A Babylon 5 Mod for the Final Frontier Mod

The changes you are proposing/implementing seem OK.;)

Can't report about wars, because there weren't any when I advanced to Planet Killer; also I met no Pirates to speak of. Besides this my earlier remarks seem still valid.:mischief:
 
I've placed a few posts on the developement fora, found here -Babylon 5 Mod developement forum
I've posted a few more ideas on here.
Can't report about wars, because there weren't any when I advanced to Planet Killer; also I met no Pirates to speak of. Besides this my earlier remarks seem still valid.
I thought i'd covered all the points you raised? What did i miss?
 
I thought i'd covered all the points you raised? What did i miss?

Had to read back quite a few pages for that one, but that'd be that:
- more buildings are still needed
- diplo options still lacking (might be the cause for lack of war)
plus
- Planet Killer unit stash basically ends the need to play(test) further
- unit costs need to be more diverse (for instance PDS=PDF, so why build the non-moving one?).

Can't think of anything else right now, so once again: keep up the good work!;)
 
I downloaded V 1.08 and tried to build in the 2 new models but the "CIV4UnitArtStyleTypeInfos.xml" is empty and seems to redirect to a dubious "CIV4CivilizationsSchema.xml" which i couldnt find.. :dubious:

..so how do i put my models in??

Do you mean the old Brakiri, or some new models?



:nuke: Cheers, Thorgrimm :nuke:
 
New models.. ..i put them in the ArtDefinesUnit.xml but the game ignores it, and i cant find a file where the ArtDefines are linked.. :dunno:

The Units are alreadey set up for the art all you have to do is locate the following sections and make the changes.

First up is the Unitinfos XML

Find the following section as an example and have the highlighted portion point to the new art:
Spoiler :

Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>2.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>[B][COLOR="Red"]ART_DEF_UNIT_SCOUT_I[/COLOR][/B]</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

Then go to the Civ4ArtDefines_Unit and find the proper unit and change the folloing sections to point to the proper art location:
Spoiler :

Code:
	<NIF>Art/Units/FinalFrontier_Scout/Scout.nif</NIF>
			<KFM>Art/Units/FinalFrontier_Scout/Scout.kfm</KFM>
			<SHADERNIF>Art/Units/FinalFrontier_Scout/Scout_FX.nif</SHADERNIF>


All the units are named before the actual units items so it should be easy to find the proper unit. For example, the Oracle Scout is named as such before the unit begins in the two XML files. :)

Or you can always Email the units to me and I could add them. :D



:nuke: Cheers, Thorgrimm
 
aaah.. ..its hidden in the Unitinfos.. ..thanks Thorgrimm :goodjob:

..well theres no point in *officially* adding the units now, i usually add them to the mod as soon as i finished the Blender work to see if theres any refinement to do before i animate them etc..:crazyeye:

Glad I could help. And I look forward to your new creations with baited breath. :D



:nuke: Cheers, Thorgrimm :nuke:
 
Hi All
I've been moderately busy over the last few days. The Markab now have a named leader and are no longer a part of the LoNAW and a stand alone race. That said i don't know how we stand on a fleet list for them so we may end up having to relegate them again lol.
I've also finished increasing the research costs for the techs. Had a few more thoughts on additional techs, so am now looking at reorganising the Tech tree and adding the new Techs. As tomorrow is a bank holiday i have the day off and will get a bit more done so i shall post all the changes as an update in post #1 then.
I will also be making the ship building a little more difficult. At present everyone can build everything as it becomes available to them. There is no need to go out and get the resources available as all they do at the moment is reeduce the build time. So i hope that in the next update you will find that you now need Titanium and Iron to build your ships.
 
Hi All
I've been moderately busy over the last few days. The Markab now have a named leader and are no longer a part of the LoNAW and a stand alone race. That said i don't know how we stand on a fleet list for them so we may end up having to relegate them again lol.
I've also finished increasing the research costs for the techs. Had a few more thoughts on additional techs, so am now looking at reorganising the Tech tree and adding the new Techs. As tomorrow is a bank holiday i have the day off and will get a bit more done so i shall post all the changes as an update in post #1 then.
I will also be making the ship building a little more difficult. At present everyone can build everything as it becomes available to them. There is no need to go out and get the resources available as all they do at the moment is reeduce the build time. So i hope that in the next update you will find that you now need Titanium and Iron to build your ships.

I believe that is a monumentally bad idea. There are not enough resources produced in the normal FF mod so a lot of races are going to get boned quite bad and will never be able to build whatever ships that require that resource.



