A Babylon 5 Mod for the Final Frontier Mod

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

Will do, but haven't found anything yet. (Started a new game as Vlur; noticed City List content missing and started one; 4 cities/colonies so far.)

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.

How would you go about that? (I changed the Intro references from Pirates to Aliens myself in MOO2Civ, but I haven't been able to locate where to change Hint content and in-game references to Pirates.)
 
@Jeelen
noticed City List content missing and started one
Vlur doesn't have as many city choices as some of the other races/civs. I'll check this tonight when i get home.
Most of the information for the pirates is in the text xml.s, can't remember which ones off hand, i'll get a more informed list to you when i get home.
 
@JEELEN
Final Frontier TextInfosPedia.xml was the main file i used to change all of the general text for pirates. The Python test is linked to the ships generated by the pirate spawning and is found in CvFinalFrontierEvents.py & CIV4UnitInfos.xml I'm still experimenting with which bits to change in a redundant loadable mod file so i can at least see what works before moving it over to the main mod.
 
Thx! That's a big help.;)

And is Vlur not supposed to be a player civ or are all the ships still linked to the Beyond the Rim tech? (I've founded 4-5 colonies without so much as a starship - though I found 1 in space.)
 
I've Just checked this and at present there are no fleet lists for the Drazi, Pak'Ma'Ra, Gaim, Markab or any of the LoNaW at the moment. Don't know how quickly we will have ships for them either. At the moment all their ships are going to be the normal ships available, which now i've looked i need to add to the races so they can at least be played :o :blush:
 
I've corrected the oversight on the ship building for the above races. :blush: Once i've finished correcting any other problems i'll post a patch update.;)
Has anyone seen Thorgrimm around, i think he was annoyed with me for using 7zip instead of winrar or winzip. I hope i haven't offended him and have now got winzip, winrar and 7zip just to make sure i can open anything i get.
I've been trying to figure out why the EA is unable to build the Orion Starbase. I've solved half of the problem in that it can now be built however it appears as an extraction facility on the map, doesn't consume the construction unit building it and doesn't have an area of influence set up when it is completed. Also the EA can still build the standard Starbase which if the Orion is the EA unique unit it shouldn't be able to do. I'm still working on it but if anyone has a patch for this or any info at all i'd be extremely grateful. :D
I've also added a new building which becomes available when Terraforming is researched. Once you have terraforming you can build Terraforming Station which should increase the population of a planet by 2. I'm still in the process of ensuring all the text bits are in the right place and this will be included in the next patch.:)
 
Hi everyone!,

Sorry, but I haven't had time until now, so here it is, the migrated hyperspace stuff for 3.17, I tested it and appears to work fine.

This is an official file modded, so If PsiCorps did the change on the start date this file will not have it, so file merging must be made (otherwise just use this new file).

If you want quick access to the added code look for the JumpPoint comments in the code.

Developers only: View attachment HyperSpace.rar

In the unit example look for the <!-- HERE --> comments for the added XML code

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Deanej is right, starbase stuff and worker removal is done in python.

Also, there is pirate stuff in python (here a random pirate unit is picked from a list of possible pirate units, so we need a catalog of pirate ships or something to change this).

And as far as I remember the pirates are given a few techs, to change that we need a more stable techtree.
 
Hi Premier
Thorgrimm is a little busy with RL at the moment so he isn't going to be able to help us out for a while. I to am having problems with RL, my whole department is being closed down and the work they are offering us instead isn't what any of us want to do so looking for a new job is my highest priority at the moment.
I've been thinking about the PDS, i think we need to modify it a little. It needs to be a bit more like a starbase in that it should be able to bombard an incoming attacker but only at a range of 1.
Have you been working on anything else for the mod?
 
I've been thinking about the PDS, i think we need to modify it a little. It needs to be a bit more like a starbase in that it should be able to bombard an incoming attacker but only at a range of 1.
That sounds like a good idea, I'll see to it.

Thorgrimm is a little busy with RL at the moment so he isn't going to be able to help us out for a while. I to am having problems with RL, my whole department is being closed down and the work they are offering us instead isn't what any of us want to do so looking for a new job is my highest priority at the moment.

:eek: Scheiße!, well, you better focus on getting that new job!, good luck, I'm sure you'll find something, hopefully soon. :thumbsup:

Have you been working on anything else for the mod?

Well, I don't know if you have noticed, but I'm also kind of busy with RL, tho thankfully not bad stuff (actually very good stuff :D), so the time I can devote to this project is limited, but knowing that you guys are busy, I guess I can retake some more basic stuff, that can be done quicker, I'll see that this project keeps going forward (tho that might be at a somewhat lower pace).
Is the latest version the one available for download? (so I'll work on that one)
 
I Guess RL is catching us all up at the moment.
Is the latest version the one available for download?
Yes the most recent upload is still the most workable, i'm slowly sorting out a lot of the minor xml stuff, i've added the Drazi fleet list as best as i've been able to find it from online sources and corrected errors where they've been pointed out. As i'm still working on this i haven't yet uploaded anyof the fixes, sorry. Will try and do something about that over the weekend.
 
@Psicorps
u only need 1 zip program and that is PowerArchiver, it says u can only try it for 30 days but u can use unregistered version as long as u want.. :P
but it really is the best, its understands every other zip/rar program..

@everyone
please keep working on this project, don't let this 1 to fade away.. ;)
sadly theres nothing i can do, but theres probly many others like me, counting on modders to make the game more and more interesting.. :)
 
please keep working on this project, don't let this 1 to fade away..
I have no intention of letting this mod fade away. I've just been informed that a book i ordered is on its way which should give me a whole lot more to add to the Non Aligned Races. I'll try and keep this as up to date and on going as i can.
 
Sorry if this is a stupid question but how do i find the mod? I installed it to BTS/mods but im unable to find any babylon 5 mentioned anywhere in Scenerios in the game. I love b5 so I'd really like trying it out.

I have BTS 3.17 thanks :)
 
Tried out the 3.17 version and everything was OK - until I started building Starbases. Buttons started disappearing, which I first managed to undo by simply saving and reloading, but then this happened:
 

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@JEELEN
First question is, did you DL and install Solvers patch?
Are you running the game in Debug mode? i've never had a screen show that message?
The disappearing buttons is something i have encountered but have no idea why it is happening. It is a totally random thing.
I have come across a few other problems but think i've fixed them, will know tonight when i test again.

My primary goal at the moment is to change the civics and make them a lot more b5 orientated. I've fiddled with the Government Civics and have made quite a few changes to some of them. As a taster, i've changed the name of the starting civic to Colonial and the Technocracy Civic is now Syndicracy. Each government type will now give a lot more benefits but will also come with some disadvantages. I'm hoping that when all is done each of the races will have a set of preferred civics that will reflect the themes shown in B5 and allow the players to play the Narn as they originaly were (Agrarian) or as they became (warlike) with different advantages and disadvantages. Will post more as this develops.
 
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