A Babylon 5 Mod for the Final Frontier Mod

I tried the autosave method unsuccessfully. Each time on turn 50, it closes down civ 4 with an unknown error. I started a new game and turn 47 it shuts down. Any other help you could give me would be great! Thanks for the help before PsiCorps, I appreciated it.
 
I tried the autosave method unsuccessfully. Each time on turn 50, it closes down civ 4 with an unknown error. I started a new game and turn 47 it shuts down. Any other help you could give me would be great! Thanks for the help before PsiCorps, I appreciated it.
Did you try opening the World Builder on the turn before it crashes?
 
I attempted reloading the game and entering the world builder and scrolling around over the map. It keeps closing right about turn 50.
 
Hi all, I've been doing a lot of testing and tweaking of things and in the process found a few errors that have not shown up in any play testing. I'm close to releasing a new version but have a few more things to check on before I do. I'm hoping that this weekend will be when I am able to release the new version. If this changes I will post here.
 
I'm close to releasing a new version but have a few more things to check on before I do. I'm hoping that this weekend will be when I am able to release the new version. If this changes I will post here.

Sounds great!
 
Things are not going as well as I had hoped, CtD's are still occuring with no clue as to what is really going wrong. I may well upload what I have done just in case some one else can look at the mod as a whole and say "this is the problem and this is how to fix it".

Edit: Just tried uploading the Mod and neither Filefront or Atomic Gamer are working for me. I'll try again in the morning.
 
Hi all, the website that hosts the mod (Atomic Gamer) has resolved the problem I was having with uploading. Please see post #1 to download the Mod.

There are a few issues still plaguing the mod.

When you first start playing and enter the game there will be 4 boxes that pop up, these can be cleared off and once this is done play can proceed as normal.

If you experience a CtD reloading the autosaved game and scrolling around the WB on the last 'safe' turn before the CtD generally stops the CtD from happening.

The Saved Game still doesn't work when you try and reload and continue a game which is really 'ticking' me off.

Possible cause of the CtD.
in doBeginTurnAI, get system for pCity at x=128, y=67

getSystemAt 128,67

Updating happiness for city Abbai HW SsumsshAa

Max: 2, Used: 2; PopOver for this city is 0

getSystemAt 128,67




Wheeeee: Checking City System at 128, 67

Max Pop is 2

Population which should be assigned on cultural expansion: 0

14:26:59 DEBUG: BugEventManager - event techSelected: (52, 1)
getSystemAt 128,67

14:26:59 DEBUG: BugEventManager - event cityDoTurn: (<CvPythonExtensions.CyCity object at 0x288711F0>, 1)
14:26:59 DEBUG: BugEventManager - event EndPlayerTurn: (49, 1)
14:26:59 DEBUG: BugEventManager - event unitPromoted: (<CvPythonExtensions.CyUnit object at 0x288712D0>, 31)
14:26:59 DEBUG: BugEventManager - event unitMove: (<CvPythonExtensions.CyPlot object at 0x288712D0>, <CvPythonExtensions.CyUnit object at 0x288714C8>, <CvPythonExtensions.CyPlot object at 0x28871340>)
14:26:59 DEBUG: BugEventManager - event BeginPlayerTurn: (49, 2)
!!! set self.theCurrentPlayer = 2

in doBeginTurnAI, get system for pCity at x=3, y=90

getSystemAt 3,90

Updating happiness for city Brakos

Max: 2, Used: 2; PopOver for this city is 0

getSystemAt 3,90




Wheeeee: Checking City System at 3, 90

Max Pop is 2

Population which should be assigned on cultural expansion: 0

14:26:59 DEBUG: BugEventManager - event windowActivation: (0,)
When the Python does it's DEBUG checks for Abbai HW SsumsshAa everything seems to be OK but when it checks Brakos it doesn't do what it did for the Abbai
14:26:59 DEBUG: BugEventManager - event techSelected: (52, 1)
getSystemAt 128,67
Instead it does this.
14:26:59 DEBUG: BugEventManager - event windowActivation: (0,)
Which tells me that it trying to open an Event window rather than follow the same process it has just done for the Abbai.

This is far as my fault analysis can go on this issue. Really hoping a super Python modder out there can help us out with these problems.
 
Not sure if anyone has been folowing the problems over on the FF+ threads but I am a lot closer to having a version of the mod that works better than the current one does.

I still have a merge of the latest update to FF+ to incorporate which I will be doing tonight.

