I am uploading it now... I will post a thread with a topic like 'Babylon 5 v0.4' in the forum soon that will get stickied once a nice mod sees it. It will be up in the library soon also, probably in a few days. The library download will only be a file with a link to the full download as the library has a max filesize of 20mb.
rav8
Thanks guys, I have high hopes for this version. But I don't think I am going to finish it tonight either. It will be another night before I get 0.4 up - only a couple of tweaks left then a couple of things to test. Can't be more than a few hours if I get stuck in to it as soon as I get home... The changelog looks like this at the moment: * rangers are now a major race with their own h
This is half a gameplay example of the Babylon 5 mod. There are a few things that need tidying up (and I need to finish this game!), but 0.4 should be up within 10 hours. The default custom race starts with all the hull techs. If you don't want your shipyard to be cluttered just remove any undesired hull techs. Lyta has had enough of the bs and taken over Edgars Industries... the galaxy is next. There are lots
Handy tools for modding GalCiv2: XML in nice tables: XML Marker . XML as text: Notepad++ . 3dsMax export plugin: Panda Exporter . Good because it can output .x and .png files. 3dsMax import/export plugin: Xporter . Good because it can import .x files. <b
That's what I am working on at the moment, but it doesn't seem to work as I thought it would. Would tentatively say that 0.4 will be out next weekend but it is taking me a lot longer than I thought to get it all in order. Down to a lot of trial and error as the modguide doesn't really go in to detail about what files the AI calls.
So I think I'll go with the first one I have chosen to go mostly with Voltron's new models for 0.4, mainly to give everyone a chance to get a feel for the different styles. There are only a few, like the Vorchan, that are much different. Most are just retextured or rescaled. I really hope that I am in no way offending Coplann, Vorlone or Robalis! Hi guys! <img src="http://images.stardock.com/gc2/
Having received over 100 model imports from Voltron in the past few weeks, I now have the luxury of choosing between different versions of hulls. The next release of the mod (which I am chasing down some ctd bugs on atm!) will have the Anla'Shok (Rangers) as the next new race and most fleets will be further fleshed out. I am thinking of significantly scaling down some of the models. Scale in the combat viewer is cool (and is related to the model filenames anyway right?!) but it really g
Going well so far with 0.4, lots and lots of changes that make the game diverge further from default GC2. I really like the idea of having more valuable starting systems, should make it harder to wipe out a major... but before I play games testing the balance I wanted to get stuck in to the hulls: Ships are now in four categories: Ca
Overwrite the file that is already there and make sure you press 'clear' after you choose the Shadows. If you can see the 'Shadow Hull Design' tech then it worked! The thread for bugs or anything to do with 0.3a is over here .
Babylon 5 Seven major races, eight minor races, over 50 B5 hull models. Current thread Download Readme
Yup! It should work with anything since the 1.2 patch. Also... for anyone who wants to play as the Shadows or Vorlons, try extracting this file and putting the logistics.xml file in your ...\GalCiv2\Mods\Babylon5-03a\Data\Techs\ folder. When you start a new game and get to the race config screen, be sure to press 'clear' and the hulls should now work.
The number of minors that spawn is annoyingly random but I find I usually get about four on a gigantic map. There doesn't seem to be anything I can do to encourage the game to spawn more minors. As for the Shadow and Vorlon hulls... Try extracting this file and putting the logistics.xml in your ...\GalCiv2\Mods\Babylon5-03a\Data\Techs\ folder. When you start a new game and get to the race config scre
Yes! I hope
Thanks for the details Freecry, would swear english was your first language. I knew ignoring starbases for so long was going to bite me in the.
While 0.3a is up for people to play (test! ) I think it's time to plan the medium-term future of the mod. There are lots of things to try implementing but I'd like to focus on one aspect of the mod at a time. We have a few model importers now - if you think you can help with anything else, this is the thread! Hulls are what I am mos
[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the author(s) of this popular modification. Author: Do not remove this disclaimer when editing/updating this post.] As it has taken me so long to get a pc back up and running... weapon and en
I still have no working pc at home but the first (ok, second ) thing I'll do when I get my new one back from the shop is get a working version of the mod up. That's a long list of ships Voltron! Unique ships is something I've been trying to work out for a long time - many B5 things would fit nice as unique ships (or starbases?!). I _think_ it would be possible to have the first ones as m
Posting from an old pc, my current one is dying! I need to replace the mb, reinstall everything, (the bad side of striped arrays, as if two mb would ever have the same controller) and have a cry because my pc is old /end excuse for not testing enough It will be a few days before a more thoroughly tested 0.3 is up. Got started on rejigging lots of files to make it easier to separate the download
BUGGED! Attacking an armed starbase crashes the game. I will work on a fix ASAP, especially sorry to any dialup downloaders!
Changes since 0.2 are: * drakh hordes (tanker, carrier, mothership, raider and shuttle) * vorlon hull design tech for good alignments (vorlons start with it) * shadow hull design tech for evil alignments (shadows start with it) * two new minors: abbai and arnassians * lots of changes to existing minors (all should be a bit stronger now) * pruned the shipcfg files and added some that were missing * dilgar sekhmet (huge hull via neutral hull tech) * vorlon scale bui
BUGGED! Attacking an armed starbase crashes the game. I will work on a fix ASAP, especially sorry to any dialup downloaders! Download: 0.3 is bugged Readme: info Website: more info T
Because (afaik) you can't add more. I've only had luck modding existing minors.
You could edit the S0_SurveyShip.shipcfg to point to the right hull and edit the components of the SurveyShip in GC2Ships.xml but this would just replace the survey ship. I don't know of another way to spawn a single (unique!) ship.
Last time I tried to change the randomly generated planet and star names I couldn't get it to work using the mod folder - I'll try again, would be cool to use all those names.
Try here for a Stardock Modding Guide: Link It is one of the stickies: Link