 7).

Just dl 2.3 and found an issue not in 2.2. It seems lonaw(ie Abbai) ships show up as being able to be built as u reach the tech lvl(all races). Thought it might be just EA I was playing but noticed the other races bldg those ships as well. Keep up the great work!:goodjob:
 
Hello akabones, welcome to the forums :beer: I haven't had a chance to look into 2.3, so I'll let PsiCorps address your query.

On other news RL has kept me busy, I intended to have this ship ready before 2.3, but at last, here it is.

The Dilgar Athraskala Bomber/Assault Ship AKA Wahant, the Dilgar used this kind of ship as planet-killers, armed with mass drivers, nukes, and chemical/biological weapons.

According to the previously defined ship table for the mod, this ship will be the advanced cruiser for the Dilgar.

  • Poly count: 1336
  • Damage/Glow/Gloss: Yes/Yes/Yes
  • FX extra polys: 14
Civilopedia:
Dilgar_Athraskala_InGame1.jpg


Combat:
Dilgar_Athraskala_InGame0.jpg


Damaged:
Dilgar_Athraskala_InGameDamaged.jpg


It has very little glow, only the hangar bay and a few lights near the mass driver,... and talking about the mass driver, I say this unit should also feature a ranged attack.

:salute:
 
Hey Psi Corp

Love the mod! Had to give up on the B5 one for SE5(too much trouble with Win 7).

Just dl 2.3 and found an issue not in 2.2. It seems lonaw(ie Abbai) ships show up as being able to be built as u reach the tech lvl(all races). Thought it might be just EA I was playing but noticed the other races bldg those ships as well. Keep up the great work!:goodjob:
This was the only glitch I couldn't resolve. I had to make a choice in removing all of the ships for FF becoming available to build once Beyond the Rim was researched or leaving it alone. This was the attempt to remove it. I thought i had stepped it back to how i had it on V2.2 *sighs* Not sure when I'll get the time now to resolve this.

Another great ship Premier, I'll get this added as soon as I can and RL permitting.
 
First of all, thanks for your hard work guys. It's incredible the hard work you are putting into this wonderfull mod. Your models totally rock premier, they are just beautiful in game. In anycase I am posting this because I tried out the new version and after getting fed up with the whole "LONAW ships for everyone" issue; I read a little bit about modding and modified the XML files to try to solve the problem. In fact I believe I did solve it, since I played new games as EA and Narn without this happening again. Basicaly what I did was rename all the CLASS and TYPE tags for the LONAW ships, so they are in fact unique and not the base ones. I used a standard civ specific name for all the changes, so further changes would be even easier. In any case, you guys can try out and see if it works with what you have planed. The files are attached to this post so you can try them out. Once again thanks for your hard work and well if you guys need a hand with this, I can definetly do something for the project in the weekends at least.
 

Attachments

I'm sorry to report that the supposed fix, adds a bug in which building some ships and ending the turn crashes the game. The worst part is that I don't really know why the hell that happens. The Civ4 logs don't say anything remotely similar to a crash report. To sum up don't even bother taking a look to the files, they may solve the original problem but they also intruduce a new and even worst issue. I spent some time today trying to figure it out and just gave up after an hour or so. Hopefuly PsiCorps will post a fixed version soon.
 
Can anyone help. I have downloaded the mod and extracted it. However, there seem to be 9 files that won't extract and the B5 mod does not appear when I go into load mods or when I use explorer to look at the mods. I know I have the path right though. Thanks.
 
I'm sorry to report that the supposed fix, adds a bug in which building some ships and ending the turn crashes the game. The worst part is that I don't really know why the hell that happens. The Civ4 logs don't say anything remotely similar to a crash report. To sum up don't even bother taking a look to the files, they may solve the original problem but they also intruduce a new and even worst issue. I spent some time today trying to figure it out and just gave up after an hour or so. Hopefuly PsiCorps will post a fixed version soon.
I've sorted a fix out for this, however I have encountered a new problem which i am trying to resolve before I release anything.
Can anyone help. I have downloaded the mod and extracted it. However, there seem to be 9 files that won't extract and the B5 mod does not appear when I go into load mods or when I use explorer to look at the mods. I know I have the path right though. Thanks.
This is a new one for me. Are you sure your PC has enough available hard drive space to unpack the Mod? This is the only reason I can think of that would stop some files being extracted.
 
Can anyone help. I have downloaded the mod and extracted it. However, there seem to be 9 files that won't extract and the B5 mod does not appear when I go into load mods or when I use explorer to look at the mods. I know I have the path right though. Thanks.

Are you sure the compressed file is not corrupt? I would overwrite the whole mod folder again, directly from the compressed file and see what happens. If the compressed file is corrupt, you need only download it again.

By the way the mod folder for the game should go inside GAME_PATH\Beyond the Sword\Mods. There should also be a similar folder in your My Documents\My games\Beyond the Sword\Mods which also works. Just keep in mind that the file structure must be exactly as it is in the compressed file.
 
Quick update for you, I'm currently replacing all the unit buttons for those units that have had a Babylon 5 ship unit built for them, no more confusing ship buttons :woohoo:

Still working on the other problem but as I now have a handle on this there could well be a new version available to DL over the w/e.
 
Quick update for you, I'm currently replacing all the unit buttons for those units that have had a Babylon 5 ship unit built for them, no more confusing ship buttons :woohoo:

Still working on the other problem but as I now have a handle on this there could well be a new version available to DL over the w/e.

That's great news! This will definitely save time on choosing what to build. In any case if you need help with anything else PsiCorps, such as maybe adding descriptions to the techs or other XML files stuff; please let me know and I'll give you a hand with that.
 
