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RE: Babylon 5 Mod - 8/14/2014 11:49:27 PM   
Tanaka


Posts: 2896
Joined: 4/8/2003
From: USA
Status: offline
Does not look like the link works anymore?

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(in reply to robske)
Post #: 31
RE: Babylon 5 Mod - 8/15/2014 1:47:20 AM   
robske


Posts: 59
Joined: 12/10/2010
From: The Netherlands
Status: offline
https://www.dropbox.com/s/8bnbhy9vq6wzkiu/Babylon%205old.7z

That's my current WIP files :)

Edit:
Added a screenshot of the current WIP version.
Current changes:
- Soundtrack of DW replaced with soundtrack from B5 series, and a cancelled b5 space combat sim game's ost.
- Updated some graphics, most notably of events.
- Flagshapes changed.
- Stock races except mechanoids and shakturi removed.

Planned:
- Adding sound effects from B5.
- Fixing the flagshapes and a few of the race images (Drazi for example).
- Possibly modifying the UI to use a EA-computer console inspired style.
- More event notification images in B5 style (galactic newsnet to ISN for instance).
- Expansion of B5verse events in the universe.

http://i.imgur.com/EvMPSFe.jpg <- another screenshot fyi.




Attachment (1)

< Message edited by robske -- 8/15/2014 5:10:04 PM >


_____________________________

Scifi 4X game geek...

The universe has its mysteries which can only be solved through the curiousity of intelligent life...

My lesson about life:
Keep the past in mind, act in the present, look to the future.

(in reply to Tanaka)
Post #: 32
RE: Babylon 5 Mod - 8/16/2014 3:26:42 PM   
Macrog

 

Posts: 2
Joined: 8/16/2014
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Hi All, I am a new player to Distant Worlds having only first seen it when it went live on steam. I have now played enough to start wanting to mod it and thats when I found this thread. I am an avid Babylon 5 fan and this particular mod really turns my crank, I have only put about 4 hours into the mod/map but so far its been great fun. I registered specifically to tell both Imperious and Robske that their work is not unappreciated, I am really enjoying the mod so far and I wanted to say thank you for your time and effort in developing it.

I would like to recount my own experience as the budding Earth Alliance, I removed all weapons from my star port in an attempt to make it cheaper to maintain but I believe this is what caused the Centauri to show up with a 20-25 strong fleet of ships to decimate Earth roughly 5-10 years into the game. Unfortunately I was unable to defend myself and all orbital stations were destroyed prompting me to restart the game. I am now 8 years into my next game and the Centauri have not shown up again, I believe because I have more defenses in place.

I do not want to push you guys, as added pressure can cause a mod developer to burn out, but I do look forward to any further improvements or refinements either of you are willing to make.

As happy as a free Narn,
Macrog

(in reply to robske)
Post #: 33
RE: Babylon 5 Mod - 8/17/2014 5:18:22 PM   
robske


Posts: 59
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From: The Netherlands
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Thanks for the very kind words :) Most of the credit should go to imperius though :)

The AI is generally quite aggressive in this mod yes. You can't look weak or disorganized, or you would be inviting invasion ;)

I've updated the files a bit -> https://www.dropbox.com/s/8bnbhy9vq6wzkiu/Babylon%205old.7z

Changelog:
- (hopefully) fixed the drazi race image, including replacing imperius' image of the drazi with a somewhat more fitting one ;)
- Added in some experimental sound effects. Experimental as in not fully tested yet and not fully optimized yet in terms of sound quality. The original ones are still located besides it.
- Updated a few more images on events.

_____________________________

Scifi 4X game geek...

The universe has its mysteries which can only be solved through the curiousity of intelligent life...

My lesson about life:
Keep the past in mind, act in the present, look to the future.

(in reply to Macrog)
Post #: 34
RE: Babylon 5 Mod - 8/17/2014 9:00:09 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
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Let me know if you need help with looking for images, sounds, etc.

I don't really have time or skills to mod the game, but if you need help with looking for content I will try to help.

