A Babylon 5 Mod for the Final Frontier Mod

It's not so much it lacks music as it lacked the right music.

I stripped out all of the standard music and haven't managed to get around to replacing it with any tracks from any of the Babylon 5 soundtracks I have. Just another thing on the to do list that's still to be done.
 
I have a question that may have already been answered in the 99 plus pages but I havent seen yet... but first...

Hats off to you, this mod is looking absolutely amazing. Its great to see theidea at the start of the forum develop through learning to mod the game and coming out with so much new content.

Have played a number of times already advancing through the tech tree. Though it is frustrating to find you have an amazing fleet only to go unchallenged at the mid to late stages of the game. I believe this is to do with a very cautious AI when it comes to early expansion.

As for ship movement, love the idea of restricting deep space movement early in the game but how do ypu bring all your fleet into an engagement if most of them are restricted to cultural influence? Or have I missed something?
 
I believe this is to do with a very cautious AI when it comes to early expansion.
Not so sure that it's cautious. I know for a fact that the current version I'm testing has the AI disbanding the Colony ship it starts with. This may be due to it having no ships to escort it.

I've looked at the AI options for the ships and even adding ESCORT_SEA to the ships AI options doesn't seem to make a difference. That said, the movement restriction may be causing the AI to disband it rather than hang onto it until it has the tech required to leave the starting solar system. I've altered the Tech down the tech tree so it can be researched much earlier but again this seems to have made little difference.

I'll continue working on it though.
 
Hello everyone!,

Not that I was waiting for the mod's thread to reach the 100th page, before making a comeback but... :p after getting the new copy of BtS (steam) I got a few other problems (compatibility issues with NifSkope and the DDS converter).

Anyway I'm back into action (some already saw that in the form of a ship that doesn't belong here. :p I had that project on standby as well and used it to remove all the rust in the shipyard.

So, here is a double pack, the Centauri Altarian and the Balosian Esthasa, the later is an exported version of the former, according to the ship's available story, the Centauri sold the Altarian to the Balosians but stripped them of advanced technology first, therefore, the Centauri version features a gravimetric drive (engine glow only) while the Balosian version uses newtonian drives (both engine glow and thrust). Other than that these are the same models with different painting.

Poly Count: 753
FX extra poly: N / A
Damage/Glow/Gloss: Yes/No/Yes
Animation: FF Invasion Ship

Civilopedia:



Combat:


Yeah, they are fighting some unknown configuration ships :D

Damaged:



:salute:

EDIT:
====
Oh, I also prepared a small icon for the mod...
 
welcome back to the thread Premier, glad to hear you're back in action with ship building. excellent work on the double entry on your return too. I'll get them added in to the mod tonight when I get home from work.

Looking forward to seeing more of your outstanding work in the near future.
 
Hello again!,

Looking forward to seeing more of your outstanding work in the near future.
So, I hope to keep up the pace for a couple more days.

Here is the EA Cougar, seen in a single Crusade episode, its meant to be used as the Invasion Ship for the EA.

Poly Count: 494
FX Extra Poly: 50
Animation: FF Invasion Ship
Damage/Glow/Gloss: Yes/Yes/Yes

Civilopedia:


Combat:


Damaged:


:salute:
 
I installed the mod into the beyond the sword mods area and it doesn't seem to work. Do i need to install the mod into the final frontier or do I need to install the final frontier plus mod? any information would be appreciated.
 
Hi,

Here is the next one, the Markab Kar'Ti Class Carrier, it is a modified version of the passenger/cargo transport seen in B5 season 2.

Poly Count: 586
FX extra poly: 80
Damage/Glow/Gloss: Yes/Yes/Yes
Animation: B5_CustomFF_CarrierCruiser

Civilopedia:


Combat:


Damaged:


I installed the mod into the beyond the sword mods area and it doesn't seem to work. Do i need to install the mod into the final frontier or do I need to install the final frontier plus mod? any information would be appreciated.
Extracting the mod into the "My Documents/My Games/beyond the sword/MODS" directory is usually enough. Do you still have the out-of-the-box Final Frontier?, do you see any error message?

Also, how is the problem manifested... does the mod simply no load?... if you press ALT+TAB to switch applications, can you find a message box with the following error: "GFC Error: failed to initialize the primary control theme"?

If this is the issue, review this post.

:salute:

EDIT:
====
BTW: I just installed the 3.0 version and still got the GFC error... no idea, but the aforementioned fix sovled it.

