A Babylon 5 Mod for the Final Frontier Mod

Cool! Also, is it possible to use the Jump Gate in cities/colonies (like an enhanced Airport function)? Or do you need specifically be outside a city/colony to create a Jump Gate?
 
In other news, the Jump Gate implementation was successfull, the needed code (XML) is right here:
This would be for a permanent jump gate anywhere you want that enables you to paradrop from it?

I've tried introducing a zero-move PDF in MOO2Civ and the AI won't build it.
You have just jogged my memory, i think i have the P.D.S. as DOMAIN_IMMOBILE and 0 movement points. I'll give it a movement point and try again if that doesn't work i'll have to change the Domain. Might still be useful to know about weights as i want to start changing the leaderhead weights so they aren't all the same.

Will post later to let you know how it is going.
 
You have just jogged my memory, i think i have the P.D.S. as DOMAIN_IMMOBILE and 0 movement points. I'll give it a movement point and try again if that doesn't work i'll have to change the Domain. Might still be useful to know about weights as i want to start changing the leaderhead weights so they aren't all the same.

Will post later to let you know how it is going.

The DOMAIN_IMMOBILE tag is what Starbases have; for the PDS/PDF it's unnecessary (unless you want it to remain immobile the entire game); after some trial & error I only used the movement zero tag (because the AI wouldn't build them otherwise). Would be interesting to know if the assigned weight makes any difference, though.
 
Cool! Also, is it possible to use the Jump Gate in cities/colonies (like an enhanced Airport function)? Or do you need specifically be outside a city/colony to create a Jump Gate?

Affirmative, it works just like the paradrop, meaning, you can make jumps from the "system" (that is, the star). :cool:

This would be for a permanent jump gate anywhere you want that enables you to paradrop from it?

Almost on the spot, but yes, the only limitation for the jump gate is that it is required to be within the area of influence of your civ, that is, within cultural borders.

Might still be useful to know about weights as i want to start changing the leaderhead weights so they aren't all the same.

Certainly, as far as I understand, that - among other sutff - is used by the AI to determine the behavior of each leader. (tho my understanding on that issue is almost non-existent :p)
 
Hi all, i changed the <iAIWeight>0</iAIWeight> for the PDS to <iAIWeight>5</iAIWeight> and the AI is now building the PDS.:clap:

I tried to give the PDS a range attack of 1 as well but even though i have the option to bombard adjacent enemy units it doesn't actually do any damage, it was a daft idea the PDS should only be defensive, don't know what i was thinking.:lol: So instead i'll remove the range bombard and give the PDS a first strike or two and see how that works in defence.

I've added another building this time it is a Research Facility, still ironing out what its benefits are. Besides the obvious reseacrch points benefit i think it should also give a small bonus to Espionage. I reason that this would reflect Black Ops projects and the secrecy involved in that sort of thing.

The Jump Points are working well so far haven't actually built a jump gate yet.

I've amended the Combat values of all the ships and the build costs as well as research costs now that i've added a Research Facility.:D

If i can iron out a few other minor problems i may well be able to upload a new version in the next few days.:D

One of the problems i have encountered is the start page and loading page, they both used to have a picture of Babylon 5, even though i have transfered all of the files the game is still using the default FF ones.:confused: Any suggestions?
 
Hi all, i changed the <iAIWeight>0</iAIWeight> for the PDS to <iAIWeight>5</iAIWeight> and the AI is now building the PDS.:clap:

I tried to give the PDS a range attack of 1 as well but even though i have the option to bombard adjacent enemy units it doesn't actually do any damage, it was a daft idea the PDS should only be defensive, don't know what i was thinking.:lol: So instead i'll remove the range bombard and give the PDS a first strike or two and see how that works in defence.

Really curious to see how that works out & :goodjob: on the AI building PDSes. (May use this myself in MOO2Civ - if that's alright with you -, where defense only ability for PDF I won't matter, as they basically represent planetbound Marines. Presently the AI starts building 'em as soon as they gain +1 move.)

EDIT Forgot to ask: have you tried transporting any unit to another system with the Transport yet? (I'm sure it works, just curious.)
 
have you tried transporting any unit to another system with the Transport yet? (I'm sure it works, just curious.)
At the moment i have only transported the P.D.S. units although they can move under their own steam once the movement bonuses due to techs are ready.
I would like to remove the rebase facility that the missiles use and leave rebase to fighters and bombers.
I've done a couple of other things but i don't want to spoil the surprise for the next update.
 