Additional info -

I have added a pair of colony ships to the startup forces and this does improve the early turns somewhat as you have a pair of units to move around searching for a new home. It also means that when the Aliens/Barbs arrive they have a few more systems to target. Reducing the need to build a surplus of units in the home system to defend against raiders.

This got me thinking about something I would like to try.

There was once a world wonder (or two) introduced in a mod that generated a unit every so often. I would like to change the palace so that it generates a colony ship every 25 or 30 turns this would potentially give a player 6 or 5 colony ships (respectively) to send out and colonize planetary systems. The ability to generate colony ships would end when the Aliens/Barbs start to appear and only become available again when the Suspended Animation tech is researched.
I don't know how easy this would be to implement but it is only an idea and feed back on the idea would be welcome.
 
Are you sure you want to further increase system colonization?
In all games I have played in previous versions, settling was very easy. Especially for the human player
 
Are you sure you want to further increase system colonization?
In all games I have played in previous versions, settling was very easy. Especially for the human player
In all the play tests I've done some of which have lasted at least 400+ turns I have only ever seen an AI player with more than one settled world twice whilst I have had 8 or 9. Even modifying the starting forces has made no difference. Giving the AI 2 free colonisation ships does nothing, the ships just sit there until the AI disbands them. I'm going to add the explore AI to the unit and see if that forces the AI to want to expand.
 
I think the lack of settling has to do with the proximity of the next solar system, not the number of colony ships. I seem to remember reading somewhere (I honestly don't recall where) that the AI had a distance limit for how far it could sent out its first settler. The Devs didn't want the AI sending their first city to the far side of the world, and since the start area got a terrain boost, the AI would be guaranteed at least a second decent city.
Some leaders seem to be more vulnerable to this then others, but perhaps if you increase the system density the AI might send out more colony ships. It isn't a problem of AI incompetance, I know I've conquered plenty of cities from the AI before I reached their capital (One AI kept building colony ships and recolonizing the cities I had razed because I couldn't afford the maintnence).
 
I seem to remember reading somewhere (I honestly don't recall where) that the AI had a distance limit for how far it could sent out its first settler.
I also vaguely remember something similar to this.

BUT......I've been very busy. I seem to have a version of the mod that, for the most part, is stable, can be reloaded if it crashes and normal saves also load and play continued. I've added some things for the next release which, I think, will add a lot more Babylon 5 flavour to the mod. I'm still working on a few bits and pieces but hope to have a new version uploaded soon.
 
God_Emperor has added a few AI tweaks which I'll be adding into the Mod.

I've also added the values and their associated buildings back in with a B5 theme to them. My only issue is deciding what benefits to give to the buildings.

So far I have the following

Value - Survival - New name Revere First Ones Building is First Ones Outpost
Value - Power - New name Chaos Building is Shadow Outpost
Value - Wealth - New name The Hand Building is Outpost of The Hand
Value - Knowledge - New name Order Building is Vorlon Outpost
Value - Religion - New name Unity Building is Ranger Outpost

They all also have a World Wonder associated with them. I've kept it simple for the moment and changed the word Outpost for Base. If anyone has any ideas or suggestions as to what benefits having one of the values brings then I'll be glad to hear them.
 
Hello everyone!,

I haven't deserted the mod, its just that there is a lot going on in RL.

God_Emperor has added a few AI tweaks which I'll be adding into the Mod.

I've also added the values and their associated buildings back in with a B5 theme to them. My only issue is deciding what benefits to give to the buildings.

So far I have the following

Value - Survival - New name Revere First Ones Building is First Ones Outpost
Value - Power - New name Chaos Building is Shadow Outpost
Value - Wealth - New name The Hand Building is Outpost of The Hand
Value - Knowledge - New name Order Building is Vorlon Outpost
Value - Religion - New name Unity Building is Ranger Outpost

They all also have a World Wonder associated with them. I've kept it simple for the moment and changed the word Outpost for Base. If anyone has any ideas or suggestions as to what benefits having one of the values brings then I'll be glad to hear them.

I like the values, tho I would like to see a TSA (Third Space Aliens) one too... or perhaps the Hand are the TSA :think:.

About the building names,... they are too plain, I would suggest something more like this:
First Ones Base >> "Ancient city" (In crusade we see a lot of abandoned cities)
Shadow Base >> "Shadow Derelict Excavation" (remember the Mars/Ganymede ones?)
The Hand Base >> "Portal of The Hand" (Remember The Legend of the Rangers? *)
Vorlon Base >> "Vorlon Listening Outpost" (In the Into the Fire episode sheridan attacks one)
Ranger Base >> "Ranger Training Facility" (Remember the Centauri mine field blockading one?)

