A Babylon 5 Mod for the Final Frontier Mod

So far i've changed the <OrPreReq> to <AndPreReq> on Colonization, Terraform, Ship Construction and Basic Artificial Gravity and it's all still loading up and playable.
Some things i noticed on my last play test.
1. Fighters and Bombers do not gain experience i think we need to add this in to the mod it enables the player to build up his units against the Barbs/Pirates.
2. Pirates are forever destroying the Jump lanes, in effect the Jump gates. No one did this in B5 unless there was no other choice. Example Sheridan fighting a Shadow Ship. Is there anyway to make the Jump lanes un-pillageable?
3. After a ship is destroyed is there any way that some form of salvage can be left? This could be used to either add a bonus to a research project through reverse engineering a tech you have not yet learnt or as a hammer bonus to a systems production.
4. The Markab (unamed leader), when i encountered him, had the Hyach Homeworld. I would have changed the names in the files but haven't a full list of their colonies to work from.
5. Missiles are automatically generated by the starbases and relocated to the nearest friendly star system. You can then Rebase them anywhere you want. I don't feel this is very realistic, at least for missiles. Can we make it so that they have to be transported by a transport ship (or a military ship) or change the starbase so that it can store missiles? On planets you would need to build either a Munitions Dump or Missile Silos to store those missiles. Similar to the airfield, a planet can store 5 missiles, 25 with Munitions Dump or Missile Silo. A Munitions Transport can carry 5 Missiles but not fire/launch them.
6. Thought of some new techs to add, Genetic Engineering, Bio-Technology, Living Ships and to remove Fission Power and Beyond the Rim. (Watched the last episode of season 4 the other day Humans don't seem to be ready to go beyond the Rim until the Sun dies, Millions of years from now.)
Your thoughts please?

1. I also agree

2. I believe that jump lanes should be pillageable, yes, it is a Rule of Engagement, "Empires come and go, but the jump gates remain", but as we now many species (like the Centaury) do not always follow the RoEs Let me remind of the use of mass drivers against Narn, or the blowing up of Jump gates in the ISA-Centauri war, also, pillaging a jump lane could be usefull in a retreat scenario, like the humans did in the Earth-Minbari war, effectively delaying the minbari onslaught.

3. I'll see, perhaps by placing goody huts on the destroyed ship's location, but wont be sure... will report later.

4. Yeah, the Markab are a part of the LoNAW, and we still have no name for their leader.

5. Yes, if we make the missiles un-rebaseable, and the starbases capable of holding the missiles, it sould be made, also, this will make the use of resuply ships worth.

6. I agree with the Techs to add, and also agree to remove Fission, but I strongly disagree with the removal of "beyon the rim", after all, Humans were severely delayed by the civil war of 2700, but since this is a "what if" game, such civil war doesn't necesarily have to happen.

7. I agree with Thorgrimms idea, homeworlds should have all the available buildings from the begining... I have seen that this requires python work, I'll look into it.

@ JEELEN
That doesn't sound like something the mod would do, I advise to download your GPU latest drivers, remove the ones you currently have and install the new ones.

Also, the current first contact text string should be changed to something more representative to each species.
 
OK, first I got a message to check my graphics drivers and after reloading a "GFC Error: failed to initialize the primary control theme". (I DLed patch f, but not version d, because I already have that. Am I missing an e or what?)
Not sure what is causing your graphics driver problem other than the obvious, update the drivers.:mischief:
there was an e patch, originally posted by Thorgrimm, can't find the link now though.:eek:
I Would have uploaded the missing files myself but i don't have enough space at present. Apologies for that. Will try and provide a more detailed update this evening, if i'm given the time by the Drakh child that controls this house:lol:

@Premier
2. I believe that jump lanes should be pillageable, yes, it is a Rule of Engagement, "Empires come and go, but the jump gates remain", but as we now many species (like the Centaury) do not always follow the RoEs Let me remind of the use of mass drivers against Narn, or the blowing up of Jump gates in the ISA-Centauri war, also, pillaging a jump lane could be usefull in a retreat scenario, like the humans did in the Earth-Minbari war, effectively delaying the minbari onslaught.
Whilst i do agree with that in part, from the point of view of the pirates, they prey on the ships using the trade routes, destroying the Jump gates/routes would be counter productive for them. Although now we have brought the subject up it would appear that this might require changes outside of the XML files.
 
