A Babylon 5 Mod for the Final Frontier Mod

Well, the 1.08 part works but when i update with 1.08a the mod fails to load. Any changes i try and make to 1.08 now cause the mod to fail to load even though there are no error messages whilst the mod is loading. Can anyone suggest anything i might try?
 
Sorry guys, I haven't been able to keep up to date/work on the mod, real life gets in the way... but I don't complain.

So this, 1.08 and 1.08a versions have been published or are they internal works...

Perhaps with some "source" with some code, so that we can help?

BTW, has anyone tried to add the Hyperspace stuff?
 
Hi Premier, post 406 on page 21 has the link to download version 1.08. Don't bother with patch 1.08a as it wasn't a very good patch.I'm working on a far better one at the moment and all is working well so far. Haven't had a chance to try the hyperspace stuff out but will over the weekend.
 
errr...:rolleyes: ...sorry..:D

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

Been another week bud. ;):D



:nuke: Cheers, Thorgrimm :nuke:
 
Hi All
BTW, has anyone tried to add the Hyperspace stuff?

Yes i've added it all in and all is working as it should be apart from one thing. I Used the world builder, added all the techs i needed to have a jump capable ship, added a jump capable ship and then went back to test it. Once i put my cursor over the Open Jump Point button it said that it will take 2147483647 turns to complete. This might be a little long especially if you want to get away from an enemy 2 turns away.
 
Ah well, now theyre done, hope i didnt asphyxiate you..

I'm a patient man i can wait, NOW WHERE ARE THE EA SHIPS! :mad::lol:

Seriously though Saschkin thanks for doing these for us i know it's time consuming but it is really appreciated.

@Thorgrimm - Have you any little snippets to add to the Mod? I've been wondering if we can change the Alien Legations and make them race specific. So instead you now build a Narn Legation or a Centauri Embassy and instead of it adding to your Influence/culture it has a positive modifier to the race whose embassy you have built.

@ Premier -Any thoughts on the Open Jump Point problem i mentioned before?
 
Ah well, now theyre done, hope i didnt asphyxiate you..:crazyeye:

Lol, just a bit. I was beginning to turn blue. ;):D

@ Psi Corps, sure we can have race specific buildings. What would you have them require?



:nuke: Cheers, Thorgrimm :nuke:
 
@Premier(from an earlier post i didn't respond to fully)
- I believe that Tachyon Comms shouldn't be such an early tech.
Tachyon Comms cannot now be researched until you have developed Colonization. My reasoning being that you don't really need super fast communications until you have a colony on a planet in another star system at which point it becomes essential.
- I like the fact that Hyperspace is reachable earlier
Changes to the tech tree have now made Jump gates available as soon as Vortex Generators have been researched. There is no requirement to research Jump Gates or Jump Engines.
- I think that Ship Construction should be available earlier, Basic artificial gravity isn't needed for ship construction.
The changes i've made to the tech tree should still give some shipbuilding early enough to be of use in defending against pirates and fighting a war. I'm still working on this as i don't want to add too many ships too early.
- There isn't a point for having a Living Ships tech, with Organic Technology we have that covered
Organic Technology doesn't mean you can build Living Ships but along with a new tech i've added (Semi-Sentient Computers) you can now build ships like the Vorlons (The Ship sang to me. Season 2 episode)
- 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)
I would like the pre requisite for this to be contact with another Race but don't know how to set it up. I did mention something earlier in this thread. See spoiler.
Spoiler :
Two 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've been busy working on the mod not just playing. However playing the changes i've made so far shows that by the time you have researched Colonization you should have been able to populate most of the worlds in your home system. so logically if you have no planets in your home system there is nothing left to do but go to the stars.
@Thorgrimm
sure we can have race specific buildings. What would you have them require?
Basically i would like them to be like standard civs Religion centres but with obvious differences.
Spoiler :
Example -
An 8 Race game.
The Narn has met the Minbari and Brakiri and Translated their Languages.
The Narn researches Alien Diplomacy so he can build Embassies/Legations for both of these races. Only 1 Embassy/Legation to each Race can be built in a system.
The Narn have 5 planets in their Home system and builds Embassies for the Minbari and Brakiri. The Narn now get a +1 favourable shift in their reactions from the Minbari and Brakiri.
The Narn can only build Embassies for another 3 Races in the home system.
The Narn encounters the Centauri and after translating their language builds an Embassy/Legation for them. Unfortunately just after completion of the Centauri Embassy/Legation the Brakiri declares war on the Centauri. The +1 favourable shift from the Brakiri reduces to zero because you have an enemies Embassy/Legation on one of your worlds.
Shortly after this the Narn meet the Earth Alliance, Drazi and Markab races. The Narn now have to decide which 2 of the 3 new races is going to get an Embassy/Legation built for them.
An additional benefit of the Embassy/Legation would be to benefit trade.
The Embassy/Legation benefits are cumulative. So if the Narn had 2 other Systems colonized and 5 worlds in each system with Embassies/Legations on each they could have +3 Centauri, +2 Brakiri, +2 Drazi, +3 Minbari, +3 Markab and +2 Earth Alliance favourable reactions. The Brakiri and Centauri would both reduce to zero for the duration of the war between them.
Another benefit of the Embassies/Legations could be that in the Brakiri/Centauri war having their embassies does give you a bonus at trying to broker a peace deal between the warring factions.

