A Babylon 5 Mod for the Final Frontier Mod

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?


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?

I have a few ideas for sci buildings, but if you have any ideas throw them my way and I will test them out.

I am sure you can. Usually by requiring said govt requiring a resource ( Race) and or certain tech that only some civs can research.

In my civ 3 Fallout and War of the Worlds mods I used a combo of both of those ways. But I have never actually tried it in civ 4. Although I do not see why it would not work.



:nuke: Cheers, Thorgrimm :nuke:
 
I am sure you can. Usually by requiring said govt requiring a resource ( Race) and or certain tech that only some civs can research.

IMO, the (scarce) resources mentioned earlier might be perfect for that (and a special prereq tech would disable other civs from using the govt after capturing it).;)
 
OK, i changed the start date(haven't tested it yet though lol).

The Pirates need to be changed so that the only units they generate would either be small ships ie the size of a frigate/corvette (never saw this on B5) or a carrier or a starbase complete with fighters (have seen this on B5). As i've seen in another post there is stuff that governs this some of which is XML. I'll investigate this some more unless someone already knows the answer.

Some of the Techs that i have added are going towards the construction of Shadow/Vorlon ships. This is more from the point of view that the technology needs to be at that level before you can go Beyond the Rim.

I played a 240 turn game over the weekend, no crashes or anything still have some fiddling with research costs and Tech pre Req's for units to do but once that is done i'll upload the whole thing as 1.09 onto Filefront but want to keep this version as a developers version only so if Thorgrimm can download it and then post it onto his developement fora, (i can then remove it from Filefront) it can be downloaded by those of us involved in developing this mod before we post 1.10 to the general Civilizers out there to have a play with, what do you think guys?
 
I knew there was something else, is there any way to change the map so there is no X or Y wrap. I've tried the Spiral Galaxy map and although it was interesting there weren't many options to it. No way of changing the Solar System, Hazard or Resource Densities which would be nice. However having the map at least allows players the option of experimenting. Which reminds me is there anyway of turning off the maps that you can choose from when playing FF. Don't really want to play on a Highland Map or an Inland Sea map!
 
I played a 240 turn game over the weekend, no crashes or anything still have some fiddling with research costs and Tech pre Req's for units to do but once that is done i'll upload the whole thing as 1.09 onto Filefront but want to keep this version as a developers version only so if Thorgrimm can download it and then post it onto his developement fora, (i can then remove it from Filefront) it can be downloaded by those of us involved in developing this mod before we post 1.10 to the general Civilizers out there to have a play with, what do you think guys?

I can't agree more, there is also pirate stuff in python, so an internal developers version is perfect to take care of this.

I knew there was something else, is there any way to change the map so there is no X or Y wrap. I've tried the Spiral Galaxy map and although it was interesting there weren't many options to it. No way of changing the Solar System, Hazard or Resource Densities which would be nice. However having the map at least allows players the option of experimenting. Which reminds me is there anyway of turning off the maps that you can choose from when playing FF. Don't really want to play on a Highland Map or an Inland Sea map!

There is a way, Deanej just released a FF map with no X or Y wrap, it is availble for downloads in the MapScripts section of this forums; I haven't tested it yet tho.

About the SpiralGalaxy map, I suppose those options aren't available due to scripting but otherwise I have no idea.

Yes!, there is a way to remove those other maps, in your "Babylon 5.ini" file there is a line:
Code:
; Allow public maps to be used with this mod
AllowPublicMaps = 1

change this to:
Code:
; Allow public maps to be used with this mod
AllowPublicMaps = 0
And you're done!

About the Government locking I have no idea, will see to it.
 
Hi All. As usual there is stll a lot to do and much that can be changed.
The Latest version is now on filefront, use this link. Babylon5Mod v1.09.
My brain started to dribble out of my ears when i was looking at the Units prereq techs and Techs prereq techs. Please change what you think needs to be changed don't worry about me being offended it's still a work in progress and we all want to be happy with it.
I've been looking at Python ad have found what governs the Pirates. It can be changed so that certain ships don't appear which is good, no more Pirate Battleships/Cruisers. Carriers can be added and Star bases can be changed so that they build fighters and bombers as well as, or instead of, Missiles.(Lots of Python work)
Some buildings I've thought of.
Lasers - Ground Based Lasers - Gives an intercept bonus against fighters to defending units.
Advanced Data Storage - Research Station - bonus to research points
Terraforming - Terraforming Station - increases max planetary population by 2 if smaller than size 3 (requires more Python work)
As i said before, if you don't like what i've done, change it.