Not sure what is causing your graphics driver problem other than the obvious, update the drivers.:mischief:
there was an e patch, originally posted by Thorgrimm, can't find the link now though.:eek:
I Would have uploaded the missing files myself but i don't have enough space at present. Apologies for that. Will try and provide a more detailed update this evening, if i'm given the time by the Drakh child that controls this house:lol:

Graphics drivers are fine, thank you, but I've now gotten that "GFC Error: failed to initialize the primary control theme" trying to load my own MOO2Civ (Patch4) working version, causing the load to fail and it's also popped up on PSYX's thread when someone tried to load his latest mod version. Real funny.:mad:

EDIT: Just had it again with another mod version - I'm running a virus check now.
 
@Psi Corps, here is Mr. Linky. :D And I have all the space we need on my server.


Mod DL Thread



:nuke: Cheers, Thorgrimm :nuke:
 
Psi Corps, did you want me to put it on my server? That way folks won't have to put up with the add crap on file front. Let me know your decision. :)



:nuke: Cheers, Thorgrimm :nuke:
 
Will check as soon as I've reinstalled BtS and the mods I value plus my own files. (It appears SOMEONE uploaded a mod update which disabled certain other mods... One would think modders would take care not to commit such a FAUX PAS.)
 
@Jeelen

I hope it wasn't me:scared:

Good luck with the reinstall.

I've been musing about this all night and most of this morning. How difficult would it be for all units to have hidden identity until such time as you learned to communicate with the Race you have encountered. EG 2 ships meet in the depths of space and you get a list of options.
1- Ignore the Alien ship and continue on your way - Small chance of the alien being offended and attacking you.
2- Attempt to communicate - Small chance of the alien being offended and either leaving or attacking.
3- Transmit your language and mathematics systems - Small chance the Alien responds in a similar way, leaves or attacks.
4- Attack the Alien ship
There are other things that can be added to this such as setting an attitude(possible Civic) to Aliens Friendly, Cautious, Neutral, or Hostile.
You wouldn't actually get the diplomacy screen option untill such time as you have translated their language. Which leads to an expansion of the tech tree so you now need to have language translation for each Race in the game that you are playing.
I can hear the response now, modifications in Python and or SDK to do that. I can dream though can't i?
 
Mod starts fine now.:) (Nothing to report, though, as I started a game with Ascendancy on... will report back later.);)
 
@Jeelen
Hope you enjoy what we have so far.

@everyone else
I'm going to try my hand at adding in some diplomacy options to the techs. ie which techs will enable trade, open borders etc etc. I shall also be having a go at adding a building (not telling you which until i know i have done it lol).
 
I'm going to try my hand at adding in some diplomacy options to the techs. ie which techs will enable trade, open borders etc etc. I shall also be having a go at adding a building (not telling you which until i know i have done it lol).

Ha, i thought that would be so easy. Can't see how you add the ability to trade and or have open borders, doesn't appear to be an XML function unless i'm looking in the wrong place. Tried to add a building but couldn't find the small pictures of the building i wanted to use in any of the files i thought it would be in.
Only thing i did change was to change the Alien Legation so you now have to have Language Translation instead of 1st Contact Protocols.
 
Ha, i thought that would be so easy. Can't see how you add the ability to trade and or have open borders, doesn't appear to be an XML function unless i'm looking in the wrong place. Tried to add a building but couldn't find the small pictures of the building i wanted to use in any of the files i thought it would be in.
Only thing i did change was to change the Alien Legation so you now have to have Language Translation instead of 1st Contact Protocols.


Actually it is an XML function. ;) I have implemented those functions already using the diplo techs. If you want to specify which does what go ahead and I will make the changes.:)



:nuke: Cheers, Thorgrimm :nuke:
 
Hi Thorgrimm
Actually it is an XML function. I have implemented those functions already using the diplo techs. If you want to specify which does what go ahead and I will make the changes.

What i would like to see for the diplomacy options are as follows.
First Contact Protocols - Allows Map Trading
Language Translation - Allows Open Borders
Credit Chit - Allows Build Wealth
Universal Currency - Allows Trade
Alien Diplomacy - Allows Tech Trading and Defence Treaties
Galactic Diplomacy - Allows Permanent Alliances
Advanced Computers - Allows Build Research
Tachyon Communications - Allows Build Influence (culture)

I think that covers everything. I've also attached the most recent revision to the tech tree so you can see what i had originally envisaged and compare it to what we have so far. Some of it is already in place some may not be possible. Let me know what you think.:)
 
I can hear the response now, modifications in Python and or SDK to do that. I can dream though can't i?

