A Babylon 5 Mod for the Final Frontier Mod

The trouble with merging Final Frontier Plus and another mod is simply that Final Frontier Plus makes so many changes. The Mod Platform was an attempt to make merging easier, but even that can only go so far.

It looks like the only person who was actually successful with a merge was deanej.

When you say a "failure to load", do you mean a crash or a string of Python exceptions and/or XML load errors?
 
Hello all!,

I have almost finished the G'Kar Cruiser, but first I have lightened the Valerius, here is a before / after pic (the right one is the "after"):

Centauri_PrimusValerius_InGame2.jpg


A little bit better. ;)

The trouble with merging Final Frontier Plus and another mod is simply that Final Frontier Plus makes so many changes. The Mod Platform was an attempt to make merging easier, but even that can only go so far.

It looks like the only person who was actually successful with a merge was deanej.

When you say a "failure to load", do you mean a crash or a string of Python exceptions and/or XML load errors?

I'm not sure of PsiCorps currently reported problem, but I made a few tests on my own and it was a crash, I enabled crash dumps and took a few ones. I'm no expert win WinDbg, but I "!analyze -v"'ed it, and pointed to some memory handling stuff :
Spoiler :

Code:
0:000> !analyze -v
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

*************************************************************************
***                                                                   ***
***                                                                   ***
***    Your debugger is not using the correct symbols                 ***
***                                                                   ***
***    In order for this command to work properly, your symbol path   ***
***    must point to .pdb files that have full type information.      ***
***                                                                   ***
***    Certain .pdb files (such as the public OS symbols) do not      ***
***    contain the required information.  Contact the group that      ***
***    provided you with these symbols if you need this command to    ***
***    work.                                                          ***
***                                                                   ***
***    Type referenced: kernel32!pNlsUserInfo                         ***
***                                                                   ***
*************************************************************************
*************************************************************************
***                                                                   ***
***                                                                   ***
***    Your debugger is not using the correct symbols                 ***
***                                                                   ***
***    In order for this command to work properly, your symbol path   ***
***    must point to .pdb files that have full type information.      ***
***                                                                   ***
***    Certain .pdb files (such as the public OS symbols) do not      ***
***    contain the required information.  Contact the group that      ***
***    provided you with these symbols if you need this command to    ***
***    work.                                                          ***
***                                                                   ***
***    Type referenced: kernel32!pNlsUserInfo                         ***
***                                                                   ***
*************************************************************************

FAULTING_IP: 
CvGameCoreDLL!CvActionInfo::getDescription+231d
0320d35d 8b10            mov     edx,dword ptr [eax]

EXCEPTION_RECORD:  ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 0320d35d (CvGameCoreDLL!CvActionInfo::getDescription+0x0000231d)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: 00000000
Attempt to read from address 00000000

DEFAULT_BUCKET_ID:  NULL_POINTER_READ

PROCESS_NAME:  Civ4BeyondSword.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - La instrucci n en "0x%08lx" hace referencia a la memoria en "0x%08lx". La memoria no se puede "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - La instrucci n en "0x%08lx" hace referencia a la memoria en "0x%08lx". La memoria no se puede "%s".

EXCEPTION_PARAMETER1:  00000000

EXCEPTION_PARAMETER2:  00000000

READ_ADDRESS:  00000000 

FOLLOWUP_IP: 
CvGameCoreDLL!CvActionInfo::getDescription+231d
0320d35d 8b10            mov     edx,dword ptr [eax]

