A Babylon 5 Mod for the Final Frontier Mod

To cut a long story short: Wow!:goodjob:

(Made me wonder: in Star Trek the Borg open Quantum Singularities to reach Species 8472's Liquid Universe. Could this be used then in other FF mods?)

Sure thing, it can be used in other mods. Later I'll prepare a more detailed description for the modders about this.

Hi Premier, this looks fantastic, when are you going to upload the info so i can incorporate this into the next release?

Well, how about right now! Download

The RAR contains:
· The Python file
· A XML file with XML fragments of what needs to be added and where
· Two buttons, one for the OpenJumpPoint command and the other for the Jump action.
 
I've added in everything included in the files and now cannot load up the mod. There were a few things that needed to be corrected/changed the tech pre req for example was still set to FF standard and some of the TXT_KEY entries were in lower case. I've used the Civ Checker to confirm there are no errors with what has been done and it shows that everything should run but when i try and load up the mod it starts to do the XML stuff and then shuts down the game with an error message.
AppName: civ4beyondsword.exe AppVer: 3.1.3.1 ModName: cvgamecoredll.dll
ModVer: 3.1.7.0 Offset: 00107ef7.
Was there anything missing from your instructions?
 
Hi PsiCorps,... I can assure you that the code is not faulty, but it makes me wonder about a few points.

1st: I'm not using the unofficial patch, but so far this hasn't affected our modding efforts, more over, such patch messes with the C++ stuff, and not XML or python.

2nd: Perhaps I wasn't explicit enough with the instructions, because some of the stuff is meant to be just added, while some other is meant to be modified (or rather shows how can some already present stuff be modified), the following list will attemp to address this:
- CvFinalFrontierEvents.py :: REPLACE
- BUILD_JUMP_POINT :: ADD
- IMPROVEMENT_JUMP_POINT ::ADD
- ART_DEF_IMPROVEMENT_JUMP_POINT :: ADD
- UNIT_JUMP_ENGINE :: ADD
- UNIT_DESTROYER_I :: DEMONSTRATOR
- UNITCLASS_JUMP_ENGINE :: ADD
- INTERFACEMODE_PARADROP :: MODIFY

Where:
- REPLACE: Replace the existing element with the provided one.
- ADD: Add the provided element.
- DEMONSTRATOR: The provided element is for demonstration purposes only, it can be used as a guideline to create/modify other elements.
- MODIFY: This element Shows an actual element that must be modified or replaced.

I hope this helps, let me know how this develops.
 
Hi Premier i have done exactly as you said in the above post and i still cannot get the mod to load. I believe the problem lies in the lower case items i mentioned before. Every other entry in the XML files is in upper case where it appears in a similar place, except the ones i have highlighted here in red. I get no XML errors when i try to load it just fails to load saying it encountered a problem. Please advise as i really want to see this in action.

Code:
<BuildInfo>
			<Type>BUILD_JUMP_POINT</Type>
			<Description>[COLOR="red"]Open JumpPoint[/COLOR]</Description>
			<Help/>
			<PrereqTech>NONE</PrereqTech>
			<iTime>0</iTime>
			<iCost>0</iCost>
			<bKill>0</bKill>
			<ImprovementType>IMPROVEMENT_JUMP_POINT</ImprovementType>
			<RouteType>NONE</RouteType>
			<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
			<FeatureStructs/>
			<HotKey>KB_F</HotKey>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>1</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/Buttons/OpenJumpPointButton.dds</Button>
		</BuildInfo>

<!-- @ CIV4ImprovementInfos.xml -->
		<ImprovementInfo>
			<Type>IMPROVEMENT_JUMP_POINT</Type>
			<Description>[COLOR="red"]Jump Point[/COLOR]</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_JUMP_POINT</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>60</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>

<!-- @ CIV4ArtDefines_Improvement.xml -->
		<ImprovementArtInfo>
			<Type>ART_DEF_IMPROVEMENT_JUMP_POINT</Type>
			<bExtraAnimations>0</bExtraAnimations>
			<fScale>0.5</fScale>
			<fInterfaceScale>1.5</fInterfaceScale>
			<NIF>Art/Structures/Improvements/Fort/eu_med_fort.nif</NIF>
			<KFM/>
			<SHADERNIF/>
			<Button>Art/Interface/Buttons/OpenJumpPointButton.dds</Button>
		</ImprovementArtInfo>

