A Babylon 5 Mod for the Final Frontier Mod

I've ended up doing more work on the mod than i intended to, could you send me the fixed files so i can incorporate them (in case i've not fixed the problems in the same way you have). I started looking at the Tech Tree to see if there was another way to reorganise it. Time permitting i'll try and get them onto a word document for you to take a look at when you have some time.
 
yeah ill upload the files tomorrow,
all i did war to change the unit class - reserve to counter by the way.

ive began working on the merged sdk, im half way through with the merge of bbai and the final f' new sdk code, i hope the compile will work well. after that, i will have to merge the python and xml it will be several hours long.

i really hope that by Saturday, ill have bbai + b5 merged for you guys.

and after ill tenf to the tech tree, unless you beat me to it...
 
With the tech tree i'm going to break it down into the four era's that FF+ has. Isolation, Expansion, Galactic and Far Future. Once i've assigned each tech to one of those eras it'll be a little easier to work on the tree. Not sure how long that will take me so if you beat me to it don't worry.
I've added a few things that i think people will be pleased with but i'm not going to give anything away just yet, but i'm doing things like a :ninja:.

Be seeing you.
 
Hello all,

At last, the Centauri have their ship list completed. Here is the Centauri Maximus Command Ship (taken from E.F.N.I). By the time I completed the model it had 1900+ polys, so I had to take a few things away, mainly the bottom gun turrets (they could hardly be seen in-game anyway ;)).

Poly count: 1488
Animation: B5_Custom_FF_Maximus

Yep, there is a new animation for this ship (FF Cruiser based), given the background story that lead to the creation of it (the Firebird program) I took the liberty of using non-conventional Centauri weaponry.

Civilopedia:
Centauri_Maximus_InGame1.jpg


Combat:
Centauri_Maximus_InGame0.jpg


So there is just one ship model to go in order to have all of the major powers ships... unfortunately any Minbari ship model that we could use that I have found looks just like the Sharlin, so I'm still searching.

:salute:

====
EDIT: I was searching for the last minbari command ship, and I found the Velarian Class, I have actually seen this before, but discarded it as too similar to the Tigara Class:
Spoiler :

Velarian.jpg

minbari_size.gif


As can be seen in the images, I was mistaken. So, should the last Minbari ship be the Velarian?
 
Tigara and Leshath look even more similar, almost identical, yet you still added both; so there's no reason not to add the Valerian, which can actually be distinguished from both Sharlin and Valenzha without a magnifying glass ;)
 
Hello all!,

At last, the major power's fleets are complete. The Minbari Velarian Class Command Ship has 1259 polys and uses the FF Battleship animation.

Civilopedia:
Minbari_Velarian_InGame1.jpg


Combat:
Minbari_Velarian_InGame0.jpg

I like the Maximus and the Velerian. If we can complete the 4 Major races fleet rosters i will be extremely happy.
:D
by the way - how many ships are left to be made?
We have the following minor powers: Brakiri, Dilgar, Drazi, Gaim, LoNAW, Markab and Pak'ma'ra. So, if we have 18 ship classes for each race and taking into account the already made Brakiri ships, we are talking of about 108 more ships. (Not counting the first ones vessels).
BUT.... (there is always a "but" :lol:), we will be using the MK system since there are not enough desings (there is also the fact that some races purchase ships from others, like the Drazi selling to the Pak'ma'ra), so a better answer would be around 50 more ships.

:salute:
 
sweet model.

listen guys, ive merged all the sdk, and it works,
but i have a problem with the python,
i cant seem to import the aiautoplay,
do you have some knowledge in python?

i have uploaded the version ive made in my "keldath stuff" folder (formally known as new folder).

i hope you guys can fix this, its really frustrating.

ill see if tc01 can help.

edit:
i sent tc01 a pm, hope he can assist.
 
keldath, you do know that AI Autoplay consists of more than just that one one python file, right?
If the SDK parts aren't present in FF+ then it wouldn't be surprising if CTRL+SHIFT+X doesn't have the desired effect.
 
Fuyu,
.....of course buddy....ive merged tons of tons of sdk codes over the last 4 years...

ive already compiled the sdk with ff stuff, the compile went well,

also, i was able to make autoai work (barley though), its just that the ff+ is using ff pythons - its have a finalfrontierevent.py that acts as an eventmanager, while in bbai , theres a cvcustomeventmanager.py, the trick is to merge the two, and thats the part i had a problem with. i already got an answer from tc01, and he said the best way is to indeed merge the two files, it should be an easy job for someone who knows python.

PsiCorps,
in my years here, ive learned that with the right merge, you get get everything work with everything on civ4.

its just a python thing, im hoping tc01 will help here.

besides that, the functions of the bbai 1.01 are working with ff for now, its just the autoplay that cant be activated for now.
 
in my years here, ive learned that with the right merge, you get get everything work with everything on civ4.
That's good to know, personally i don't think AIautoplay is required for the B5 mod but if it's there and it works it's something else that players can use. So who am i to stamp out the fires of creation.:lol:
Make it work, i have faith in your ability.:goodjob:
 
hehe you reminded me with - "faith manages"...


anyway, aiauto isnt mainly for players - its mainly for us - its a great testing mechanism - helps finding ctds.

ill keep working on it. see what i can do.

but, the version i uploaded - we can use it, its with bbai, i can update it with your latest changes.
 
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