A Babylon 5 Mod for the Final Frontier Mod

I know it's next to nothing, but I managed to find some time and fix some of the trivial "bugs"; I mentioned earlier. Basically I fixed the missing reference to the Ion Particle Engine strategy text and also added the same kind of text, for the Stealth Technology tech.

Thanks to this I realized the the engine should increase movement for space vessels, but this is not happening in my games. Not sure if that is WASD or something is missing. Another thing is that some references are broken because the prefix TECH is used in FF_B5_Techs.xml but not in CIV4TechInfos.xml, so this might affect other stuff too.

In any case I will try to keep playing and fixing these little things I come across, whenever I have the chance.

Thanks for the changed files Reynanuy, i've added them to the game files so they'll be in the next version.

The Ion Engine Tech did use to give a +1 to movement to units but I found it was making the units far to fast. I reduced it because of that and also it now fits in better with the way the progression works for the ships. Early units only have a speed of one but by the time you have access to jump capable ships you should also have researched both Ion Engines and Fusion Power both of which used to give the +1 movement. The way I've done it now makes a lot more sense to me than the way it used to be.

Looking forward to seeing some more of your text fixes soon.
 
A quick update for you. I've been super busy today and have overhauled the tech tree (including adding a new tech and putting the Bombers back in). A whole lot of Strategy Texts have been added where they were missing and the wording amended to fit with the B5 universe a lot more.

I've also had a bit of a go at the Diplomacy texts to try and give them more of a B5 feel to but as they are generic and all Civ's can use all of the Diplo Texts I'm not so sure it's worth the time to spend on it with so many other things to do.

With the tech tree overhaul it also means a move around for some of the units and buildings. Playing a game if FF+ the other day made me see a few places i'd gone wrong and also gave me some fresh perspective. The Mod is still a work in progress and I'll be uploading as soon as I've finished the buildings/units revision.
 
A quick update for you. I've been super busy today and have overhauled the tech tree (including adding a new tech and putting the Bombers back in). A whole lot of Strategy Texts have been added where they were missing and the wording amended to fit with the B5 universe a lot more.

I've also had a bit of a go at the Diplomacy texts to try and give them more of a B5 feel to but as they are generic and all Civ's can use all of the Diplo Texts I'm not so sure it's worth the time to spend on it with so many other things to do.

With the tech tree overhaul it also means a move around for some of the units and buildings. Playing a game if FF+ the other day made me see a few places i'd gone wrong and also gave me some fresh perspective. The Mod is still a work in progress and I'll be uploading as soon as I've finished the buildings/units revision.

Those are great news! I totally missed the bombers, they will be gladly welcomed back in my games. I know I promised some further XML changes, but I haven't had any free time to get in there; however my vacations are coming up and then I'll surely have some time for the mod. Have you considered using a repository for the files, something like github? It would make it easier for everyone to contribute to the mod, specially when making small changes such as text strings.
 
Have you considered using a repository for the files, something like github? It would make it easier for everyone to contribute to the mod, specially when making small changes such as text strings.
I have thought about it but it's finding the one that best suits my needs as well as one that I understand the way it works. Also finding the time to set it up is an issue, so many other things to be done.:twitch:
 
Hi! First I just wanted to say that I really like B5 mod, and I hope you keep working on it. I haven't downloaded the latest versio, but the one I played jump gates weren't very useful, and I think I read from this thread that you have disabled them all together. I have always been intriqued by the consept of jump gates, not to mention I'm a huge B5 fan. So I was thinking how the jump gate feature could be integrated "back", in the proper and fun way.

CONSEPT
Planets have fixed border's as soon as you colonize them(3x3, 4x4 or depends on size of the system), inside the borders(yours or enemy/neutral) your ships move normal 1=1. Outside borders(deepspace) moving is very slow(to simulatethe need for crew needs, supply&maintenance, and so on), could perhaps take up to 5-10(balance issue really) turns just for one square(could be cut down with new technology). This would make using jump gates useful. Also later on, ships which can form their own jump points, would give interesting strategic gameplay options, and definitive advantage to race which has advanced jump gate technology.