Sounds like it, actually more like C++ work (SDK), I haven't seen anything in the python code that makes me thing that such things are possible, I know C++, but I'm afraid to say that I had opened the source files and they aren't very friendly to say the least, I have no time to try to figure out how that code works. :(

Now talking about the tech tree:
- I believe that Tachyon Comms shouldn't be such an early tech.
- I like the fact that Hyperspace is reachable earlier
- I think that Ship Construction should be available earlier, Basic artificial gravity isn't needed for ship construction.
- There isn't a point for having a Living Ships tech, with Organic Technology we have that covered
- As far as I know First Contact Protocols need to have a PreRequisite ( at least the way we are handling the tech tree so far)

Now a small update on my front, I have located and understood the code to add the buildings to a planet (i.e. paradise gets a free mag-lev network) unfortunately that code adds it to every planet, not just the homeworld, I'm working on it.
No further advances in the Hyperspace stuff.

On a side note, I have a certification exam next monday (:scared:), so it is very likely that I wont be able to work on this project next weekend, I'll try to do something, but no guarantees.
 
- I think that Ship Construction should be available earlier, Basic artificial gravity isn't needed for ship construction.

All ships in the series have Artificial Gravity, though.;)

- There isn't a point for having a Living Ships tech, with Organic Technology we have that covered

Organic Technology does not equal Living Ships, if you think about it - so yeah, two separate techs is correct.;)

Oh, and success with your exams!:thumbsup:
 
- I believe that Tachyon Comms shouldn't be such an early tech

Although i would like to place it earlier in the tree i also want to increase the research time for this tech (as well as a few others) The test games i have played so far have all seen the tech tree fully researched before i've colonized more than 6 or 7 systems and this is despite dropping my research perecentage to 10%.

I've just added quantium 40 as a resource (uses stone resource) which is revealed by Vortex Generator Tech. Just need to ensure that it enables the ability to build jump routes. Will post more on this later.
 
Some playtest results:

- Tech costs should be increased exponentially (from around 2309 AD I was researching at 2 turns per tech at a Science/Esp. ratio 60/10, with a 10+ cash surplus, by 2310 AD I was at 50/10 with 20-30+ cash surplus, and in 2312 AD I'd researched Planet Killer at 1 Tech per turn - this with only 4 star systems under my control and I had't even met all civs yet)

- (one of the reasons for this seems to be that) all Civics are available from the start; I could switch immediately to the most productive ones (experiencing only a couple of turns unhappiness in my homeworld at some point before I had corrected the situation with extra :culture:buildings)

- also, the lead civ was only researching Colonization in April, 2311 AD (when I'd already colonized 3 systems); the AI seems more concerned with building Jump Lanes... It might help if more techs (especially shipbuilding techs) were dependent on Colonization.

Otherwise I had a lot of fun playing.;)
 
Otherwise I had a lot of fun playing.

Glad you enjoyed it so far.:D

Were there any wars declared in the game? I added a short clip of music from B5 for the declaration of war just wanted to know what you thought of it if you heard it?
Been working on slowing down the early game. I've been adjusting the research times but first playtest i got the Knowledge value which didn't do me any favours in seeing how the changes worked but i stuck with it and have decided i need to increase the research some more. Once i've down this i'll upload a patch with all the latest updates (at least from me anyway).

Also in the early game the scouts zip about and you are discovering the other races a lot sooner than i would like. So if we can slow down the ships to speed 1 until Fission power is discovered which increasestheir speed to 2 and then a further speed increase either to 3 or 4 when Ion Engines are discovered. Need to keep the military ships down to Corvette or Frigate size until ship construction is researched.

I have also been lookingat the warp/jump route system and have tinkered with it a bit. If we change Warp Lane to Trade route and remove its road bonus it would still enable you to benefit from the resources in the asteroids but the trade routes would be vulnerable to the Pirates. If we can then make the Jump Lanes un-pillageable it would reflect the way the series showed the jump gate system to work.
On the back of this would it be possible to change the construction ship into two different units. First you have a mining ship which goes out and builds a mining colony (extraction facility). This would work in the same way as building a starbase. The unit would be consumed and it would establish its own 1 square of influence. Second unit would be a trade or merchant ship which builds the trade route out to the extraction facility. The hardest part of this idea will be getting the Ai to understand that it doesn't need to build trade routes in every square but only to link a resource to a star system.
I've also changed Crystals so they are hidden until you research advanced data research and no one can build jump routes/jump engines ubtil they have the new resource of Quantium 40. I've tried to make this rarer than Uranium but as i haven't gone into the world builder to see how many plots of Quantium 40 were generated i don't know how successful i was.
all Civics are available from the start
This is something we are definitely going to have to tackle before long as well as the traits as these will all affect the tech research and build rates of the races.
 
Back
Top Bottom