NTGLOBALFLAG:  0

APPLICATION_VERIFIER_FLAGS:  0

FAULTING_THREAD:  00000e18

PRIMARY_PROBLEM_CLASS:  NULL_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_NULL_POINTER_READ

LAST_CONTROL_TRANSFER:  from 7c3aee07 to 0320d35d

STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0012ed58 7c3aee07 00000000 1987f1c8 00000000 CvGameCoreDLL!CvActionInfo::getDescription+0x231d
0012ed7c 0320b4b1 00000000 0000000f 0012eeb4 msvcp71!std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >+0x11 [f:\vs70builds\3077\vc\crtbld\crt\src\xstring @ 313]
0012ed8c 03458d52 00000001 03303624 00000001 CvGameCoreDLL!CvActionInfo::getDescription+0x471
0012eeb4 0345dc0e ffffffff 03317050 0355b348 CvGameCoreDLL!CvGameTextMgr::Initialize+0x10442
0012f724 03322961 0355b348 0348e5c8 03482fa8 CvGameCoreDLL!CvGameTextMgr::Initialize+0x152fe
0012fb74 0041394d 0012fc94 0012fc94 00a3fd0b CvGameCoreDLL!CvXMLLoadUtility::LoadPreMenuGlobals+0x791
0012fb80 00a3fd0b ffffffff 004124d2 01af6f18 Civ4BeyondSword+0x1394d
0012fca4 0040882d 01af6f18 7c80b6b1 00152378 Civ4BeyondSword!initCvPythonExtensions+0x375bdb
0012ff08 004d6f35 01af6f18 00400000 00152378 Civ4BeyondSword+0x882d
0012ffc0 7c816fe7 80000001 033ce0c4 7ffd9000 Civ4BeyondSword+0xd6f35
0012ffe0 7c839aef 7c816ff0 00000000 00000000 kernel32!BaseProcessStart+0x23
0012ffe8 00000000 00000000 00000000 008f47fa kernel32!_SEH_epilog+0x18


STACK_COMMAND:  ~0s; .ecxr ; kb

SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  CvGameCoreDLL!CvActionInfo::getDescription+231d

FOLLOWUP_NAME:  MachineOwner

MODULE_NAME: CvGameCoreDLL

IMAGE_NAME:  CvGameCoreDLL.dll

DEBUG_FLR_IMAGE_TIMESTAMP:  4c1bde37

FAILURE_BUCKET_ID:  NULL_POINTER_READ_c0000005_CvGameCoreDLL.dll!CvActionInfo::getDescription

BUCKET_ID:  APPLICATION_FAULT_NULL_POINTER_READ_CvGameCoreDLL!CvActionInfo::getDescription+231d

Followup: MachineOwner
---------

However I'm not even sure that is the actual problem.

Regards :salute:
 
Hello all,

As promised here is the Narn G'Kar Class Command Cruiser, it is yet another design of Amras, it has 1496 polys and uses the FF Cruiser animation. Like the G'Quan, it should have a ranged bombardment capability.

Civilopedia:
Narn_GKar_InGame1.jpg


Combat:
Narn_GKar_InGame0.jpg


:salute:
 
:eek: they are still not all done?

:goodjob: as usual :D.

Far from it, while there are a few ships for the Major powers (Earth, Minbari, Centauri, Narn) yet to be done, most of the minor powers (Brakiri, Drazi, Dilgar, Pak'ma'ra, LoNAW) are still in the to-do queue.

I would say that just about 49% of the ships are ready. ;)
 
For the valerius the right one is the lightened version? It appears a bit darker for me, the forward projections and the purple in the center especialy.

Out of curiosity, when will you get around to doing a shadow vessel?
 
when will you get around to doing a shadow vessel?
:eek2: Never i hope, don't want a shadow or Vorlon Civ at the moment, they would be far too powerful. Though as a surprise in a goody hut they could rampage around for a while destroying everything in sight.
On a happier note. I finally figured out why the mod merging was failing so badly for me. After my last attempt to merge i deleted the FF+ folder and went into it fresh this morning after a week off. This time when i installed the FF+ files, i checked the install path it was using and discovered that the 1.6 version and patch 1.62 were installing to a different file
Spoiler :
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Final Frontier Plus
instead of
Spoiler :
F:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Final Frontier Plus

As you may notice because the difference in file name is so close to the beginning it isn't visible when you do the auto install. So for the last few weeks i've been trying to merge B5 with a version of FF+ that actually only had patch 1.63 added to a clean version of FF. i feel such a fool (facepalms). So at the moment i am now back to having the Civs, Traits and Civics all back in and working. Tomorrow i'll start adding in the ships (One at a time) Which will take an awfully long time as i'll have to test the mod after every ship.
TTFN
 
For the valerius the right one is the lightened version? It appears a bit darker for me, the forward projections and the purple in the center especialy.
Yep, the right one is the lightened version... guess I'll have to change it further :p

Out of curiosity, when will you get around to doing a shadow vessel?

:eek2: Never i hope, don't want a shadow or Vorlon Civ at the moment, they would be far too powerful. Though as a surprise in a goody hut they could rampage around for a while destroying everything in sight.

I share PsiCorps point on that a Shadow/Vorlon Civ is a no go, but I like the Idea of using them for goody huts and possibly events.