<!-- @ CIV4UnitInfos.xml -->
		<UnitInfo>
			<Class>UNITCLASS_JUMP_ENGINE</Class>
			<Type>UNIT_JUMP_ENGINE</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_FIGHTER</Special><!--Here-->
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain><!-- MUST be DOMAIN_LAND in order to be able to build stuff-->
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>Jump Engine Desc</Description>
			<Civilopedia>Jump Engine Civ</Civilopedia>
			<Strategy>Jumpe Engine Strat</Strategy>
			<Help/>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage><!--HERE-->
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_JUMP_POINT</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds><!-- Here: Enable the jump engine to build a jump point -->
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>[COLOR="Red"]TECH_MILITARY_1[/COLOR]</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>5</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>45</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>1</iMoves><!-- MUST have movement -->
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange><!-- Here -->
			<iNukeRange>-1</iNukeRange><!-- Here -->
			<iWorkRate>5</iWorkRate><!-- Here -->
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>0</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SQUADRON</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MISSILE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_HYDROGEN</BonusType>
					<iProductonModifier>20</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CONSTRUCT_SHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DESTROYER_I</Class>
			<Type>UNIT_DESTROYER_I</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_LIGHT_SHIP</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_DESTROYER_I_NEW</Description>
			<Civilopedia>TXT_KEY_UNIT_DESTROYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DESTROYER_STRATEGY</Strategy>
			<Help/>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DESTROYER_II</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MILITARY_1</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>45</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>2</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>5</iDropRange><!-- Here: The distance the ship can jump -->
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>30</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SQUADRON</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MISSILE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_HYDROGEN</BonusType>
					<iProductonModifier>20</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo><!-- Here: Required for the ship to be able to carry stuff -->
			<DomainCargo>NONE</DomainCargo><!-- Here: set to NONE, if set to DOMAIN_LAND, or DOMAIN_AIR, it restricts the possibilities, with NONE all are available -->
			<iCargo>2</iCargo><!-- Here: the number of units to carry -->
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DESTROYER_I</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>

<!-- @ CIV4UnitClassInfos.xml -->
		<UnitClassInfo>
			<Type>UNITCLASS_JUMP_ENGINE</Type>
			<Description>[COLOR="Red"]Jump Engine Class Desc[/COLOR]</Description><!-- replace for text entry -->
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_JUMP_ENGINE</DefaultUnit>
		</UnitClassInfo>

<!-- @ CIV4InterfaceModeInfos.xml -->
		<InterfaceModeInfo>
			<Type>INTERFACEMODE_PARADROP</Type>
		<!--	<Description>TXT_KEY_INTERFACEMODE_PARADROP</Description> -->
			<Description>[COLOR="red"]Order the unit to jump to a specified location[/COLOR]</Description><!-- replace for text entry -->
			<Help>TXT_KEY_INTERFACEMODE_PARADROP_HELP</Help>
			<CursorType>CURSOR_PARADROP</CursorType>
			<Mission>MISSION_PARADROP</Mission>
			<HotKey>KB_P</HotKey>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<HotKeyAlt/>
			<bAltDownAlt>0</bAltDownAlt>
			<bShiftDownAlt>0</bShiftDownAlt>
			<bCtrlDownAlt>0</bCtrlDownAlt>
			<iHotKeyPriorityAlt>0</iHotKeyPriorityAlt>
			<bVisible>1</bVisible>
			<bGotoPlot>0</bGotoPlot>
			<bHighlightPlot>1</bHighlightPlot>
			<bSelectType>0</bSelectType>
			<bSelectAll>0</bSelectAll>
			<Button>Art/Interface/Buttons/JumpButton.dds</Button><!-- Here -->
		</InterfaceModeInfo>

Would you recommend starting from scratch, ie taking bare bones FF, adding the jump point work and then adding everything else on afterwards?
 
Hi all!,

I believe the problem lies in the lower case items i mentioned before.

Nope, what happens with these elements is that they are going to be handled as the text strings to display.

As you may remember when a TXT_ENTRY is found in lets say a unit info, but not found in the CivText xmls, the text that appears in-game is the very same TXT_ENTRY string.

<PrereqTech>TECH_MILITARY_1</PrereqTech>

Now that might be a problem if you haven't changed it to a B5 tech.

Would you recommend starting from scratch, ie taking bare bones FF, adding the jump point work and then adding everything else on afterwards?

Just make a new copy of FF and try to add the hyperspace stuff, If you are successful then we'll know the problem is elsewere.


I'm working right now :P, but I'll try to do the merge in the B5 version I downloaded (I created these Hyperspace stuff in a FF fresh copy)

-------
EDIT: OK, I was able to merge successfuly the hyperspace stuff, it is working, attached to this post are the files I modified.