Perhaps a "troubleshooting section" in the front page could be added so those that face this issue (or other known ones) can workaround it/them.
 
Extracting the mod into the "My Documents/My Games/beyond the sword/MODS" directory is usually enough. Do you still have the out-of-the-box Final Frontier?, do you see any error message?

Also, how is the problem manifested... does the mod simply no load?... if you press ALT+TAB to switch applications, can you find a message box with the following error: "GFC Error: failed to initialize the primary control theme"?

If this is the issue, review this post.

:salute:

EDIT:
====
BTW: I just installed the 3.0 version and still got the GFC error... no idea, but the aforementioned fix sovled it.

Perhaps a "troubleshooting section" in the front page could be added so those that face this issue (or other known ones) can workaround it/them.

The reason you need that fix is because you are not installing it where it really should go...

Mods that modify the theme should not go in the My Games location. They should go in the mods folder under where the game is actually installed. The game .exe itself fails to find and load any theme files (and possibly anything in the Resource folder) if it is put under My Games. If you still have the original Final Frontier, pointing that art def misc entry over there will let it find the FF theme files. As long as B5 uses the FF theme this will work. If you delete FF or B5 modifies the theme (or other files in the Resource folder, probably) it will stop working - or not show you the new stuff everyone else is seeing, anyway.

The disadvantage to installing there alongside the mods that came with BtS is that if you installed BtS in the default location you will tend to run afoul of the UAC feature of any windows version after XP. The symptom of this is innumerable messages scrolling up the screen about not being able to write to BUG ini files and the fix for which is to either run the game as Administrator or go into the security settings for the mod's folder and give your account full control (and/or ownership) of all files and folders (and propagate the change to all sub-folders and their contents).
 
The mod just simply doesn't show up. If I start up the final frontier mod nothing shows up other than the vanilla mod. I can play BTS and go into scenarios and babylon 5 doesn't show up either. If i press the tab and alt all i get is the chat log.
 
Hello everyone!,

So here is the last ship I showed you, the Narn Sho'Kos; this one replaces the Thentus in the frigate/corvette class, allowing the Thentus to be moved into the invasion ship role:

Poly count: 698
FX extra poly: 42
Damage/Glow/Gloss: Yes/Yes/Yes
Animation: FF Invasion Ship

Civilopedia:


Combat:


Damaged:


And here is a new one, the Minbari.... well there is no name for it, it holds the temporary designation M3. This one is another design of Amras Arfeiniel, he built it for the X3 Terran Conflict B5 mod, and since that vessel looks like a M3 class of that game, I named designated it M3. A new name should be used in the game.

The Minbari M3 is meant for the Invasion Ship role.

Poly count: 1009
FX extra poly: 8
Damage/Glow/Gloss: Yes/Yes/Yes
Animation: FF Cruiser

Civilopedia:


Combat:


Damaged:


The reason you need that fix is because you are not installing it where it really should go...
God-Emperor to the rescue... once more :D thanks for the thorough explanation, I did as you say and the game loads fine.

The mod just simply doesn't show up. If I start up the final frontier mod nothing shows up other than the vanilla mod. I can play BTS and go into scenarios and babylon 5 doesn't show up either. If i press the tab and alt all i get is the chat log.
Could you tell us where did you install the mod? (i.e. MyGames/bts/B5); also, how are you loading it?, via a shortcut, or the advanced options > load a mod feature?
 
Wow, 6 new ships! :eek:
Amazing job, all of them look great!
How is the roster table looking currently?

EDIT: nevermind, found it


With the Centauri Altarian and the Balosian Esthasa, the EA Cougar, the Markab Kar'Ti, the Narn Sho'Kos, and the Minbari M3 it's starting to look great. :goodjob:
Are there any other ships already WIP?
 
it was originally here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods. after that didn't work I put it here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier. as for any advanced loading I didn't do any. I couldn't find an auto installer so I thought I should place it in as a mod. Ive done it this method a few times with other smaller mods or LoR and it worked fine. I don't believe I've created any shortcuts and I couldn't find load a mod feature. Thats not to say that option doesn't exist I probably didn't find it. I'm fairly new to how modding works here.
 
it was originally here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods. after that didn't work I put it here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier. as for any advanced loading I didn't do any. I couldn't find an auto installer so I thought I should place it in as a mod. Ive done it this method a few times with other smaller mods or LoR and it worked fine. I don't believe I've created any shortcuts and I couldn't find load a mod feature. Thats not to say that option doesn't exist I probably didn't find it. I'm fairly new to how modding works here.