@Thorgrimm, please let me know when this has been uploaded to the Developers fora and i'll remove it from here.

Enjoy.
 
Will download, but... is B5 mod compatible with the latest official Civ4 BtS 3.17 patch? (It includes several changes to FF mod.):confused:

EDIT: Just checked, and the answer appears to be no...
 
My brain started to dribble out of my ears when i was looking at the Units prereq techs and Techs prereq techs. Please change what you think needs to be changed don't worry about me being offended it's still a work in progress and we all want to be happy with it.

@Thorgrimm, please let me know when this has been uploaded to the Developers fora and i'll remove it from here.

Enjoy.

Now you know why I said I was on hold till you finished monkeying around with the techs. ;):D I did NOT want to have to redo those everytime somebody said, HEY! I got a new tech to add!" :lol:

DLed, so you can remove it from file front. Will have it up in the playtester's fora ASAP.



:nuke: Cheers, Thorgrimm :nuke:
 
More on the Pirate issue.
Had an hour to think about this on the way to work this morning. We need some new units for this to work.
First Unit - Pirate Construction Ship - Has 0 movement and can only build a Pirate Base.
Second Unit - Pirate Base - Similar to a Starbase, costs 0 to build and consumes Construction Ship when built. Pirate Base builds a Pirate Fighter or Pirate Bomber every 6 turns. Base would be weaker than a Starbase and only be able to hold 3 or 4 units
Third Unit - Pirate Fighter - Slightly weaker than a Starfury or maybe less range but same strength?
Fourth Unit - Pirate Bomber - As above.
Fifth Unit - Pirate Carrier - Should be weaker than other carriers, but not by much, and able to carry less units, say 4 or 5.
Hopefully the AI would automatically use the Fighters/Bombers transfering them to Carriers to go out raiding. This would give a lot more B5 flavour especially if we can get rid of the Battleships, Cruisers, Destroyers, etc they currently use.
There is a possibility of keeping the Battleships, Cruisers, Destroyers etc but renaming them as Alien Battleship or Streib Cruiser and have them as rare encounters. As mentioned before i know there is some Python work involved in this but from what i've looked at it shouldn't be too difficult to change what is already there as long as we have the units. Thoughts/opinions please?
 
I know the carrier part will not work, as is the AI does not use carriers as fighter and bomber platforms. IIRC, it does not know how. So you will have to scratch the carrier bit.



:nuke: Cheers, Thorgrimm :nuke:
 
Damn, would the Base part work?

That part I do not know. Never read anything on the basebuilding habits of the AI. So I cannot help you with that information.



:nuke: Cheers, Thorgrimm :nuke:
 
Well, almost everything appears to be working. Starbases are still building missiles and the Map choices are showing incorrectly when you create your own game. Other than that this is good to go.
Babylon5Modv1.09forBtS3.17

It works better than my Star Trek mod.

I just downloaded that too, have to wait for your patch now.
 
First problem i've found - If you want to build a unit continuously in one of your systems you will find that pressing Alt and then selecting the unit you wish to build will cause a CtD. Also had a CtD the first time i use a Fighter unit to attack. Have no idea how to fix these but i guess someone will.
 
The text issue is because the tags for those items are now in FinalFrontierTextInfos_Objects at the bottom of the file.

The FinalFrontier map script has a slight change in it. As such I've also released an update to my FinalFrontierFlat script incorporating it.

As for my mod, I think just deleting CvGameCore.dll should resolve any crashes from the custom SDK. Unfortunately I'm no closer to fixing the python problems. The files it has issues with I haven't even modified. I have no idea what's happening, a lot of it appears to be relating to the fact that the solar systems have no planets. No idea what's causing that. I think it will need a lot of python troubleshooting or a complete rewrite (the disadvantage of starting before BtS is that I merged Final Frontier into it and not the other way around, which probably caused problems such as this one).
 
Well, almost everything appears to be working. Starbases are still building missiles and the Map choices are showing incorrectly when you create your own game. Other than that this is good to go.
Babylon5Modv1.09forBtS3.17



I just downloaded that too, have to wait for your patch now.

You file to DL is no good bud. it says it is a .s17z file. No can unzip such a file.



:nuke: Cheers, Thorgrimm :nuke:
 
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