(* It does also make sense in the event The Hand are the TSA).

Now about the ships, we still have a Dilgar ship missing, the Deathwalker Dreadnought:
Spoiler :

Dilgar5a.jpg


Dilgar6.jpg


These are the only pics I found of it. What do you think of it?, on one hand it doesn't look that Dilgar (too squarish), on the other, it is expected of them (should they have survived) to have some EA influece in their future ship designs.
Question is:
Should I "dilgarize" it? (making the shape more like the other Dilgar ships) or should I keep it like in the picture?

:salute:
 
Good to hear from you Premier, hope RL improves enough for you to spend a little more time building those wonderful ships. :D
I like the values, tho I would like to see a TSA (Third Space Aliens) one too... or perhaps the Hand are the TSA .

About the building names,... they are too plain, I would suggest something more like this:
First Ones Base >> "Ancient city" (In crusade we see a lot of abandoned cities)
Shadow Base >> "Shadow Derelict Excavation" (remember the Mars/Ganymede ones?)
The Hand Base >> "Portal of The Hand" (Remember The Legend of the Rangers? *)
Vorlon Base >> "Vorlon Listening Outpost" (In the Into the Fire episode sheridan attacks one)
Ranger Base >> "Ranger Training Facility" (Remember the Centauri mine field blockading one?)

(* It does also make sense in the event The Hand are the TSA).
I like those suggestions, I just went with a simple option to get the buildings in and give a flavour, the names you've come up with are a lot more interesting, I'll amend what I have to what you've suggested before the next release. Any suggestions on what benefits the buildings should give other than the standard ones? I'd like each of them to give something special to the civ's that adopt the given value other than just a bonus to culture and happiness.

If we had some Third Space Alien ships designed and added to the game I'd keep them for a scenario similar to the Defense scenario in BtS. The TSA only came into the B5 universe because of a mistake by the Vorlons millions of years before. So a scenario like the Defense scenario would be ideal for them. They could also be spawned by an event within the normal game as a result of researching a tech, such as Beyond the Rim. There would be a chance each turn after a player has researched BtR that TSA's start to appear in a system owned by the player that completed the research.

These are the only pics I found of it. What do you think of it?, on one hand it doesn't look that Dilgar (too squarish), on the other, it is expected of them (should they have survived) to have some EA influece in their future ship designs.
Question is:
Should I "dilgarize" it? (making the shape more like the other Dilgar ships) or should I keep it like in the picture?
I think if the ship had Dilgar colours like the ship models you have already completed the ship would look a lot different. Initial thoughts are to keep it as it is then skin with the colour scheme the units have and see how it looks alongside other ships of the Imperium. If it looks good, keep it, if it doesn't then do a little rounding and smoothing off and preview it again.
 
Hello guys,

i really like your ideas about a bab5-mod and keep on looking here from time to time for the mod progress.

After you're thinking about values for the mod, i'd like to give you some idea from my side.

I got some inspiration from the mod "Fall from Heaven 2", where you can get some special units by choosing a value. In respect of the Babylon 5-World this means, that for example by choosing the value "Unity/Ranger" you will provided with the ability of constructing a given amount (for example 3 types of a kind) of special units like the famous "white star"-ships or even the crusade-type ships (i can't remember the name) in dependence of your current tech level. As a "shadow follower" you get some access to some of the feared shadow ships (as the shadows will give their followers some help for the future). In "FfH2" you will loose your special units when surrendering from one value and switching over to another one (as the vorlons won't give you there assistance when some shadow ships are already in your fleet as a prove of your former fellowship).

Another impact from values should be some diplomatic influence. So a shadow follower for example should get a -2 (or something other) in diplomatic relationships with followers of the vorlons, as they shouldn't be to friendly to each other at all. Otherwise two shadow followers should be more friendly to each other or should even not be able to declare war on each other.

This are my "short" thinkings about possible impact of values in a Bab5-Mod. I hope you understand my explanations. If not, don't hesitate to ask me about them.

Bye
 
Hello everyone!,

Kiff's ideas are good, and helped me refine my suggestions. Now, I'm not sure if these are possible or not, but here they are (tho I feel that the "Ancient city" is underpowered regarding the others):

First Ones Base >> "Ancient city"
+ 15% to research

Shadow Base >> "Shadow Derelict Excavation"
Free "Shadow Bio-armor" promotion to all ships built in this system(*)
Enables "Shadow Bio-armor" promotion.

