A Babylon 5 Mod for the Final Frontier Mod

Get well soon!
Thanks for that.

More good news and bad news.:D

First the good.
I finished adding in all of the ships that Premier has built for the mod.:goodjob:

Now for the bad.
After completing all of the above i found a patch for FF+ which auto installed. Unfortunately the patch reset all the units in Civ4UnitInfos.xml back to the FF+ standard. So now i have to go through that file all over again and redo it.:mad:
 
PsiCorps,
oh man....i had something like that a week ago -

i tend to backup every single thing in multiple copies...

i know its really frustrating.....


although i didnt visit this thread before, im waiting that mod will move to the modpacks section
im a b5 fan and im longing for this mod to be ready,
so, dont stop working! we are counting on you!
 
After completing all of the above i found a patch for FF+ which auto installed. Unfortunately the patch reset all the units in Civ4UnitInfos.xml back to the FF+ standard. So now i have to go through that file all over again and redo it.:mad:
yap, the important thing is not to give up.
Yeah, that has happened to me aswell, even at work... pretty frustrating :badcomp:, but as keldath said not giving up is the key. Sometimes I even found some errors I made on the first run ;).

Here is a new ship, the Centauri Republic Sulust Class Destroyer, with 828 polys and using the FF Destroyer animation:

Civilopedia:
Spoiler :

Centauri_Sulust_InGame0.jpg



Combat:
Spoiler :

Centauri_Sulust_InGame1.jpg



:salute:
 
i second that the_j,

wow i cant wait for this mod to be completed so i can kick some shadow butt (if they have any...:), if not - Centauri butt is juts ass good).
That is either a hilarious typo or an awesome pun. Well done. :lol:

Also I think the colour scheme fits perfectly with the other Centauri ships in the fleet...and I rather like it. Purple and gold are regal colours, after all. :king:
 
Hello everyone,

Today I bring to you more Centauri butt to be kicked. :lol: The Centauri Darkner, somewhere I found that a variant of this vessel existed as a small carrier, so here is it to fit such role.

Poly: 1068
Anim: FF Destroyer

Civilopedia
Spoiler :

Centauri_Darkner_InGame1.jpg



Combat:
Spoiler :

Centauri_Darkner_InGame0.jpg



:salute:
 
Hello all,

Here is the Narn Regime Toreth class corvette, a support ship equivalent to the Olympus, it has 666 polys :satan: and uses the FF Carrier animation.

Civilopedia
Spoiler :

Narn_Toreth_InGame1.jpg



Combat:
Spoiler :

Narn_Toreth_InGame0.jpg



It is a small ship (almost a fighter) so the unit should have at least 2 Toreths.

:salute:
 
Hi everyone,

I'm not sure I can deliver on the above post, but we'll see :mischief:. This time its the Centauri Republic Aquila Class Cruiser (Advanced), another one designed by Amras, and tho he meant it to be smaller than the Vorchan I meant it to be the replacement for the Primus, a vessel that carries heavy firepower and that could keep up with a Vorchan.

Civilopedia:
Centauri_Aquila_InGame1.jpg


Combat:
Centauri_Aquila_InGame0.jpg


It has 606 polys and uses the B5_Custom_FF_Destroyer animation.

:salute:
 
Hello everyone,

Here is the Centauri Republic Primus Class Battlecruiser "Valerius", a modified Primus, the texture is different to the already available Primus (and whenever I update such Primus it will also be different).

The mesh is almost the same, but I added the "mass driver" to the bottom of the ship, just below the fighter bay (I added a little bit more detail to it). It has 1502 polys and also uses the B5_Custom_FF_Destroyer animation.

Civilopedia:
Centauri_PrimusValerius_InGame1.jpg


Combat:
Centauri_PrimusValerius_InGame0.jpg


And since it has the Mass Driver in it, I say we should give it a bombardment (ranged attack) capability as well as a "Planetary Bombardment" promotion (like the standard FF one with an icon that resembles missiles)

:salute:
======
EDIT: Do you think it needs more "light"?
 
Another ship to add to the mod, (sigh) i'm still trying to figure out why the merge isn't working with FF+. I managed to get the Civs and Traits added with no problem but when i added the Buildings and Bonuses it stopped working. So, i'm now restarting this part of the merge and doing it one step/item at a time and ensuring the game loads after each one. Once i get this all done i'll add the new ships. Wish me luck.
 
Well, so far i've had no luck what so ever in resolving the merging problem i've been having. As reported previously i had no problem with just Civics and Traits merged in to FF+ 1.63 but even adding just one building or bonus results in a failure to load of the mod. Taking the one change out still leaves the successful merge unstable so i have to delete the version i was working and start again. :wallbash: :hammer2: :aargh:
I really don't know how to proceed now so i think i'll leave off trying to merge and just work on adding in all the ship models and sorting out the tech tree.
 
What I learned with 'merging' with FF+ is that it is best to just rebuild everything off of FF+. Otherwise you just get too many errors.
 
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