On a happier note. I finally figured out why the mod merging was failing...
:thumbsup: Great to hear that!, I guess I'll have to hurry with the few major powers ships still not done, that way, we could have the next release with the main four civs completely ready :)

:salute:

===
EDIT: What about now? (Left is the original one, right the new one)
Centauri_PrimusValerius_InGame3.jpg
 
Hello Everyone!,

Here is the Minbari Valenzha Command Ship (or should we spell it Valen'Zha?), with 1431 polys and using the FF Battleship animation this monster ship its quite bigger to the Sharlin (so much it doesn't even fit the Civilopedia screen (I know that the scale can be changed so that it shows complete on such screen, but it would honor the ship ;))

Civilopedia:
Minbari_Valenzha_InGame1.jpg


Combat:
Minbari_Valenzha_InGame0.jpg


By the looks and size of this ship I say this could be the Drala'fi (the Black Star, tho in the movie "In The Beginning" the Drala'fi is a standard Sharlin). :nuke:

:salute:
 
Looks nice.

With regards to the Shadows, couldn't you just implement them like deanej did with the Borg in Star Trek? Freakishly overpowered so the human has to organize an AI resistance. I think that would mesh well with the series.

I just started on season 4. Managed to get through season two in one week.
I have to ask, does Londo ever fully repent for his role in the Shadow War? Londo is probably my favorite character in the whole show.
 
I have to ask, does Londo ever fully repent for his role in the Shadow War?
Now why do you want us to go spoiling things for you?!

Hope you are enjoying what you've seen of the series so far.

With regards to the Shadows, couldn't you just implement them like deanej did with the Borg in Star Trek? Freakishly overpowered so the human has to organize an AI resistance. I think that would mesh well with the series.
That isn't such a bad idea, for the moment though i want to concentrate on getting all the Civs currently in game completed before adding in anything like a Shadow Ship.
 
I just started on season 4. Managed to get through season two in one week.
I have to ask, does Londo ever fully repent for his role in the Shadow War? Londo is probably my favorite character in the whole show.

Season 4 huh?, :D you'll find out your answer soon enough. :cool:

:salute:
 
I just watched the episode involving Cartagia and Londo on Narn. It appears Londo is going to repent. Yay. The Centauri made a nice about face from comic relief in Season 1 to a real moraly ambigous force that could maintain an empire.
 
I just watched the episode involving Cartagia and Londo on Narn. It appears Londo is going to repent. Yay. The Centauri made a nice about face from comic relief in Season 1 to a real moraly ambigous force that could maintain an empire.

Sniggers, you've seen nothing yet.
 
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.
That's pretty much what i've had to do. So far so good, i've managed to get 3 Civs and all of their ships/units in so far. Still have quite a few Civs to do and then i have to start on the buildings and the tech tree.
 
Hi all,
I've been going through and adding in all of the Narn ships i found that we have 3 Narn ship classes that are now unused. G'Vrahn, G'Karith and Ka'Bin'Tak.
The G'Vrahn and the Ka'Bin'Tak, according to the descriptions i have only become available after the Narn join the ISA which would make them a 3rd Generation Ship something which few of the other races seem to have.
After viewing other descriptions the Ron'Goth is described as one of the few Carriers the Narn possess.
I am doing the following with the Narn ships.
1.Rename the early Narn Carrier as the Ron'Goth and drop the Th'Nor variant. We already have a Th'Nor in as a destroyer so it's not possible to use the name Th'Nor again unless we add something to it.
2. Fill the space vacated by the Ron'Goth with the G'Karith.
3.Christen the later Narn Carrier as a Ko'Dath class carrier. It honours the name of G'Kars first assistant killed in an 'airlock accident'.
For the time being i am going to go ahead with making the changes i've suggested above. This at least allows me to finish off the Narn ship list and move on to the Centauri and if the general opinion is that we change/rename things again it's quite easy to do.
 
Hello all!,

I just finished the second incarnation of the Minbari Morshin Carrier, it is again based in the design of Amras, I certainly looks better, more agressive, and in general terms, more capable.

Polys: 1231
Animation: FF Cruiser

Civilopedia:
Minbari_Morshin2_InGame1.jpg


Combat:
Minbari_Morshin2_InGame0.jpg


My comments:
Hi all,
I've been going through and adding in all of the Narn ships i found that we have 3 Narn ship classes that are now unused. G'Vrahn, G'Karith and Ka'Bin'Tak.
The G'Vrahn and the Ka'Bin'Tak, according to the descriptions i have only become available after the Narn join the ISA which would make them a 3rd Generation Ship something which few of the other races seem to have.
Actually I think that all races have 3rd Generation Ship Classes, however, by the time of the show some of them are actually already in the 3rd generation stage (i.e. Minbari).

After viewing other descriptions the Ron'Goth is described as one of the few Carriers the Narn possess.
All references to the Ron'Goth I have found describe it as a destroyer... :confused:
I am doing the following with the Narn ships.
1.Rename the early Narn Carrier as the Ron'Goth and drop the Th'Nor variant. We already have a Th'Nor in as a destroyer so it's not possible to use the name Th'Nor again unless we add something to it.
:crazyeye: I got confused with this one at first, but as I understand its only a name change.