JUMP GATES
Jump gates would actually have to be build inside your borders. Act as space station. In actual would provide jump gate "resource" to the system for trade route access. Same as building harpor or trade port in vanilciv4. Now what comes to attacking jump gates, maybe they could be made invincible or destroying one would cause nuke "area of effect damage" to simulate huge explosion. Also as stated in actual B5 series "war or not, jump gates must go on" thus destroying one would yield negative diplomatic effects you vs. all races. Building jump gates would cost a lot of money, to prevent spamming. Perhaps the time to jump from point-to-point(travel time) could be simulated.
When ship(s) are ordered to do a jump they go to "working stance", same as workers when more than one turn is needed to finish to job, and when done they appear at desired location. Now perhaps the same method of calculation could be used, as the Great Merchant does with trade mission in vanilciv4(how much money you get), to calculate the needed turns. Ships that have to actually use jump gates, should get jump "ability" one square away from gate just to avoid any "collision" issues. Perhaps modified script of "map area damage effect" could be used, to give the jump ability to the ships. There are two ways the ships could enter normal space after jump. A: They appear next to the gate(1 square) at desired location picked by player, in this case it would make most sense if the jump gates could not be move onto by units. B: When ships jumps from gate-to-gate, and upon exit, they act as units off loading from sea transport. Thus forcing player to move them atleast once away from the gate.

EXPLORATION
Exploration could be done with probes.
Idea 1. Probes are one time usable units and are "launched" from star system. The probe acts as a nuke in vanilciv4, you launch it from system and pick a spot inside area of movement, and upon "impact" would simply reveal area around itself. Could add turn delay effect to simulate flight time to target, instead of instantenious effect. PRO: Would force player to colonize in order the explore further. Area of movement could be increased with research. CONS: Would have to build a lots of probes, and could be tedious. 2. Same as the #1 but instead act as fighters in vanilciv4. Return to base after mission. 3. Normal moving probes with promotion that cuts down movement time in deepspace. 4. Later on you could use ships with jump point capability to do blind jumps. This would bring another interesting consept, no need for open borders. You could always enter the borders of another race, but this would lead to negative points added to you vs. them in diplomatics relations, could even lead to war. Probes would not cause this, as they are only probes. Signing actual open borders deal would stop the negative effect from occuring.

COLONIZATION
Colony ships have the same promotion as the probes, thus cutting down deepspace travel time. Colony ships would need to have defence only capabilities because of pirates/barbarians, since manned battleships can't escort them, or if they did the travel time would be extremely long. With advanced jump technology, colony ship could simply form jump point.

MINING/WORKERS
Game would have two kind of workers normal space and deepspace. Normal space workers have long travel times in deepspace, so are not ideal for building mining bases, instead are useful inside your own borders. Deepspace workers could only build mining/refining bases which consumes the unit and act as space stations, but with weak defence capabilities. The mining/refinery would create small culturate border around the station. Also deepspace workers could house 1 or 2 normal workers(like carriers), so that those workers can build the actual extraction facilities needed on the asteroids, or perhaps creating jump gate near the station for easy access. The jump gate could also be needed to actually "ferry" those resources from the refinery to home world.

So here are my thoughts. When I came up with these consepts I always kept in mind, what the civ4 can already do and what I have expirienced personally ingame, so that these features could be integrated without any actually C++ knowledge. Because you have said that, that is not your strong suit ;), but so that you could "borrow"(asking from the appropriate people afcourse) scripts from other mods. I understand that you don't really have a lot of time, to work on the mod these days, but I just wanted bring out might thoughts. Perhaps my ideas will sparkle inspiration to some one who is skilled modder, and would be willing to help you. Once again I hope you keep working on this mod as it rocks :thumbsup: . Any questions about my ideas? shoot!

P.S I'm not native english speaker so bear with me. I also tried to be to-the-point, so that things are kept short as possible. May not be nice to the brain, but gets to the point :D .
 
Hi! First I just wanted to say that I really like B5 mod, and I hope you keep working on it. I haven't downloaded the latest versio, but the one I played jump gates weren't very useful, and I think I read from this thread that you have disabled them all together. I have always been intriqued by the consept of jump gates, not to mention I'm a huge B5 fan. So I was thinking how the jump gate feature could be integrated "back", in the proper and fun way.