Hello everyone!,

...One of the problems i have encountered is the start page and loading page, they both used to have a picture of Babylon 5, even though i have transfered all of the files the game is still using the default FF ones.:confused: Any suggestions?

Actually, yes, I have some comments:

For the main menu screen, only by copying the following files should do:
- civtitle.dds
- carre.dds
- CIV4MainMenuBG.nif

As for the loading screen, in the CIV4ArtDefines_Interface.xml there is an element <InterfaceArtInfo> that should be as follows:
Code:
<InterfaceArtInfo>
    <Type>MAINMENU_LOAD_BTS</Type>
    <Path>Art/Interface/Screens/Loading/B5_LoadingScreen.dds</Path>
</InterfaceArtInfo>

You could also modify the CIV4MainMenus.xml to have something like this:

<Description>The Babylon Project</Description>

(Not that important or even usefull but... ;))

Now, I'm planning to release some new Main menu backgrounds, I'll let you know when these are ready.:cool:
 
Hello everyone!

Here are the new Main Menu screens, I believe that the B5-2_carre.dds image should be the standard one, but the B5-1_carre.dds is also a good one, the rest are more like "themes".

Here is a taste(B5-2_carre.dds ):
Spoiler :

B5_Themed_main_Screen_2.JPG



For the rest you'll have to download the attachment. DOWNLOAD

The "installation instructions":
- rename the desired image to "carre.dds"
- replace the one in <Babylon 5 folder>\Assets\Art\Interface\Main Menu with the new one.
 
The "installation instructions":
- rename the desired image to "carre.dds"
- replace the one in <Babylon 5 folder>\Assets\Art\Interface\Main Menu with the new one.
Did all that and i still have the standard FF start up menu.
Other than that, i really like all of the screens you have done, is there any way to set it so that one is picked at random each time the game loads up?
 
You only need to do the renaming, but you also need these files:
- civtitle.dds
- carre.dds
- CIV4MainMenuBG.nif

There is also an entry in the CIV4ArtDefines_Interface.xml file where you point to the CIV4MainMenuBG nif. As far as I can remember there is no need to modify that, but you can look for that entry.

is there any way to set it so that one is picked at random each time the game loads up?

As far as I know the CIV4MainMenuBG points to the dds file, I have no knowledge of how to edit a nif file, perhaps it is not possible.
-----

In other news, for work reasons, I'll be out of my country for about 5 weeks (starting next week), so I doubt I'll be able to work on the mod, I should still be able to come here and post.
 
Hi all
A new version is available via the link on post #1. There is a problem with graphics for the Fleet Repair Dock and Military Academy. They both appear as red balls once they are built, at least they did for me. I've tried to get the starbase to generate credits if it is on a trade route but i think i may have missed something to get this to work. The main game screen still doesn't show but the loading screen does show. If anyone can fix those few problems and post updated files i would be very grateful. As always let me know what you feel needs to be adjusted/changed and i shall do my best to get it fixed.
 
Hello,

as a fan of B-5 i was looking for some mod for civilization based on the series and found this thread, so i downloaded the mod and installed it but i have some problems.

first, all the main menu texto is missing (you cant see any letters) as ocassionaly some text within the game, the buttons appear, but no text in them. anyone is having this problem?

i have installed version 3.17 and solvers patch

Qiron
 
first, all the main menu texto is missing (you cant see any letters) as ocassionaly some text within the game, the buttons appear, but no text in them. anyone is having this problem?
I'm not aware of anyone else having problems with the mod. However if you could be more specific about which buttons/text is giving you problems i would be able to investigate further.
i have installed version 3.17 and solvers patch
Did you install these before or after you installed the B5 mod? If it was after this may be the cause of the problem, if it was before you installed the B5 mod then see my previous answer above.
 
Hello everyone!
Welcome Qiron :beer:!

first, all the main menu texto is missing (you cant see any letters) as ocassionaly some text within the game, the buttons appear, but no text in them. anyone is having this problem?

I'm not aware of anyone else having problems with the mod. However if you could be more specific about which buttons/text is giving you problems i would be able to investigate further.

Wich language are you using in civ?, perhaps the TEXT string are missing for your language...:confused:

Did you install these before or after you installed the B5 mod? If it was after this may be the cause of the problem, if it was before you installed the B5 mod then see my previous answer above.

I do not believe the problem lies there, but it might be worth not to oversee such path.

I currently have no access to civ, so I cannot play test.:(
 
Ha! that was it. Thanks you very much, the problems was with the languaje now it is in english and the mod is working fine.
 
If I have some time to spare, I'll start working on a spanish translation, unfortunately my german is not good enough ... yet.
 
Back
Top Bottom