Another thing I noticed is that all satellite defense units have 1 moves, they should have zero and be ferried around by transports. This in fact is commented in the XML files but not implemented because transports were not ready yet then I believe.
 
Another thing I noticed is that all satellite defense units have 1 moves, they should have zero and be ferried around by transports. This in fact is commented in the XML files but not implemented because transports were not ready yet then I believe.
No, that isn't the reason. Originally the Satellite Defence units were set as Domain Immobile with 1 Move this meant you could fortify it but not move nor did it gain any moves with technology advances. The downside of this was that because of it's domain status the AI never built them. As soon as it's status was changed back to domain land, the AI built them. Whilst this is a good thing it also now means the satellites can move on their own and the transport is no longer needed. I have experimented with other methods of restricting their movement with no success.

The transports were also supposed to serve a second purpose and that was to carry around planetary assault troops and planetary defence troops. Unfortunately this is another aspect that has proved problematic in getting to work and so i have shelved the idea to work on things I know can be resolved.

In any case if you need help with anything else PsiCorps, such as maybe adding descriptions to the techs or other XML files stuff; please let me know and I'll give you a hand with that.
Anything you can do to help in this respect would be greatly appreciated.
 
Oh ok, now I get why the changes to the movement of defense sattelites. I just focused on them because I thought it was way unfair for the player to use them to explore the map, when the AI never does that. Another problem with AI is that it doesn't prioritize colonization, as much as I would like it at least. The AI takes ages for them to get any colony at all. If you don't mind then I will look into the tech descriptions and try to find some B5 quotes, maybe with some additional writting thrown in, to see if they fit. Finding audio files for each tech is probably out of my reach though.
 
Another problem with AI is that it doesn't prioritize colonization, as much as I would like it at least. The AI takes ages for them to get any colony at all.
I've just played a game as the Narn and I beelined for Suspended Animation, unfortunately this tactic doesn't work to well for them as they end up with so many units if they want to keep them they have to sacrifice science. Whilst I did this the EA somehow got ahead of me and had 5 Systems in their empire whilst I only had 3. It is something I've been trying to get the AI to do but it's a lower priority at the moment. I only have 3 more Civ's buttons to do now, EA, Centauri and Brakiri. Hope to have them finished over the weekend.
If you don't mind then I will look into the tech descriptions and try to find some B5 quotes, maybe with some additional writting thrown in, to see if they fit. Finding audio files for each tech is probably out of my reach though.
Don't worry about the audio files, they are not as important as having the text itself. Looking forward to seeing what you can do.
 
Okey, it's been quite the work; but I've finished giving all techs an extended pedia entry, quotes and even some basic strategy tips. The reseach involved made the job quite dificult and long, thanksfuly I had the first 2 season of B5 in the background for inspiration! ;)

The good news are that I managed to fill all fields for all techs in order to have them covered as soon as posible, however there is no doubt in my mind that the text can be further improved. Regarding the text itself, I tried to use all quotes from the show but that's dificult for some techs; so in some parts I had to creatively write some. I hope you guys like them. The pedia entries were almost all of them a heavily modified effort of some wiki entry.

The only pedia entry with problems is the Matter/Antimatter Reactor, which for some reason is not showing in game; but the text is there alright. In any case I hope you like the work I've done so far.
 

Attachments

Okey, it's been quite the work; but I've finished giving all techs an extended pedia entry, quotes and even some basic strategy tips. The reseach involved made the job quite dificult and long, thanksfuly I had the first 2 season of B5 in the background for inspiration! ;)

The good news are that I managed to fill all fields for all techs in order to have them covered as soon as posible, however there is no doubt in my mind that the text can be further improved. Regarding the text itself, I tried to use all quotes from the show but that's dificult for some techs; so in some parts I had to creatively write some. I hope you guys like them. The pedia entries were almost all of them a heavily modified effort of some wiki entry.

The only pedia entry with problems is the Matter/Antimatter Reactor, which for some reason is not showing in game; but the text is there alright. In any case I hope you like the work I've done so far.
This is excellent, thank you so much for having done this. I'll go through it for typos (not expecting to find any:D) and get it into the mod asap.

Additional news as follows....Orbital defence satellites/platforms no longer move on their own. They can however use a ranged attack against incoming enemy ships. The only thing I haven't yet sorted is getting it so that the various transport units will carry them from star system to star system, but i'm working on it.

All buttons for all B5 units are now in :woohoo:.
 
Okey, it's been quite the work; but I've finished giving all techs an extended pedia entry, quotes and even some basic strategy tips. The reseach involved made the job quite dificult and long, thanksfuly I had the first 2 season of B5 in the background for inspiration! ;)

The good news are that I managed to fill all fields for all techs in order to have them covered as soon as posible, however there is no doubt in my mind that the text can be further improved. Regarding the text itself, I tried to use all quotes from the show but that's dificult for some techs; so in some parts I had to creatively write some. I hope you guys like them. The pedia entries were almost all of them a heavily modified effort of some wiki entry.

The only pedia entry with problems is the Matter/Antimatter Reactor, which for some reason is not showing in game; but the text is there alright. In any case I hope you like the work I've done so far.

This is excellent, thank you so much for having done this. I'll go through it for typos (not expecting to find any:D) and get it into the mod asap.

Additional news as follows....Orbital defence satellites/platforms no longer move on their own. They can however use a ranged attack against incoming enemy ships. The only thing I haven't yet sorted is getting it so that the various transport units will carry them from star system to star system, but i'm working on it.

All buttons for all B5 units are now in :woohoo:.

Awesome news!
Keep up the good work, both of you ;)
 
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