Tho there is something that doesn't work, the jump points culture is removed, but the jump point itself is not,... I haven't been unable to find out why so far, any ideas???? :confused:

View attachment B5XML.rar
 
Nope, no luck with a fresh start on FF, at least not the way i did it, going to go back again and start it from scratch and add in each piece of XML and ensure i have all the supporting files added for each item as i add it. I know it's the long way around but i hope that this will work. Will post once i have got something that works, which could be a while lol.
 
Okay, starting from scratch and adding each step in properly i now have the Type 1 destroyer carrying a Jump Engine and able to jump, the fort that formed the jump point has remained on screen :goodjob:. It remains there for the whole turn and disappears at the end of the turn :goodjob:. Only ships that are capable of paradropping can use the jump point, so far so good :goodjob:. Unfortunately you can't jump into unknown space or to space concealed by the fog of war :sad:. We need to be able to change this as ships should be able to jump into unknown space/fog of war space. If we can change the fort nif to look like the B5 Jump point we'll be onto a winner :D.
So, first objective will be to change the Nif.
Once we've done this we can look at the rest. I feel the paradrop range needs to be increased somewhat, either to 8 or 10 range maybe even as high as 12 or 15, this would enable ships to jump from one star system to another, What do you think?
 
I'm glad to hear you've got it running :cool:, and even more because the problem I talked about in my last post, didn't happen to you - something may be messing up things, but I'm sure that this rebuild will solve (or at least isolate) the problem.

Certainly all we know need (for the jump point stuff) is the jump point nif and why not a jump gate one, I'll make some test with a jump gate (should be like a non-dissapearing jump point) and ever since the jump gate should be within the cultural borders there shouldn't be much problem on getting them working.

Unfortunately you can't jump into unknown space or to space concealed by the fog of war :sad:. We need to be able to change this as ships should be able to jump into unknown space/fog of war space.
I'm not sure about this, I believe the game engine prevents this from happening, but in the mean time, a fighter squadron can get ahead of the capital ship, recon the area, and then the main ship can make the jump.

I feel the paradrop range needs to be increased somewhat, either to 8 or 10 range maybe even as high as 12 or 15, this would enable ships to jump from one star system to another, What do you think?
Jump between star systems is something that we cannot measure as the distances between these are somewhat random, however I - partially - agree, the paradrop range should be increased in some ships.Talking about early jump capable ships, these must be slow ships, this should also be considered for the distances these ships can travel through hyperspace, while newer ships get faster engines and therefore the distances they can cover are bigger.

So for early ships I believe 5 is a good paradrop value, allowing them to jump between close systems, and as technology advances, ships that can make up to a jump of 15 should become available.
 
OK, i've rebuilt the game from the basic FF mod upwards. I can load the mod with no xml errors and i can get all the way into settting up the game except that just as the game is about to show the map i get a CtD. The only thing i haven't tried to do yet is restart the PC and then try to load up, that's my next step after i've been out for a meal.
 
Woo hoo i have a working mod again, noticed a few things that i need to do and have thought of a new building or two, Fleet Repair Facility/Dock increases ship repair rate by 20% and a missile factory that generates 1 missile/turn or 3 or 5 turns haven't decided yet and still have to figure out what needs to be done in Python to make it work.
We need to restrict the paradrop facility until the research of Vortex generators is complete, i was para dropping my ships 3 spaces out of my system and then going off to explore on turn 1.
 
Good news!:) BTW, 1 missile/turn gives you a lot of missiles with nothing to aim 'em at; I'd go with something between 1 missile per 5-10 turns.
 
Well, I usually play MOO2Civ with Raging Barbs on; these then appear around turn 40, which is quite early to have even 1 Starbase built (Missile bases are further down the tech tree). It's more when Delta destroyers (and Battleships) start appearing that I need them missiles, which is past turn 100. So if you only got 1 Starbase by turn 50, by turn 100 you'd have at least 50 missiles.:eek:
 
I have never played FF with raging babrbarians,... sounds interesting, however, if you manage to build a starbase such early and near your system I bet the missiles aren't going to be that needed, after all, the sole starbase is quite powerfull.

I agree with the 10 turns for the missile production.

I'm glad the mod is working again :), I haven't had time to try the jump gate stuff I talked about before, but I trust I'll have some time later today.
 
