A Babylon 5 Mod for the Final Frontier Mod

We're getting closer to a release, still have a couple of things to sort out which I am planning on doing over the next few days and at the weekend. There's also a couple of small bugs we need to track down and eliminate but they, hopefully, will also be sorted quickly.
 
Come on its been 8 days already.....hurry up =).....no seriously keep up the good work!
 
Here is the latest version of the B5 Mod.

Babylon 5 Mod V3.1 for Civ IV

I expect there will be many things I've forgotten to do... mostly it's the thank you's...so many people have contributed to this version either with direct help (Text files, fixes, merging of the indirect help) or indirect help (ModComps that have been incorporated) I mean to make up a list and place it in the first post but that'll have to be done another night when I'm a little less tired. For now...enjoy.
 
Well so far I have found two "bugs" unless they are meant to be this way.

1. When I conquer planet and decide to burn it instead of keeping it, the planet spawns "rebels" a human looking soldiers directly into space around the planet. Looks little bit silly =)

2. The worker units which can scrup radiation, scrupper was it...well anyway, they still take damage from radiation. Is this meant to be?

Also small pedia entry mistake from FF+ still present. In the entry about star bases it says they have cultural border size of 2, as they do in FF+. But Alpha star base only has one square cultural border.

EDIT:

3. The worker AI is a little bit out of whack. If I automate their action and then they run out of things to do, they will start traveling between my capital and my closest colony. This would be ok if they stopped doing that when new "jobs" become available, but they don't. I have to manually stop their current "action" and re-automate them, after that they do their job just as they should.
 
Thanks for the feedback CainStar

1. When I conquer planet and decide to burn it instead of keeping it, the planet spawns "rebels" a human looking soldiers directly into space around the planet. Looks little bit silly =)
I'll get that sorted.

2. The worker units which can scrup radiation, scrupper was it...well anyway, they still take damage from radiation. Is this meant to be?
Yes, this is meant to be.

3. The worker AI is a little bit out of whack. If I automate their action and then they run out of things to do, they will start traveling between my capital and my closest colony. This would be ok if they stopped doing that when new "jobs" become available, but they don't. I have to manually stop their current "action" and re-automate them, after that they do their job just as they should.
I never automate my workers as they spam trade routes so hadn't noticed this. Not sure there's anything I can do about it either but I'll have a look.
 
I'm guessing the rebel Bug is caused by the beyond the sword partisans event?
 
congratulations:D:D

Sorry for delay about ship scaling, RL work ruins my plans. Ill start tomorrow with this new version.

first look report, Abbai milani is purple buble

Thanks for hard work, hope your going to release quick bugfix for that planet burning thing.

Btw, why Drazi civilization? poor Premier got more work and threres probably not nearly enough predesigned models:lol:
 
Btw, why Drazi civilization? poor Premier got more work and threres probably not nearly enough predesigned models
Mainly because of the events of season 5 when they and the Narn attacked Centauri Prime. Their fleet was as large, if not larger, than the Narn Fleet.

Abbai milani is purple buble
I'll look into that.

The rebel bug should be a quick fix but off out to see the Desolation of Smaug tomorrow so don't know what I'll get done.
 
look also technomage ship. I reported earlier that it cause crash and I still seem to get crash to desktop when its in game.

Edit: giving all technologies via WB prevent crash, but if I place technomage ship in game without giving techs game crashes

New ships looks great:goodjob:
 
I would like to say: thx for your work. It´s fun to play and I still love it!

But I find some trouble with it. Turn on scripts and load your mod. There are some trouble with it. How to find them? See below.

"Find the CivilizationIV.ini file. (->My Documents/My Games/Beyond the Sword/CivilizationIV.ini)

Open with Notepad, Textwrangler or any text editor and go to line 103. It must look like this:
; Set to 1 for no python exception popups
HidePythonExceptions = 0

Now, Python exceptions are activated.

You might also enable the log files in line 227:

; Enable the logging system
LoggingEnabled = 1

Now, after crashes the log files in My Documents/My Games/Beyond the Sword/Logs will contain informations, that could help solve the problem."

If you do so and you load your mod after, python tells you some problems with the mod. Hope you find a soultion for this, because I love to play this :goodjob:.

Greetings John
 
How about those new part upgrades?:eek:

I cant use any of those new ones, plenty of credits and all techs but no possibility to upgrade/promote ships.

Is there some buildings that unlocks them? According to pedia there are only techs needed.

Old ones working..
 
you need to have a capitol shipyard I believe, the units can then purchase the upgrade in that city. I would know, I made them ;) Brilliant idea from psi corps :D
 
you need to update your title with FF: B5 & BP&I mod team :lol:
 
Hi guys,

Abbai Milani graphic problem is typo Milani=Miliani:) These are correct art defines..

<UnitArtInfo>
<Type>ART_DEF_UNIT_ABBAI_MILANI</Type>
<Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier1_Atlas.dds,3,5</Button>
<fScale>0.21</fScale>
<fInterfaceScale>0.48</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>1</bActAsAir>
<NIF>Art/Units/LoNaW_Ships/Abbai_Miliani/Abbai_Miliani.nif</NIF>
<KFM>Art/Units/FinalFrontier_Cruiser/Cruiser.kfm</KFM>
<SHADERNIF>Art/Units/LoNaW_Ships/Abbai_Miliani/Abbai_Miliani_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/CarrierShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>1.30</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>0.2</fBankRate>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
<ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
</UnitArtInfo>
 
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