CONSEPT
Planets have fixed border's as soon as you colonize them(3x3, 4x4 or depends on size of the system), inside the borders(yours or enemy/neutral) your ships move normal 1=1. Outside borders(deepspace) moving is very slow(to simulatethe need for crew needs, supply&maintenance, and so on), could perhaps take up to 5-10(balance issue really) turns just for one square(could be cut down with new technology). This would make using jump gates useful. Also later on, ships which can form their own jump points, would give interesting strategic gameplay options, and definitive advantage to race which has advanced jump gate technology.

JUMP GATES
Jump gates would actually have to be build inside your borders. Act as space station. In actual would provide jump gate "resource" to the system for trade route access. Same as building harpor or trade port in vanilciv4. Now what comes to attacking jump gates, maybe they could be made invincible or destroying one would cause nuke "area of effect damage" to simulate huge explosion. Also as stated in actual B5 series "war or not, jump gates must go on" thus destroying one would yield negative diplomatic effects you vs. all races. Building jump gates would cost a lot of money, to prevent spamming. Perhaps the time to jump from point-to-point(travel time) could be simulated.
When ship(s) are ordered to do a jump they go to "working stance", same as workers when more than one turn is needed to finish to job, and when done they appear at desired location. Now perhaps the same method of calculation could be used, as the Great Merchant does with trade mission in vanilciv4(how much money you get), to calculate the needed turns. Ships that have to actually use jump gates, should get jump "ability" one square away from gate just to avoid any "collision" issues. Perhaps modified script of "map area damage effect" could be used, to give the jump ability to the ships. There are two ways the ships could enter normal space after jump. A: They appear next to the gate(1 square) at desired location picked by player, in this case it would make most sense if the jump gates could not be move onto by units. B: When ships jumps from gate-to-gate, and upon exit, they act as units off loading from sea transport. Thus forcing player to move them atleast once away from the gate.

EXPLORATION
Exploration could be done with probes.
Idea 1. Probes are one time usable units and are "launched" from star system. The probe acts as a nuke in vanilciv4, you launch it from system and pick a spot inside area of movement, and upon "impact" would simply reveal area around itself. Could add turn delay effect to simulate flight time to target, instead of instantenious effect. PRO: Would force player to colonize in order the explore further. Area of movement could be increased with research. CONS: Would have to build a lots of probes, and could be tedious. 2. Same as the #1 but instead act as fighters in vanilciv4. Return to base after mission. 3. Normal moving probes with promotion that cuts down movement time in deepspace. 4. Later on you could use ships with jump point capability to do blind jumps. This would bring another interesting consept, no need for open borders. You could always enter the borders of another race, but this would lead to negative points added to you vs. them in diplomatics relations, could even lead to war. Probes would not cause this, as they are only probes. Signing actual open borders deal would stop the negative effect from occuring.

COLONIZATION
Colony ships have the same promotion as the probes, thus cutting down deepspace travel time. Colony ships would need to have defence only capabilities because of pirates/barbarians, since manned battleships can't escort them, or if they did the travel time would be extremely long. With advanced jump technology, colony ship could simply form jump point.

MINING/WORKERS
Game would have two kind of workers normal space and deepspace. Normal space workers have long travel times in deepspace, so are not ideal for building mining bases, instead are useful inside your own borders. Deepspace workers could only build mining/refining bases which consumes the unit and act as space stations, but with weak defence capabilities. The mining/refinery would create small culturate border around the station. Also deepspace workers could house 1 or 2 normal workers(like carriers), so that those workers can build the actual extraction facilities needed on the asteroids, or perhaps creating jump gate near the station for easy access. The jump gate could also be needed to actually "ferry" those resources from the refinery to home world.

So here are my thoughts. When I came up with these consepts I always kept in mind, what the civ4 can already do and what I have expirienced personally ingame, so that these features could be integrated without any actually C++ knowledge. Because you have said that, that is not your strong suit ;), but so that you could "borrow"(asking from the appropriate people afcourse) scripts from other mods. I understand that you don't really have a lot of time, to work on the mod these days, but I just wanted bring out might thoughts. Perhaps my ideas will sparkle inspiration to some one who is skilled modder, and would be willing to help you. Once again I hope you keep working on this mod as it rocks :thumbsup: . Any questions about my ideas? shoot!