:nuke: Cheers, Thorgrimm :nuke:
 
I will also be making the ship building a little more difficult. At present everyone can build everything as it becomes available to them. There is no need to go out and get the resources available as all they do at the moment is reeduce the build time. So i hope that in the next update you will find that you now need Titanium and Iron to build your ships.
I implemented some of the changes required, my reasoning behind this was that on our own planet we are consuming lots of resources and to build ships the size of the ones shown in B5 we would need a whole lot more resources. The changes i put in meant that you would need 1 of 3 or 4 resources to be able to build the ship required. The resources i chose were Iron, Titanium, Aluminium and Quantium 40(for Jump Engines). So even though you would in theory need all 3 (4 for Jump Engine equipped ships) as long as you have access to one of them you can build the ship you want. I would prefer to make it so you would need all of the resources but that would be unrealistic.
Anyway have a look at the changes and let me know if i've slowed down the early game too much. Post #1 will have the update.
 
The changes i put in meant that you would need 1 of 3 or 4 resources to be able to build the ship required. The resources i chose were Iron, Titanium, Aluminium and Quantium 40(for Jump Engines). So even though you would in theory need all 3 (4 for Jump Engine equipped ships) as long as you have access to one of them you can build the ship you want. I would prefer to make it so you would need all of the resources but that would be unrealistic.

Considering that Iron, Titanium and Aluminium are also available on this planet, I think that's quite alright. Anyway, will check it out.;)
 
I implemented some of the changes required, my reasoning behind this was that on our own planet we are consuming lots of resources and to build ships the size of the ones shown in B5 we would need a whole lot more resources. The changes i put in meant that you would need 1 of 3 or 4 resources to be able to build the ship required. The resources i chose were Iron, Titanium, Aluminium and Quantium 40(for Jump Engines). So even though you would in theory need all 3 (4 for Jump Engine equipped ships) as long as you have access to one of them you can build the ship you want. I would prefer to make it so you would need all of the resources but that would be unrealistic.
Anyway have a look at the changes and let me know if i've slowed down the early game too much. Post #1 will have the update.

You don't slow it down, it stops dead in its tracks. Unless you are EXTREMELY lucky, you will NOT be able to build any ships at all if you require resources to be built. and no, our planet has enough resources to build Monstrous amounts of B5 ships. Then the sheer amount of resources in the Asteriod belt and the other System bodies is staggering. Thats why I was investigating the possibility to have resources on the planets themselves. I was able, with help, to get them to be available on the stars and had not reached the planet level yet. Way too few resources possibilities in FF IMO.

I have had games where the nearest resource was one quarter of the map away, and it was not even one of the ones you mentioned. Also, if you look in the Pythong for Resources, IIRC, it is weighted towards Oxy, Water and resources like that.



:nuke: Cheers, Thorgrimm :nuke:
 
Well, looks like i was wrong and you guys were right i'll amend the changes i made to resource requirements except Quantium 40, this would be the only element we would need to keep in as there is an episode that states that Quantium 40 sells at a high price per ounce. I'm still learning about play balance and to this end we really need to sort out what traits each of the races is going to have. More play balance can be done with the traits sorted than without. Also we need to discuss Civics as again these will affect play balance.
 
Hi guys! I'm back.

I'm now a Sun Certified Java Programmer:), tho my grade wasn't a very thrilling one :sad:.

Anyway, back to business. As you know I haven't had time to work on this project, hopefully that will change soon.

In the mean time I have decided to release the current version of the Hyperspace code: View attachment HyperSpaceDeveloper.rar
This is intended ONLY for DEVELOPERS!
Within the RAR is a dds file for the button, a XML file containing the code pieces required for the various files (it is stated to wich file to add the lines), and of course the python file.

Hopefully one of you can do the XML-merge and release it, I'm looking forward for any feedback on this.

Now onto the resources stuff, I say we keep the FF approach, having a resource should increase production towards something, in this case Q40 should increase production for Jump Capable Ships, and perhaps hyperspace routes.
 
So, Saschkin, are we ever gonna see the new ships you have been working on? ;):D



:nuke: Cheers, Thorgrimm :nuke:
 
errr...:rolleyes: ...sorry..:D

..was a little exhausted during the week (late shift) and away today, lets see whats going to happen tomorrow..;)

Lol, NP my friend. Its just you do such good work I wanted some new toys to put in the mod. :D



:nuke: Cheers, Thorgrimm :nuke:
 
Hi all
Nothing good to add at the moment. I've reorganised the tech tree and made a few alterations to it. I also removed all of the requirements for raw materials but unfortunately i can't upload the work done as the Mod is now failing to load. Everything loads as it should but when it is supposed to show the start up menu i get the unexpected error and a crash to desktop. I'm going to try a few other things before i call for help so bear with me.
 
Back
Top Bottom