I'm fine with renaming the carrier, however I disagree on renaming it Ron'Goth.
Spoiler :

2. Fill the space vacated by the Ron'Goth with the G'Karith.
I disagree with this name change, since the G'Karith is a totally different design
Spoiler :

aog-b5w-263.jpeg


3.Christen the later Narn Carrier as a Ko'Dath class carrier. It honours the name of G'Kars first assistant killed in an 'airlock accident'.
:thumbsup: I like the name!.

===
EDIT
ShipTree-byClass-1.jpg

This table is the same I posted before, but this time the ships I red have already been modelled. What do we do on the vacant spaces? use the MK system?.
For the time being, and as promised I'm switching back to the Brakiri, ... and the Dilgar. :evil:
 
All references to the Ron'Goth I have found describe it as a destroyer...
This presents us with a small problem. At the moment we have 3 destroyers for the Narn, Dag'Kar, Th'Nor and Var'Nic i'm happy to swap ship class/names around but i would like to keep it as close to canon as possible.
If we make the Ron'Goth a destroyer, which of the current 3 destroyers are we going to make the Carrier in its place? I would prefer to make it the Var'Nic.

On to the G'Kar'Ith/Th'Nor issue. With the three currently unused names G'Vrahn, G'Karith and Ka'Bin'Tak we are a little limited in what names we use unless we can find a name within the series that hasn't yet been used.

Any ideas on what names to use for the classes so we can resolve the issue.

Having done a quick search on google for ship classes. Here are a few suggestions.

Valen Class (to fill the vacant cruiser class slot for the Minbari)
Tralathi Class (to fill the vacant Command ship slot for the Minbari)
Sharlotha Class (to fill the vacant Carrier ship slot for the Minbari)
Enfali Class (to fill the vacant destroyer slot for the Minbari)

Celerian Class (to fill the vacant command ship slot for the Centauri)

Koschlavita (Dilgar battle destroyer)
Nishatur (Dilgar battle cruiser)
Targath (Dilgar long range explorer (scout))

Bloodraptor (Drazi cruiser)

Marfa (Markab battlecruiser)
Rotafom (Markab strike fighter)
Mantola (Markab destroyer)
Mafalom (Markab Destroyer)
Drofta II(Markab medium fighter)
Shafab (Markab Heavy cruiser)
Falatok (Markab Heavy Carrier)

Xali (Vree battle carrier)
Xahr (Vree frigate)
Tzyxx (Vree Torpedo Fighter)
Xeex (Vree Fleet carrier)

Shykara (Abbai Frigate)

If we used those names we would have the fleet lists completed for the 4 major races(hint hint) and we would be well on the way to filling up the other civ fleet lists.
I'll replace the current Morshin model with the new one.
:thumbsup: I like the name!.
Glad you like the name Ko'Dath for the carrier.
as promised I'm switching back to the Brakiri, ... and the Dilgar.
Excellent news, can't wait for them to start appearing from the Premier Shipyards.
 
Hi!,
i would like to keep it as close to canon as possible.
So do I.
If we make the Ron'Goth a destroyer, which of the current 3 destroyers are we going to make the Carrier in its place? I would prefer to make it the Var'Nic.
I propose we use the Ron'Goth as a Dreadnought / Battleship. (like in the table ;))
On to the G'Kar'Ith/Th'Nor issue. With the three currently unused names G'Vrahn, G'Karith and Ka'Bin'Tak we are a little limited in what names we use unless we can find a name within the series that hasn't yet been used.

Any ideas on what names to use for the classes so we can resolve the issue.
I think we could use some character names for the conflicting ship names, for example: Na'Fal, G'Sten,... I remember that in some episode G'Kar talks about various religious names (other than G'Quan), we could use those.
Valen Class (to fill the vacant cruiser class slot for the Minbari)
Tralathi Class (to fill the vacant Command ship slot for the Minbari)
Sharlotha Class (to fill the vacant Carrier ship slot for the Minbari) (don't think we need this one)
Enfali Class (to fill the vacant destroyer slot for the Minbari)

Celerian Class (to fill the vacant command ship slot for the Centauri)
I'll take a look into this ships... I suppose the Valen will be the "The Lost Tales" one and not the "The Legend of the Rangers" one :lol:

I'll replace the current Morshin model with the new one.
The new Morshin model isn't meant to replace the first one (modwise), but rather to be the second carrier class. (Being the second a clear upgrade to the first one);)
 
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