P.S I'm not native english speaker so bear with me. I also tried to be to-the-point, so that things are kept short as possible. May not be nice to the brain, but gets to the point :D .

Hi CainStar
Thanks for the feedback and ideas/suggestions. I actually would like to do the movement difference between 'owned' space and Deep Space but as you mentioned my lack of skill at Python/C++ prevents me doing this. I know there are many ModComps out there that could be included and maybe there is a simple one that is purely Python that could be merged with the existing Mod that would accomplish this,
but once again time is my enemy. When I do get to sit down and work on the Mod I am plagued by a wife that keeps talking to me when I am trying to read thus destroying any train of thought or ability to concentrate I may have had. The only time I really get to do anything is when she's out or at work and I'm at home.

Maybe someone else could add some comments on what can/can't be done and links to any ModComps that may lead to the desired effect?!
 
Well I feel for you....about the wife......but at least you have one :D.

Simple way to simulate long distance travel would be to create a normal and deep space tile(could look exactly the same), since you can assign value how many movement "points" a tile takes to cross, and I think even vanilciv4(FF+) have a script that changes tile types when its "inside" cultural borders. Now how to change back from normal space to deep space might be a little trickier, if somebody happen to use super weapon annihilated entire system.

But anyway great work so far, and I hope you find some help......I would cladly help, but I know nothing about actual modding. My suggestions are based on gameplay experience.
 
With the Modiki not showing for me, I get the following error message
Fatal error: Allowed memory size of 134217728 bytes exhausted (tried to allocate 125829120 bytes) in /usr/local/etc/httpd/modiki.civfanatics.com/extensions/bannedips.php on line 262147

I've tried clearing cookies and temp internet files but it makes no difference, so any modding I want to do I now have no reference material to work with.
 
You can, at least, get to the Python API directly as it is not actually on the site the Modiki is on, it is at Sourceforge:

direct link to Python API

Thanks for the link, I may well start to understand a little more about Python after I've looked through that website.
 
Hello everyone!.

I have some bad news and some good news. The bad news is that I finally replaced Windows XP, now I have Windows 7 (I don't like 8), unfortunately my Civ 4 BTS disk is nowhere to be found, so I'm unable to test any new ships.

And the good news is that my wife is on a trip, so I'll be having a little extra time to work on the mod :mischief:

Now, I cannot try the units in game, but the modeling doesn't require civ. I think I know where the BTS disk is, unfortunately, its in another city and I wont be able to get it until next month.

And now, at last, here is the Markab Kar'Ti class carrier. Its a modified version of the Kar'Ti transport (this one is seen in season 2):

Spoiler :
Markab_KarTi_Teaser.jpg


(including adding a new tech and putting the Bombers back in).
Looks like I'll be having more work :D, now, since I cannot try the mod, could you tell me how are the bombers implemented, so I can see about their models?

:salute:
 
And now, at last, here is the Markab Kar'Ti class carrier. Its a modified version of the Kar'Ti transport (this one is seen in season 2):


Thanks for the Kar'Ti, it looks good, I'll get it IG once you've dumped it into DropBox and let you know how it looks.


Looks like I'll be having more work , now, since I cannot try the mod, could you tell me how are the bombers implemented, so I can see about their models?

At the moment they are using the FF Bomber XML with a few changes to make them work in the B5 Mod and each bomber uses the same artwork as the fighters currently use. The unit names are, for example, EA Aries Starfury(F) and EA Aries Starfury (B). I know that new names may be needed but I was more keen to get them in and working than I was about trying to come up with new names.
 
Hello everyone!,

I've been working a little bit on the ship table... after seeing a few errors I've incurred in... so here it is:

Spoiler :

ShipTree-byClass-11.jpg



I've also completed the model for the Narn Sho'kos, as you can see, this is a new Narn vessel intended to replace the current Thentus, this last being transferred to invasion duty (looks more atmosphere capable).

