A Babylon 5 Mod for the Final Frontier Mod

Hello everyone!,

Sorry for not coming around lately, RL gets in the way once more :mad:.

[...]I still however think that early barbs ships should be nerfed just a little.[...]

So far i have corrected the building problems and reduced the barb ship speeds by 1 and removed their first strikes ability.

About barb ships, I have found something interesting in the CvFinalFrontierEvents.py file; in the method "doPirateSpawning" (around line 332), actually in the line 345:

Code:
iTurnPiratesAppear = 30

I believe we can use this as well.

[..] I am fairly sure this involves "schema's":crazyeye: more of which later. [...] i got some rubbish about schema's:confused:, [...]

I wouldn't mess with schemas, as far as I know, schemas are used to define a well formed XML file, thats why XML errors sometimes appear, not because our modifications are not XML compliant, but because our XML does not comply with the schema.

In other words. The game core surely has a XML parser, and it expects XML files compliant with the schemas, so if you mess around with schemas, you might "confuse" the game engine producing undesired results or even CTDs.
 
Hi Premier, long time no see, hope you are well
iTurnPiratesAppear = 30
Will definitely fiddle with this and delay the appearance of the pirates/aliens.
I wouldn't mess with schemas, as far as I know, schemas are used to define a well formed XML file, thats why XML errors sometimes appear, not because our modifications are not XML compliant, but because our XML does not comply with the schema.

In other words. The game core surely has a XML parser, and it expects XML files compliant with the schemas, so if you mess around with schemas, you might "confuse" the game engine producing undesired results or even CTDs.
I have absolutely no intentions of messing around with schemas, although some of the things i would like to add to the mod might require it. 2 things that i would like to add are the Super Spies Modcomp and the DCM but i am a long way from even starting to try and add these.
I did try and keep the religions in but change them so that each individual race would have it's own religion. Unfortunately there is a max limit of 7 religions and we would need 11 to have a religion for each race. Incidentaly the religions would have worked as follows - Minbari Values, Human Values, Narn Values etc. This would be to give each of the races their own cultural identity, which could eventually spread to other settled systems of other races, sometime after either Alien Diplomacy or Galactic diplomacy. As i said because of the limit of 7 religions i cannot do this. I did fiddle with the corporations to try and use them as the remaining 4 religions i required but could find no way to 'found them' without a great person. There probably is a way to do this but wasn't able to find anything to work it. Also we would need to change the icons for the religions/corporations.
I'm going to be working on the leaderheads this w/e and hope to be able to post an updated version of the mod either on sunday night or monday.
 
Are you sure there is a hard limit of 7? After 7 you will need to modify the religious advisor to show more (in python) but I think that's it.
No! :lol:, i'm not sure. I'm not good with Python and wouldn't know where to start looking to even try and increase the number of religions, i know it must be possible because of all the other mods that have added religions to the game. If you can tell me where to start looking i'll gladly give it a go (whilst trying not to break the mod :lol:)
 
Yes I'm alright, thanks.

No! :lol:, i'm not sure. I'm not good with Python and wouldn't know where to start looking to even try and increase the number of religions, i know it must be possible because of all the other mods that have added religions to the game. If you can tell me where to start looking i'll gladly give it a go (whilst trying not to break the mod :lol:)

I was looking into this... in the CvReligionScreen.py file there is a method called "drawReligionInfo" and it has a comment that reads as follow:

# Put everything on a scrollable area

So, I believe that perhaps the religions screen is like the tech one, and it will adapt itself to the number of religions... I think its worth the shot.
 
I was hoping to have uploaded the latest version last night but FileFront was giving me problems, they have now advised me that everything should be working normally so i will try again to upload it when i get home from work. Apologies for the delay to any who are waiting.
 
OK, the latest version is now available to download:), click the link in post #1 or here.
Babylon 5 Version 1.13

There are a few problems i'm already aware of.
1. Manufacturing Plant cannot be built even if you have a factory.
2. Many Ships now have to have either the Recycling Center or the Alien Legations building to be built, not sure why.
3. Promotions still not being awarded across the board. Only some ships can get the Sensors promotions.

Enjoy, and if you have problems other than those mentioned please let me know.
 
Hi, PsiCorps! I've tried out the latest download and it seems to work OK (played 100+ turns, no problems - though barbs seem to be raging).