My best advice to you at this point, assuming you have your original install disks, is to uninstall Civ 4 complete and reinstall it some location like C:\Games\... There are loads and loads of problems that can be avoided or greatly simplified by avoiding the default C:\Program Files (x86) install directory like the plague, especially for any game or program you plan on using 3rd party content for (like Civ 4 mods).
 
Hello everyone!,

Are there any other ships already WIP?
Yes... this ones! :D

So, here are the newest ships, the Brakiri Kabrik, meant to fill the role of tier 1 destroyer, ever since the Ikorta was assigned as invasion ship.

Poly count: 618
FX extra poly: 32
Damage/Glow/Gloss: Yes/Yes/Yes
Animation: FF Cruiser

Civilopedia:


Combat:


Damaged:


And here is the Dilgar Rishekar, again, with the Protra reassigned as Invasion Ship, the scout/ELINT role became empty, so, this one is meant to take such role. It is also pretty obvious that the Rishekar has atmospheric capabilities.

Poly count: 690
FX extra poly: 46
Damage/Glow/Gloss: Yes/Yes/Yes
Animation: FF Invasion Ship

Civilopedia:


Combat:


Damaged:


For both of the above ships there is little in the way of reference, therefore these are mostly creations of mine based on little input, so hopefully I have been able to keep the feel for each of their races.

@PsiCorps
I just noticed, the Minbari M3 has flat faces, I've smoothed them (no change in poly count, just appearance) so they look more roundy now, so, if you have already added this unit, please update the NIFs with the new ones.

it was originally here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods. after that didn't work I put it here C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier. as for any advanced loading I didn't do any. I couldn't find an auto installer so I thought I should place it in as a mod. Ive done it this method a few times with other smaller mods or LoR and it worked fine. I don't believe I've created any shortcuts and I couldn't find load a mod feature. Thats not to say that option doesn't exist I probably didn't find it. I'm fairly new to how modding works here.
Mmhh.. you didn't quite told us how did you loaded the mod (just told us what you didn't do :p). I noticed that before you mentioned trying to load the mod as an scenario. This mod is not an scenario, so the way to load it is different. If memory serves, in the Civ BtS main screen you select ADVANCED > LOAD A MOD; B5 should be listed there.

There is also the option of loading a mod directly from a shortcut, so when you create a one you use the Civ executable with an argument instructing which mod to load, for example here is my shortcut:
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" mod="\Babylon 5 V3.0"
However, if you are unable to load the mod using the Civ main screen load a mod advanced option, a shortcut will be just as useless.

Now this mod does not require to be put on top of final frontier; the first path you mentioned should work:
C:\Program Files (x86)\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods
Try putting the mod back there and try the load a mod option.

Also, clearbeard suggested that you reinstall civ; and from what you tell us it looks like you have been messing with the game's installation files, which is considered a bad practice... unless you really know what you are doing, because you can end up messing with the whole game; that is why mods are kept in their own folder, so that you don't take that risk; so I also support clearbeard's recommendation (unless vanilla Civ loads fine, in which case you are unlikely to have caused any problem of course).

:salute:
 
Hello everyone!,

So... its time for something bigger... lots of small/medium warships lately huh?... well let's get down to business! ... a battleship!

So yeah, I went for a battleship, and while it might not be as impressive as other desings (considering it is a Vree battleship) its scale its simply huge:

Poly count: 1416
FX extra poly: 96
Animation: FF Battleship
Damage/Gloss/Glow: Yes/Yes/Yes

As you can see it is also big on the poly count, this is due since it is a circular shape; I had to use enough polygons so that it looks round.

Civilopedia:


Combat:


Damaged:


:salute:
 
OMG! You're putting these out faster than I can get them into the game!:D

Another fantastic ship from the Premier Valle Shipyard. Keep up the good work Premier, every ship you build for the Mod puts us a little closer to being the Babylon 5 Mod we all want this to be.
 
I would love to see the Vree as a separate race (eventually)
Their ship desings look soo cool and unique!
 
Hello everyone,

Glad you liked the Vree battleship. I don't know how long I'll be able to keep the pace with the ships, you know... RL has a way of... getting in the way :lol:

So back to business, here is a new one, the Drazi Warbird, a cruiser class vessel.

Poly count:1167
Animation: FF Cruiser
Damage/Glow/Gloss: Yes/Yes/Yes
FX extra poly: 456

Way higher that I expected polygon wise but... well here it is:

Civilopedia:


Combat:


Damaged:


:salute:
 
Top Bottom