I've posted a question in another thread which relates to increasing a ships movement when a new technology is received (like refrigeration does in standard Civ. All i need to know is what Domain i add to the text to make it work.
That's all for now.
 
I'm a patient man i can wait, NOW WHERE ARE THE EA SHIPS! :mad::lol:

WHERE WHERE!! :p

@ Premier -Any thoughts on the Open Jump Point problem i mentioned before?

Actually I do. It seems that I forgot to add some required XML code, sorry. :blush:
Code:
            <iDropRange>5</iDropRange><!-- Distance I can Jump -->

            <iWorkRate>4</iWorkRate><!-- How fast I build -->

Tachyon Comms cannot now be researched until you have developed Colonization. My reasoning being that you don't really need super fast communications until you have a colony on a planet in another star system at which point it becomes essential.
Changes to the tech tree have now made Jump gates available as soon as Vortex Generators have been researched. There is no requirement to research Jump Gates or Jump Engines.

I can't possibly agree more!

The changes i've made to the tech tree should still give some shipbuilding early enough to be of use in defending against pirates and fighting a war. I'm still working on this as i don't want to add too many ships too early.
Organic Technology doesn't mean you can build Living Ships but along with a new tech i've added (Semi-Sentient Computers) you can now build ships like the Vorlons (The Ship sang to me. Season 2 episode)

Now that makes sense. :goodjob:

I would like the pre requisite for this to be contact with another Race but don't know how to set it up. I did mention something earlier in this thread.

Sorry, I haven't had time to see if that can be done in Python...

I've been busy working on the mod not just playing. However playing the changes i've made so far shows that by the time you have researched Colonization you should have been able to populate most of the worlds in your home system. so logically if you have no planets in your home system there is nothing left to do but go to the stars.

That sounds good, but I'm worried about the time... doesn't it take too long??
Also, I believe that some of the earlier techs should have a very low cost, like "Solar Panels", I think that researching it shouldn't take more than 2 or 3 turns, the same with SOME of the others.

Thanks, I'll download 1.08 and try it out.
 
I'm a patient man i can wait, NOW WHERE ARE THE EA SHIPS!

..hmm..well, id really like to do the Warlock, but I need to get Nifviewer working before i do that..
..ill need it to add some projectile weapons to the cruiser beams on the Warlock, add glow to the drazi engines etc etc.. ..until then ill stick with stuff that is easier to animate, so maybe a Brakiri package #3.. :D
 
Actually I do. It seems that I forgot to add some required XML code, sorry.
I've put the lines in now will let you know how it goes.:D
..hmm..well, id really like to do the Warlock, but I need to get Nifviewer working before i do that..
..ill need it to add some projectile weapons to the cruiser beams on the Warlock, add glow to the drazi engines etc etc.. ..until then ill stick with stuff that is easier to animate, so maybe a Brakiri package #3..
Well, the work you do is pretty awesome so i'll let you off. Brakiri package 3 will be fine.:goodjob:
I Had a major revelation last night whilst i was play testing changes i need to do some work with the idea it generated before i post anything about what it was. The only thing i would need help with are the icons but we can cross that bridge later. Have to make sure the idea works.:lol:
 