I've got a question about the Spiral Galaxy mapscript. I've tried to include the standard issue, but that doesn't seem to work with MOO2Civ. The B5 version does, but the human player can't seem to build Starbases (whereas the AI definitely can). Do you have any suggestions on how to fix this?:confused:
 
Hi JEELEN
I've got a question about the Spiral Galaxy mapscript. I've tried to include the standard issue, but that doesn't seem to work with MOO2Civ. The B5 version does, but the human player can't seem to build Starbases (whereas the AI definitely can). Do you have any suggestions on how to fix this?
I Know that Starbases have caused me a few problems but as long as you remember that they are both units and terrain improvements at the same time you shouldn't have any problems, if you have changed the names of your starbases into another type of unit then you need to add them into CvFinalFrontierEvents.py & CvGameUtils.py you probably know all this anyway but that's all i've done when making changes and trying things out. Hope this helps.
 
Hello guys!,

I was just passing by and found this: Link

Perhaps we can use this graphics in the mean time to add some flavor to the mod until we can get some real B5 units.
 
Due to the iminent closure of file front, i have uploaded the mod to atomic gamer Babylon 5 mod. I have experienced a number of problems in incorporating the Homeworld 2 models into the mod. I Managed to get two models working properly and then the mod started to fail to load when i did a third. I've gone back to the start now and will begin again but it's going to be a while before i get another version uploaded. Unless Premier has managed to incorporate the models and can upload a new version before me it's going to be a while, sorry to those B5 fans who were hopeing for a new update.:(
 
OK, while you work at that, I'll run some... stability tests on the models (first in FF, and then I'll try to port them to B5).

I don't promise to report anything soon, but RL is not as heavy as in the last few months, so hopefully I'll be able to report something somewhat soon.
:salute:

===============================
EDIT:

Alright, I have tested the Homeworld 2 ships in FF and they seem to work fine, tho I had a CtD (I cannot blame the models for I was getting in and out of the application - Alt+Tab). Here is a list with more detailed pics of such ships and my suggestions for its - temporal - use:

Centauri Shuttle
Spoiler :
CentauriShuttle.jpg

EA Hyperion (tho I agree it doesn't look like a Hyperion)
Spoiler :
EAHyperion.jpg

EA Olympus
Spoiler :
EAOlympus.jpg

EA Warlock
Spoiler :
EAWarlock.jpg

NarnShuttle
Spoiler :
NarnShuttle.jpg

Narn Th'Nor
Spoiler :
NarnThNor.jpg


The Following I have no idea what we could use them for:
BattleShip
Spoiler :
NABattleship.jpg

Bomber
Spoiler :
NABomber.jpg

Carrier
Spoiler :
NACarrier.jpg

Fighter
Spoiler :
NAFighter.jpg

Starbase
Spoiler :
NAStarbase.jpg


What do you think?

===============================
EDIT 2:
I have also found out why the main menu themes doesn't work in the currently released version, the attached file needs to be placed here:
Assets\Art\Interface\Main Menu

It must have gotten lost on one of the mod's full rebuild. Remember to change the name of the desired theme to carre.dds

View attachment CIV4MainMenuBG.rar
 
To further add into my last post, I propose the following: A ship naming convention.

I was looking into the civilopedia and with the huge amount of ships it has become somewhat hostile to the reader. What I propose is to add a prefix to the ship names, i.e. the "Warlock destroyer" should be named "EA Warlock Destroyer", by doing this, not only the list will be alfabetically ordered, but also grouped by race. More over, it will put different names to ships that otherwise have the same name (i.e. all the "destroyers").

i.e.:
[Race Prefix] + [Ship class name] + [Class type]
EA Omega Destroyer

What do you think? :deal:
 
I have made some experiments with the "Ranged Attack Mode", we could use it for the "energy mines" and some sort of "planetary bombardment", perhaps even for the P.D.S.

ranged1.jpg


ranged2.jpg


Apparently all we need is the following:

Code:
<iAirRange>2</iAirRange>                //Ranged attack ... range :)
<iCombat>26</iCombat>                   //Units normal strenght
<iCombatLimit>85</iCombatLimit>         //Maximum damage to deal (can't hurt beyond this point)
<iAirCombat>50</iAirCombat>             //maximum % of iCombat to be dealt (???)
<iAirCombatLimit>100</iAirCombatLimit>  //100 == can kill

The comments are what I believe the tags do (some I'm certain, some I'm not)

We could also consider collateral damage:
Code:
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
 
I have to remember to steal the ranged bombardment idea for my mod. Any how, I believe that the iAirCombat tag is used to say what the combat strength of the unit is when doing air attacks. I could be wrong, but generaly if it is a percent, the tag usualy gives you a clue to that.
 
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