A Babylon 5 Mod for the Final Frontier Mod

Will have a look.

:mad:Perhaps use 7-zip?:confused:

EDIT: I suggest incorporating these files into the mod as is, zipping, then uploading. (If it were just a couple of files, I'd do it myself... This way, I'm just waiting for the next update, sorry.)
 
Will have a look.

:mad:Perhaps use 7-zip?:confused:

EDIT: I suggest incorporating these files into the mod as is, zipping, then uploading. (If it were just a couple of files, I'd do it myself... This way, I'm just waiting for the next update, sorry.)

Ah well, your loss. ;) being a civ 4 modder, I would have thought you knew where the files went. ;) :lol: And thats the problem, my winrar will NOT keep the file pathways and wants to unzipp them all in one place. :mad:



:nuke: Cheers, Thorgrimm :nuke:
 
Ah well, your loss. ;) being a civ 4 modder, I would have thought you knew where the files went. ;)* :lol: And thats the problem, my winrar will NOT keep the file pathways and wants to unzipp them all in one place. :mad:

As I said: Amra (and I myself) use 7-zip, which doesn't do that. It's freely available here:

http://www.7-zip.org/

*And I'm not doing it myself, because I got better things to do than clean up other people's messy files after them.:p
 
As I said: Amra (and I myself) use 7-zip, which doesn't do that. It's freely available here:

http://www.7-zip.org/

*And I'm not doing it myself, because I got better things to do than clean up other people's messy files after them.:p

Your last post had no link, so I could not DL it. And nobody asked you to clean them up, all I asked for was help in configuring winrar. So why the stupid comment? :confused:



:nuke: Cheers, Thorgrimm :nuke:
 
I couldn't figure out that program Jeelen linked to so I DLed an evaluation copy of Winzip. I added the following building in the interim, so I needed to pull down the file anyway. :D Just unzip the new file into your C drive and it will put the files where they belong. If you do not use the C drive, adjust accordingly. :D

Mod DL Thread


New building: Sands of Blood

Pedia text:

Mutai is an alien term meaning Trial of Blood." The Mutai is a no-holds-barred fighting match taking place in a ring called the Sands of Blood. Only the bravest of a particular race may participate -- as combat usually leaves the loser crippled or dead. The Mutai dates back to the Yolu tradition of settling differences without war. The object of the match is to take one's opponent down. There are no rounds, rules, or gloves. Each year, hundreds of fighters vie for the title of Sho-Rin (translated loosely as "bravest of the brave"), or Champion of the Mutai.

A participant in the Mutai is called a mutari. A Ka-Tow is the mutari's second, or assistant. Mutari must show respect for the Mutai at all times. The referee of the Mutai is called the Muta-Do, or The Sayer. The most prestigious Muta-Do is Soon-Tek Oh, a 90 year old former mutari who has fought in over a thousand Mutai. Soon-Tek has the recent distinction of allowing Humans to participate in the Mutai. The Sho'Rin of 2258 was Gyor, until the human Walker Smith scored a points victory over the alien and won humans the right to enter the Mutai. Other past champions include a Drazi named Taan Churok and another Drazi named Lu'Kor, who was beaten by Gyor in 2258.



:nuke: Cheers, Thorgrimm :nuke:
 
Your last post had no link, so I could not DL it. And nobody asked you to clean them up, all I asked for was help in configuring winrar. So why the stupid comment? :confused:

I offer an alternative to winrar (without the config problem): all you gotta do is DL the exe. What's there to figure out? Zip programs shouldn't need extra help, and 7-zip is a free improvement upon Winzip. (I'll ignore the "stupid" bit, shall I?);)
 
I offer an alternative to winrar (without the config problem): all you gotta do is DL the exe. What's there to figure out? Zip programs shouldn't need extra help, and 7-zip is a free improvement upon Winzip. (I'll ignore the "stupid" bit, shall I?);)

7 zip is anything but easy. It is not intuitive at all. I wasted 20 minutes trying to figure out how to use the darn thing and never succeeded. So winzip will do for now.



:nuke: Cheers, Thorgrimm :nuke:
 
May 11 2008; Geneva, Switzerland; Sol System. Government officials of Earthdome have just confirmed what a few witness aboard Prime Station and the Armstrong outpost reported to ISN yesterday, about a "hole" in space appearing and dissapearing at seemingly random intervals in the moon's orbit.

OpenJumpPoint.jpg


"This 'holes', are called 'Jump Points' ", told us an R&D official, these Jump Points provide a way to access another dimension we call Hyperspace; this dimension did not decompress in a standard way at the Big Bang, rather, it remained half-compressed in relation to the normal space; although highly dangerous, navigation through the Hyperspace allows us to travel further away in a given time window; in example, now we can travel from Earth to Mars in just 10 minutes.

Navigation in Hyperspace is not easy, as there are no recognizable points of orientation, having to rely on "beacons" to plot a safe route through it. Moreover, it is not possible to make a "blind" jump into uncharted space, ever since there are no beacons there, a ship will most likely become lost (never to be seen again), or will have no information to make a safe jump back into normal space, this could lead to opening a jump point inside the atmosfere, inside a mountain, inside a sun....

Jump.jpg


Also, opening a Jump Point requires a lot of energy, so far, the ships equiped with a jump engine have been able to open a Jump Point for a small period of time, allowing other ships to jump, but having not enough energy to make the jump themselves, we are working on it.
---------------------

Yeah!, all of that just to say in a fancy way, that I have been partially succesfull on implementing jump engines. So far I've been able to:
- Make a ship open a jump point
- Give culture to the jump point so ships can jump (paradrop) from there
- Allow any other ship (jump capable) to jump (even if its movement points are already used)
- Make a ship "jump capable"
- remove the jump point at the next turn.