Spoiler :

Narn_ShoKos_Teaser.jpg



At the moment they are using the FF Bomber XML with a few changes to make them work in the B5 Mod and each bomber uses the same artwork as the fighters currently use. The unit names are, for example, EA Aries Starfury(F) and EA Aries Starfury (B). I know that new names may be needed but I was more keen to get them in and working than I was about trying to come up with new names.

It could be hard coming up with new models for the bombers, EA has no shortage of desings for them, but for the other races... in the mean time lets keep it the way you put them, if enough models are viable, I'll make them, otherwise, I'll simply crete a new skin for them, what I see as imperative on this is to give them different buttons so that they are easy to identify for the player.

:salute:
 
Hello everyone!

So here is another update... for those keeping record, the invasion ship for the Earth Alliance was to be the "Condor" (some sources name it that way), however, as soon as I started work on it, I got a bad feeling... the Condor is just a transport, not good for a combat drop (required in invasion operations)... browsing the B5Scrolls website I found the answer, the "Cougar".

The Cougar (unofficial name BTW) was only seen in one episode of Crusade, but it is obviously up to the job. So, without further ado, here it is:

Spoiler :
EA_Cougar_Teaser.jpg


:salute:

EDIT
====
Just to let you know that the 16th Ship Pack has been released.
 
Awesome ship designs, as always :)
Can't wait for them to be released!
 
Hello everyone,

Glad you like them!. I made a small update on the EA Cougar, just a few more polys to "round" a little the front of it.

And talking about the main dish, I just finished the Centauri Altarian, that will serve as the Invasion Ship for the Centauri. And since the Balosians imported the ship (to be used as a Destroyer for them) here it is presented in both paint schemes:

Spoiler :

Centauri_Altarian_Teaser.jpg



Can you guess which one belongs to which race? :p

:salute:
 
Hi Guys

Long time down below lurker here. Not had too much experience posting on forums, so forgive me if I am little slow off the mark.

First of all I just want to take the time to say a big thank you to all involved in the creation of this mod. It is a great project that has immersed me in the B5iverse in big way. I am a long time fan of the series and B5 Wars and I think you have really captured the essence of what B5 is.

I just have a few questions regarding the decisions you have made in terms of unit allocation. I have been playing as the EA and have just got early Hyperions, I am very excited and think that they look wonderful. Getting these new units pushed me to have a little look at the other ships in the EA and the ships in general.

Whilst I was burrowing away I had a look at the Omega. I noticed that it had attack 19 and a fighter capacity of two. I thought that this was slightly unusual (based on my experience of the series and B5 wars) as it has less attack and the same transport capacity as the hyp, which is an older ship with a lesser fury capacity than that of the Omega. I carried on looking at the types of ships available BB DD CV options etc... I saw that the Omega was allocated as a destroyer. Granted within the show it is referred to as a Destroyer but it is the main capital ship of the EA fleet.

I was wondering why you chose to allocate these values to the Omega. is it the case that it is for balance issues?

Also I noted that there is not a great deal of difference between a Sharlin and a Nova. From my experience the Sharlin, generally speaking, is a more able vessel.

Please don't take this as a criticism as I think that what you chaps have done is fantastic. I am more curious as to the reasoning behind it. From what I gather a couple of the posters have made reference to B5 Wars and as such I would love to hear what they have to say on the issue.

if it is not presumptuous of me I would be more than happy to have a stab at re-organizing the rosters. I have absolutely no knowledge of XML of Python or anything like that, however I would be more than happy to take the time to have a look at the general structure and allocation of the fleets and post my thoughts on the same for someone, more capable than I, to put into effect.

As I said above I do have a bit of experience of B5 wars and have a few of the resources available to me. I will concede that I have not played multiple games or looked at balancing issues, so it may well be that you guys have made these decisions based on what makes a good game.

If it is the case that the unit structure is the way it is for gaming reasons would someone be able to guide me through the process of making some basic alterations myself. I have ad a quick look at the CIV4unitinfos doc and it is a little alien to me, and as such, I would be obliged if someone could walk me through one example so that I my potter away on the others.

Many thanks

2112
 
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