A Babylon 5 Mod for the Final Frontier Mod

Hi Thorgrimm this is the unchanged copied link for the download. I used 7zip to compress. http://files.filefront.com/Babylon5for3177z/;10728800;/fileinfo.html
I Have been playing a game as EA but haven't researched fighters yet as i think this is where the problem now lies. Without fighters the game is ticking along nicely. Going to research fighters at different points and see what happens.
 
Hi Thorgrimm this is the unchanged copied link for the download. I used 7zip to compress. http://files.filefront.com/Babylon5for3177z/;10728800;/fileinfo.html
I Have been playing a game as EA but haven't researched fighters yet as i think this is where the problem now lies. Without fighters the game is ticking along nicely. Going to research fighters at different points and see what happens.

Well, whatever it is, I cannot DL and use it so it is garbage to me. :(

I CANNOT open the .7z extension on that file. So please zip it up using something normal.



:nuke: Cheers, Thorgrimm :nuke:
 
Hi guys, I wasn't aware of a new patch, I'll download and play some to see if there is any change, anyway, I believe that we'll have to redo all stuff for the new version (hopefully it will only be copy-paste). We have to analyse the new XMLs, and ".py" files we have modified to see if there is something new

i.e.:
XML - if there is a new XML tag, our current files will not work, ever since our files will not comply with the associated schema.
In python, if there are changes in the new files, there could be logic problems, I will have to address that.

@ the python work I'll see to it.

@ Thorgrimm, hav you tried to change the file's extension t ".zip" or ".rar"?, sometimes that work.
 
@ Thorgrimm, hav you tried to change the file's extension t ".zip" or ".rar"?, sometimes that work.

First thing I tried. It does not recognize the file structure. So until I get a version without the .7z extension I cannot do anything else for the mod. :(



:nuke: Cheers, Thorgrimm :nuke:
 
I just started to download the new patch, and by the info @ the bug fixes and changes, I'll have to rewrite the python code,. Hopefully XML work will not change much.
 
@Thorgrimm
You can download 7zip FREE from this site 7-Zip
It zips and unzips the same as winrar and winzip but does them both as well as it's own stuff. I find it easier to use than winrar and winzip, the fact that it was FREE also motivated me. If you don't want to use this i'll endeavour to use winzip (if i can find it on my system).
 
^ Do you have Windows XP or Vista? Both have the ability to work with zip files directly in explorer. Simply make a folder, right click on it, and select Sent To -> Compressed (zipped) Folder.

I don't think there are any new XML tags added. There aren't many python changes to Final Frontier either, mostly in CvFinalFrontierEvents.py. How many changes depends on whether you integrated the Post-3.13 patch or not.
 
I placed the folder in my ...Beyond the Sword/Mods directory, and whenever I try to run it I get about 200 errors about Techs and XMLs. The menu loads, but if I attempt to start a game, the entire game crashes.
 
OK, not sure why that is happening. What i did to get my version 3.17 compatable was first move version 1.08 to a safe place. Patched the game to 3.17, then copied the FF folder in a different locataion. I then renamed it Babylon 5 for 3.17 and went through each of the XML folders copying and pasting and replacing everything that was needed. Once that was done all i did was moved the new folder back into the BtS mods folder and tried it. Made a note of where the errors were as they popped up on loading and rebuilt it that way. I don't know why you have had the problems you stated although i am trying to iron out the few bugs i am still coming across i can play the mod. If you have 1.08 you might want to try doing what i did, failing that you'll have to wait until we've done some more work and can post a better version.
 
As there have been no new posts i'm assuming that there are no further problems and everyone is able to use 1.09?

I still haven't tested it :p ... but I can report that the SpiralGalaxy map script appears to work well in 3.17

EDIT:
About the changes to be made, I saw in another thread about a program that is called WinMerge, it could be useful to migrate code from 3.13 to 3.17, also, in notepad++ there is an option to do this, and since notepad++ is the one I use I recommend it! (its in the plugins menu)
 
Well, FRAPS isn't too cooperative about getting footage on those errors/

I really wish this mod would work, seeing it get to the main menu and listening to the awesome theme, then having it crash is a hope killer :(
 
Hi Vasudan. I don't know why you are having the problems you are having. I'll upload my working version again tonight when i get in from work. Once you have it unzip it to the BtS mods folder, don't copy it to the B5 mod folder or overwrite the 1.08 version.
 
Being up quite early today, I gave it a testrun. Playing on Warlords level as the EA I had a very quiet game until first contact in September 2214 with Vlur. Next contacts were with She'lah (Sept. 2215) and Jha'Dur (Aug. 2216: "Jah'dur says Hello!"). After that things were starting to happen pretty fast, as contacts were increasing with other civs and increasingly dangerous Pirates, which prompted me to start researching heavier ship types. (Until my 1st contact I had one lone Destroyer found in space...) Luckily I had already started building Starbases and Anti-Ship Missiles before that.

Everything seems to work fine. Have two minor comments:
- Destroyer & Delta Destroyer are still linked to the same Tech
- Sensor Systems quote reads: "TXT_KEY_B5_TECH_SENSOR_SYSTEMS_QUOTE"
(and the abovementioned Diplo Text for Jha'Dur).

Otherwise looking good! (I like the additional changes so far.);)
 
I got it to work

It's nice, but has obvious signs of it not being finished (i.e. you'll see things like "Enter Tech quote here!" and things like TXT_KEY_IS..."

It's very nice, but it could be better.
 
@Vasudan Ace
It's very nice, but it could be better.
It is still a work in progress but at least you can see where we are and where we have work to do.:D

@Vasudan Ace & Jeelen
Sensor Systems quote reads: "TXT_KEY_B5_TECH_SENSOR_SYSTEMS_QUOTE
This is now fixed as were all the others that weren't showing correctly. If you find any more please let me know.

As a recommendation when playing, don't research First Contact Protocols until you have encountered at least one other race/civ, it makes for a more interesting game. If i could find a way to have contact with another race/civ as the trigger for making a tech available i'd have it in place so self control is the key at the momentsee below.

Startup - Warlord difficulty, Huge FF Flat map and Normal speed. Playing the Earth Alliance - John Sheridan. Sent the Planetary Defence Ship off to do some scouting, i'm on the Eastern map edge, cracking start. A large Nebula to the southwest, systems to the North, Northwest and West and a small corridor to the south between the map edge and the Nebula. First 3 goody huts only give me credits but the next two give me aliens hiding in the wreckage.:(
I managed to settle the other three systems and built 6 starbases to fog bust the areas in between my settled systems. A starbase in the corridor to the south blocks the space between the Rim and the Nebula. The corridor leads to a huge resource filled asteroid field. Can't wait to settle the only system down there. November 2214 and i met G'Kar :goodjob: At last i can research 1st Con Protocols. Alas just after meeting G'Kar, 3 Destroyer class ships of alien origin attack and destroy all the trade routes in and around the Orion system, Nov 2215. 2 EA Artemis class destroyers are close by but not close enough to prevent the attack. One destroyer is lost but all 3 alien ships are eventually destroyed, Dec 2215. With research concentrating on better diplomacy with our Narn neighbours a defence and open borders treaty is signed, July 2217.

As you may have figured out, i'm still tweaking things here and there. I've changed all reference to Pirates to now read as alien, except on their ship references, that's going to take a little longer. That's all from me for now.
 
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