The problem is, opening a jump point causes the ship that opened the jump point to become out of movement points, hence being uncapable of making the jump.

The vree button:
View attachment Vree_Button.rar
 
Outstanding work bud! Can't wait to see it in action! Now this is why I am doing the grunt work. It allows you to concentrate on the coding we need. :lol:

I will begin adding the fleet lists for the minors tomorrow, and once that is done I will add the rest of the League minors that have fleets. :)

Is there any way to make the jump Point opening not cost movement? maybe something to do with the original paradrop?



:nuke: Cheers, Thorgrimm :nuke:
 
Is there any way to make the jump Point opening not cost movement? maybe something to do with the original paradrop?

I don't think so, I believe this has more to do with the "worker" mechanics, since the jump point is an improvement that needs to be built, even with no cost (as it is implemented right now), the movement points are removed.

Other facts on the jump point mechanics:
- It opens the very same turn it is requested.
- All ships in the same tile/plot/square (except the one that opens the jump point) regain their movement points when a JP is opened, this is because only with full movement points a jump can be made.
- After the jump, the ships can still move.
- A line of jump points can be made. So a ship can jump from another's ship JP to the location of other JP capable ship, regain its MP when the other ship opens a JP, and jump again and again. (this allows a ship to travel through Hyperspace further than a standard jump). This may seem OP, as it would allow a ship to jump to the other side of the map in a single turn, but take into account that this is requires a lot of resources (ships) distributed along the whole map, and is also micromanage intensive, so I don't thing its a big deal (*)
- For some reason the culture dissapears after one turn, so I just had to take care of removing the JP improvement. However this prevents a Jump Gate improvement to be created. I have no problem with this, since jump gates are for standard hyperspace routes, that are represented by jump lanes (or their succesors).
- Since you can only jump into visible space (doesn't matter if it has been charted before, it needs to be visible) we should consider a "beacon" unit, that barely moves, can't attack, and to be invisible; for non standard hyperspace routes and early warning systems.
- Ships can jump into a Black hole and get out without trouble (given that the ship has enough movemen points to get out.:lol:

(*) I didn't program this to be this way, but while testing it occured to me to try this,and it worked. This is easily removable, but it wont allow all ships in the JP square to jump, ever since to make a jump the ship needs all it movement points.

If you want I can upload the needed code for you all to make tests.

EDIT:
BTW, I tested Thorgrimm's pre-mutai patch, I have a few suggestions:
- Make the AstralGate so that it requires the "Beyond the Rim" tech (we'll deal with that project later), this is because in the test, while some species builded ships an stuff, others simply built the AstralGate project.
- Rename the ships, instead of (i.e.) EA Nova, use Nova Class Dreadnought. Pretty much a minor change but it fits my linking more, what does anyone else thinks of this?, It too much work just to rename all ships, just because of me, but if every one agrees then it will be worth.
- I couldn't help to notice that the FF ships are still there
 
They are gone in the new patch, so you may want to DL the new one. Since I had to figure it all out by my lonesome, it takes some time to get everything right. :lol: As it is set up now, only the barbs can build the FF ships, I think. :lol:

Will do on the astral gate. As for namig, whatever the consensus is let me know. I originally wanted to name them by the entire class name, but decided for the sake of brevity just the race and class name would do. :D let me know what everyone wants, so i can name them correctly.



:nuke: Cheers, Thorgrimm :nuke:
 
- Ships can jump into a Black hole and get out without trouble (given that the ship has enough movemen points to get out.:lol:

FYI: as a Black Hole warps both space and time (the space-time fabric) it is both theoretically and physically impossible to move out of a Black Hole. (In game terms: no matter Movement Points a vessel has, it can never move out - it doesn't have the time.);)
 
@Saschkin, what pics do you need? Just give me a shout and I will post 'em. I am hoping you do the Earth Alliance once you get the basic Brakiri fleet done.

About the Pak'Ma'Ra, yup, they bought a lot of their ships from the Drazi and other League members. The ones I have listed are the ones unique to the Paks.

Also, I. kinda hoping you will dedicate your outstanding skills to the B5 mod.

For now i need only Brakiri pics, but next on my list for now would be Drazi/Pak`Ma`Ra..
..i figured i do the more exotic stuff first, because a) im into exotic stuff anyways and b) if the more popular ships are still open this might attract somebody else to help out.. ;)
..and yea, now that i started on this i want this mod to be finished, so a good part of my modeling will be B5 ships (however im slow at times..) :crazyeye:
 
For now i need only Brakiri pics, but next on my list for now would be Drazi/Pak`Ma`Ra..
..i figured i do the more exotic stuff first, because a) im into exotic stuff anyways and b) if the more popular ships are still open this might attract somebody else to help out.. ;)
..and yea, now that i started on this i want this mod to be finished, so a good part of my modeling will be B5 ships (however im slow at times..) :crazyeye:


Lol, ok. I will post the rest of the Brakiri and the Drazi/Pak'Ma'Ra pics for ya. I will have them up on the mod's fora later today. :)

EDIT: Did you want me to post what Brakiri and Drazi modles I have also?




:nuke: Cheers, Thorgrimm :nuke:
 
..if there are still brakiri models you have and i dont post em :)
I cant tell when im done with the next package tho, making good progress on the Corumai now as i skipped the other ship but you never know.. ;)

The rest of the Brakiri are posted, along with the Drazi Freehold and Pak'Ma'Ra pics I promised. Put them to good use. ;):D

I will try and get the models up later today for the Drazi, no models for the Paks though.



:nuke: Cheers, Thorgrimm :nuke:
 
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