I have played 2 games of the mod today one as the Narn one as the Human, i've won them both on domination victories as the raging barbarians took out all the other civs. One of the reasons the other civs were wiped out was due to a mistake on my part with first strikes, i have now corrected that error. The other reason the Non Player civs were wiped was because they don't seem to want to build the P.D.S.
How do you tell the AI that these units need to be built?:confused:
I know it has something to do with weight and there is an <iAIWeight>0</iAIWeight> on the Civ4Unit.xml but after looking at other mods these are all set to zero so it's not there.
I think it is in the Civ leaderheads but i haven't a clue where to start doing things with all those different values. I assume a low number on the weight means it is a low priority whereas a high number would mean the unit would be built more often. A good explanation of AI weights is what i'm after lol. If i can get this bit sorted i will be ready to upload the latest version.
I've also added a fleet repair dock as a new building, increased unit build costs and changed some of the combat values. Minbari units now take the longest to build but are stronger units whereas the Humans and all of the other minor races have the lowest build costs and weaker units. Narn and Centauri fall in between them.I'm also trying to figure out how to stop a unit having access to a specific promotion. I can stop all units of the UNITCOMBAT_RECON class from getting the promotion but not one specific unit of this class, any ideas?
 
So far so good.;)

On Raging Barbs: with Star Trek mod they kill off several civs as well, it seems. With MOO2Civ they don't.

On the PDS: I've tried introducing a zero-move PDF in MOO2Civ and the AI won't build it. However, as it's in principle a movable unit (unlike the Starbase), as soon as the 1st +1 move tech is discovered, the AI starts building them. (Don't know about the weight thing, 'cos I haven't looked into that.)
 
Hello everyone!

On the PDS: I've tried introducing a zero-move PDF in MOO2Civ and the AI won't build it. However, as it's in principle a movable unit (unlike the Starbase), as soon as the 1st +1 move tech is discovered, the AI starts building them. (Don't know about the weight thing, 'cos I haven't looked into that.)

mmhhh, interesting, well, actually I was thinking on giving the PDS a single movement point, for this would allow it to be used outside the "colonies", and also to "mine" a sector (like the centauri blockade on that drazi planet).

In other news, the Jump Gate implementation was successfull, the needed code (XML) is right here:
Spoiler :

@ CIV4ArtDefines_Improvement.xml
Code:
<ImprovementArtInfo>
            <Type>ART_DEF_IMPROVEMENT_JUMP_GATE</Type>
            <bExtraAnimations>0</bExtraAnimations>
            <fScale>0.5</fScale>
            <fInterfaceScale>1.5</fInterfaceScale>
            <NIF>Art/Structures/Improvements/Fort/eu_med_fort.nif</NIF>
            <KFM/>
            <SHADERNIF/>
            <Button>Art/Interface/Buttons/JumpGateButton.dds</Button>
</ImprovementArtInfo>
@ CIV4ImprovementInfos.xml
Code:
<ImprovementInfo>
            <Type>IMPROVEMENT_JUMP_GATE</Type>
            <Description>Jump Gate</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_JUMP_GATE</ArtDefineTag>
            <YieldChanges/>
            <bActsAsCity>1</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>60</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders><!-- HERE: Should only be within borders -->
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids/>
            <ImprovementPillage/>
            <ImprovementUpgrade/>
            <TechYieldChanges/>
            <RouteYieldChanges/>
            <bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
@ CIV4BuildInfos.xml
Code:
<BuildInfo>
            <Type>BUILD_JUMP_GATE</Type>
            <Description>Build Jump Gate</Description>
            <Help/>
            <PrereqTech>NONE</PrereqTech>
            <iTime>200</iTime><!-- Here! -->
            <iCost>10</iCost><!-- Here -->
            <bKill>0</bKill>
            <ImprovementType>IMPROVEMENT_JUMP_GATE</ImprovementType>
            <RouteType>NONE</RouteType>
            <EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
            <FeatureStructs/>
            <HotKey>KB_F</HotKey>
            <bAltDown>0</bAltDown>
            <bShiftDown>0</bShiftDown>
            <bCtrlDown>1</bCtrlDown>
            <iHotKeyPriority>0</iHotKeyPriority>
            <Button>Art/Interface/Buttons/JumpGateButton.dds</Button>
</BuildInfo>
@ CIV4UnitInfos.xml @ UNIT_CONSTRUCT_SHIP
Code:
<Build>
            <BuildType>BUILD_JUMP_GATE</BuildType>
            <bBuild>1</bBuild>
</Build>


The Button For the Jump Gate is here as well.
View attachment JumpGateButton.rar
 
Back
Top Bottom