OK, looks like no one has had much to report on anything since my last post.
Here is what i've been doing. I've played around with the tech tree some more, added some techs, removed some techs and moved some techs. I've also made the civics dependent on research of techs but i'm not really happy with this yet. Promotions have also been made tech dependent, some are now unavailable until Beyond the rim, which is where i've now placed everything we don't want to keep in, going to change the research time for this to something ridiculous (at least for the time being) so as it can't be reached quickly.
I Had a major revelation last night whilst i was play testing changes i need to do some work with the idea it generated before i post anything about what it was.
Seems like i need to do something with the DTD schema to get what i want working but i'm still keeping quiet about it for the moment as if it doesn't work i can just say so without building up hopes.
I Did add a bonus to movement for completing research on some of the techs but unfortunately this then enabled the P.D.S.(GOD satellite) to move which i didn't want. The only to stop it moving was to give it a -5 movement but this seemed to cause the game to crash sooner. Soon as i removed it everything ran as it used to.
Looking into adding a few more social type techs to allow for the existing government types. However i'm also looking into limiting the governments as B5 didn't seem to have too many variations on governments for each of the races. Minbari had a caste system, Centauri an elected Emperor (monarchy, could also be republic) Humans have an elected President (either Technocracy, Democracy or Police State) Narns have a feudal system. So lots of different systems but each race seemed to stick to what they were from start to finish(bar the EA during the civil war). I'm happy for anyone to correct me on any of these.
Does anyone know where i can find what governs the start date of the game as i would like to change it but can't find out what governs it, is it XML, Python or the SDK?
 
I can't do anything till you finish changing the techs. As it is I will have to redo all the tech and building requirements that are all ready in. So till you are finished monkeying around with the techs, I am on hold. ;):D



:nuke: Cheers, Thorgrimm :nuke:
 
..well, the Pak`Ma`Ra have a really nice political system, they don`t have an inherent understanding of hierarchy at all.. ..i`d move there if it wasnt for their eating habits..:lol:
How do you gonna call it? Anarchy? Collectivism/Collective? Cooperativism? Grassroots something?
It isnt even an ideology, they are just that cool..
 
..well, the Pak`Ma`Ra have a really nice political system, they don`t have an inherent understanding of hierarchy at all.. ..i`d move there if it wasnt for their eating habits..:lol:
How do you gonna call it? Anarchy? Collectivism/Collective? Cooperativism? Grassroots something?
It isnt even an ideology, they are just that cool..

So is that a hint you are working on Paky ships now? :D



:nuke: Cheers, Thorgrimm :nuke:
 
Come to think of it, pretty much all the more interesting Civics are to be found in the League.. ..the Vree and their Guilds, The Abbai are a (tree hugging and pacifist) Matriarchy..
..but it seems there arent any changes anywhere, one more exception might be the Narn, turning from a peaceful Tribalism to a warlike Dictatorship..
 
So is that a hint you are working on Paky ships now?
Nope, not yet, want to do them together with the Drazi, although they are certainly my favorite race (together with the Abbai).
My current schedule is Brakiri Ships#3 (Scout and Carrier most likely)
then some smaller Vree Disks where i dont have to mess with the animations and until then i may be able to change those animations..:rolleyes:
 
Seems like i need to do something with the DTD schema to get what i want working but i'm still keeping quiet about it for the moment as if it doesn't work i can just say so without building up hopes.

Sounds like an ambitious project, good luck!, tho modifying the schema might not be a good idea, who knows what kind of dependencies may exist, but there is nothing to loose in trying.

Does anyone know where i can find what governs the start date of the game as i would like to change it but can't find out what governs it, is it XML, Python or the SDK?


I thought it was XML, but while searching I found this on CvFinalFrontierEvents.py
Code:
        CyGame().setStartYear(2302)
on line 92, in the onGameStart(...) method.

I'm sure this is it, but I haven't tested it. You can open the .py file in notepad and do the change.
 
I can't do anything till you finish changing the techs. As it is I will have to redo all the tech and building requirements that are all ready in. So till you are finished monkeying around with the techs, I am on hold.
Sorry:mischief: I'll get done as quickly as i can. You shouldn't have that much to do, i've left the buildings alone bar changing a pre requisite tech here and there. The Units have all had their tech requirements modified but still more work to do with those. Research times are still being adjusted to ensure a steady progression as you build new colonies that add science points. Incidentally, there are no buildings that presently add to science output. Hope that you have something planned for that Thorgrimm?

I thought it was XML, but while searching I found this on CvFinalFrontierEvents.py

Code:
CyGame().setStartYear(2302)on line 92, in the onGameStart(...) method.

I'm sure this is it, but I haven't tested it. You can open the .py file in notepad and do the change.
Many thanks for that Premier i'll have a look at that tonight.

Is it possibly to lock government types so that some races only have access to certain types?
 
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