The Hand Base >> "Portal of The Hand"
Enables "The hand" vessels (**)

Vorlon Base >> "Vorlon Listening Outpost"
Enables "Vorlon defense system" (***)

Ranger Base >> "Ranger Training Facility"
Enables "Blue Star" unit (****)
+15% to An'la'shok unit production (White Star, Victory, Blue Star)


(*) The "Shadow bio-armor" increases the strenght and endurance of the ship that receives it (+20% strenght). (Remember the Omega-X? A.K.A Shadow Omega).
(**) In "The Lengend of the Rangers" it is stated that those vessels are toys given to those that serve The Hand. These vessels are not First-one like, but rather good tier 2-3 ships, with considerable strength (but not everpowered) and with good planetary assault capabilities.
(***) The Vorlons are known to be reclusive regarding their territory, this defense system could be like the "Orbital Defense Platform" but stronger and with better ranged attack... "every ship that has entered Vorlon space has been lost".
(****)Blue Star: Remember the ship where Sheridan died? (the "small white star"), I could model it, I guess it could be a scout unit but with some advantages over other scout units (invisible to others - except ELINT vessels, jump capable, fast, can't attack) it could be a nice addition to any fleet.

Of course, not only the value's structure would be required, but also certain technology level.

And speaking of the rangers, how did we decided or how are currently implemented in the mod? (I haven't been able to test the latest version :( )

:salute:
 
Hello everyone!,

Kiff's ideas are good, and helped me refine my suggestions. Now, I'm not sure if these are possible or not, but here they are (tho I feel that the "Ancient city" is underpowered regarding the others):

First Ones Base >> "Ancient city"
+ 15% to research

Shadow Base >> "Shadow Derelict Excavation"
Free "Shadow Bio-armor" promotion to all ships built in this system(*)
Enables "Shadow Bio-armor" promotion.

The Hand Base >> "Portal of The Hand"
Enables "The hand" vessels (**)

Vorlon Base >> "Vorlon Listening Outpost"
Enables "Vorlon defense system" (***)

Ranger Base >> "Ranger Training Facility"
Enables "Blue Star" unit (****)
+15% to An'la'shok unit production (White Star, Victory, Blue Star)


(*) The "Shadow bio-armor" increases the strenght and endurance of the ship that receives it (+20% strenght). (Remember the Omega-X? A.K.A Shadow Omega).
(**) In "The Lengend of the Rangers" it is stated that those vessels are toys given to those that serve The Hand. These vessels are not First-one like, but rather good tier 2-3 ships, with considerable strength (but not everpowered) and with good planetary assault capabilities.
(***) The Vorlons are known to be reclusive regarding their territory, this defense system could be like the "Orbital Defense Platform" but stronger and with better ranged attack... "every ship that has entered Vorlon space has been lost".
(****)Blue Star: Remember the ship where Sheridan died? (the "small white star"), I could model it, I guess it could be a scout unit but with some advantages over other scout units (invisible to others - except ELINT vessels, jump capable, fast, can't attack) it could be a nice addition to any fleet.

Of course, not only the value's structure would be required, but also certain technology level.

And speaking of the rangers, how did we decided or how are currently implemented in the mod? (I haven't been able to test the latest version)

Hi All, would have posted this sooner but I've also been busy at work. Here's how things stand with the Values taking into account both Kiff's and Premiers suggestions.


  1. Value Building Galactic Wonder
  2. Order Vorlon Listening Post Vorlon Base
  3. Chaos Shadow Derelict Excavation Shadow Base
  4. Unity Ranger Training Facility Ranger Headquarters
  5. Revere First Ones First Ones Ruins First Ones City
  6. The Hand Portal of the Hand The Hand Headquarters
I like the suggestions you've made for the Benefits each Value should give but we need to take into account the Galactic Wonder building as well, what benefit is there to building this. Would it provide a building of the Value in every system that has the value or something else?

At present adopting the Unity Value automatically makes available the White Star, White Star Destroyer and Victory class ships. We may need to add the Shadow Ships, Vorlon Ships and First Ones (make them very expensive to build and only have one of them at a time)

All of the Values should also have an Inquisitor Unit that will remove all other values from a system and install the Value of the Inquisitor unit. This would work better for the Unity Value than the others as the Shadows and Vorlons started wiping out those systems with Values other than their own (Shadow & Vorlon Planet Killers).

Have a think about what benefits having a Galactic Wonder will do for a civ as well as having their normal building.

Don't forget, I'm open to changing the names of things if you have a better idea for what something should be called.
 
I never watched much Babylon Five but this mod has me interest. You all are doing a very great job!
 
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