At the end of every game turn, every custom ship model on the map reverts to the generic FF model. As I click on each of my ships, it goes back to the custom model. This only works for my civ, all other civs appear as generic throughout the game. While purely cosmetic, I hate not being able to experience all of Premiere Valle's hard work! Has anyone else encountered this issue and (pray) knows how to resolve it? I'm running the latest version of the mod (3.0).
To Psi and Valle,
Love the mod! I think B5 is the most underrated series in existence. My sincere thanks for all the hard work you put into this.
At the end of every game turn, every custom ship model on the map reverts to the generic FF model. As I click on each of my ships, it goes back to the custom model. This only works for my civ, all other civs appear as generic throughout the game. While purely cosmetic, I hate not being able to experience all of Premiere Valle's hard work! Has anyone else encountered this issue and (pray) knows how to resolve it? I'm running the latest version of the mod (3.0).
Hello everyone,
@PsiCorps
Regarding the last Minbari Ship (the M3), just to let you know that the ship has been officially named by its creators as the "Rolan".
Welcome to the forums . Glad you like the mod!.
I haven't seen the behavior you describe... so the B5 models are active during the turn but when you end the turn the models switch back to the Final Frontier model?
When you say "all other civs appear as generic throughout the game"... does it mean that their ship models are the standard Final Frontier ones?
Do you play with or without (frozen) animations? For the frozen animation option civ4 uses special nifs for the models and most custom units using a civ4 animation will not work (means: will switch back to the "animation master" special frozen animations nif).
Regarding the last Minbari Ship (the M3), just to let you know that the ship has been officially named by its creators as the "Rolan".
Yes, frozen animation were enabled. I disabled them and that fixed the issue
While playing Minbari, I can't seem to build the "Defenders" unit. I think I see the problem. To build defenders, you must have the "Caste Center" building but even as a Minbari I can only build "Enlistment Centers." I'm guessing the caste center was designed to be a unique building for the Minbari, but unfortunately the Minbari can't build it.
I've just checked both the Defenders and the Pre Req building for them. To build the Defenders you do indeed need the Enlistment Centre. The Minbari UU for this is the Caste Choosing Centre. I'm pretty sure I haven't made any changes to these since I made the last version available. However, if I have made any changes then at least you can be sure it is fixed in the next version.
Do fighter units gain xp?
Have you looked into the CAR mod (Civ AcceleratoR)?
Also, the 'pedia needs love, lots and lots of love
To make sure I understand, you're currently relying on the terrain to block movement? So the AI ends up bouncing its non-vacuum-sealed soldiers over and over again (something like 8 times or so) until it finally gives up - and it's doing this for EVERY unit it makes? That would certainly explain the horrible, horrible lag.
The DLL in B5 is from Final Frontier Plus. It includes the CAR mod and various other things to speed things up including stuff from both Faster BTS 3.19 and BTS on SPEED by Sephi.Have you looked into the CAR mod (Civ AcceleratoR)?
Yeah, turns might be a little bit slow, but no that much as to render the mod unplayable. Could you tell us about your hardware?Turns in this mod are slooooooow....
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Seems like a fun mod with lots of goodies, but the turn speed makes it unplayable for me.
Awesome ship!