(in reply to robske)
Post #: 35
RE: Babylon 5 Mod - 8/18/2014 2:46:36 PM   
SenniTreborius

 

Posts: 1
Joined: 8/18/2014
Status: offline
When I went to run this mod I got the message "This is not a valid Distant Worlds game file" in the starting prebuilt galaxy screen. and then on clicking OK got (and I could not continue):

Microsoft.NET Framework message: Unhandled exception has occurred in your application. and I could not continue.

Object reference not set to an instance of an object.
With the following details:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Start.PZxttvjOyE(GalaxySummary , EmpireSummary )
at DistantWorlds.Start.KB0tSOgT3o(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
_
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Games/Distant%20Worlds%20Universe_B5/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Games/Distant%20Worlds%20Universe_B5/Interop.WMPLib.DLL
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 11.0.50938.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
System.Runtime.Serialization
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
Ionic.Zip
Assembly Version: 1.9.1.5
Win32 Version: 1.9.1.5
CodeBase: file:///D:/Games/Distant%20Worlds%20Universe_B5/Ionic.Zip.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
SMDiagnostics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/SMDiagnostics/v4.0_4.0.0.0__b77a5c561934e089/SMDiagnostics.dll
----------------------------------------
System.ServiceModel.Internals
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.ServiceModel.Internals/v4.0_4.0.0.0__31bf3856ad364e35/System.ServiceModel.Internals.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Please note I am new to DWU, running everything on absent, and may have made some mistake myself. Also I thought I had a a win64 system, but I'm getting above my head saying even this

< Message edited by SenniTreborius -- 8/18/2014 3:53:17 PM >

(in reply to HectorOfTroy)
Post #: 36
RE: Babylon 5 Mod - 8/18/2014 3:56:11 PM   
Macrog

 

Posts: 2
Joined: 8/16/2014
Status: offline
SenniTreborius,

I just started the new file, seems to work here.

Im by no means an expert but I am thinking theres 3 possibilities.

1.) Your file structure is off. The proper one is Distant Worlds Universe\Customization\Babylon 5old. All files are contained within Babylon 5old. However I'm doubtful this is the issue as your post indicated the mod atleast starts up and that means the file structure should be alright.

2.) Your mod download is corrupted. Re-downloading usually fixes unless something is causing it to corrupt once it arrives such as an anti virus program or a failing hard drive.

3.) Your distant worlds universe install is somehow damaged. If bought through steam one can verify the installation by right clicking on the game name in the library list and going to properties then local files and verify game cache. Other wise just delete the previous installation (saves should be saved to a separate folder and won't be deleted) and reinstall.

Hope this helps you get it working, theres any number of issues that can prevent the game from running but most can be troubleshot and rectified easily so just stick with it.

*Edit: I forgot to ask, does normal Distant worlds work fine?

< Message edited by Macrog -- 8/18/2014 4:57:18 PM >

(in reply to SenniTreborius)
Post #: 37
RE: Babylon 5 Mod - 8/18/2014 7:32:45 PM   
robske


Posts: 59
Joined: 12/10/2010
From: The Netherlands
Status: offline
@Hector: I think mostly sound effects from the series and possibly if we want an EA-styled GUI, that'd be nice.

@Treb: Did you use return of the shakturi events? If so, those cause a CTD when triggering related events. My error in that case looks very similar to yours.

_____________________________

Scifi 4X game geek...

The universe has its mysteries which can only be solved through the curiousity of intelligent life...

My lesson about life:
Keep the past in mind, act in the present, look to the future.

(in reply to Macrog)
Post #: 38
RE: Babylon 5 Mod - 12/14/2014 7:56:18 PM   
Rhett

 

Posts: 51
Joined: 12/26/2005
Status: offline
Anyone still working on this? Would love to try it out sometime over the holidays and if there is a newer version than robske posted on 8/17 would love to try it. Thanks for pulling this together!

(in reply to robske)
Post #: 39
RE: Babylon 5 Mod - 7/6/2015 3:06:21 AM   
soulcatcher357

 

Posts: 35
Joined: 6/28/2015
Status: offline
Babylon 5 Weapons mod:

If anyone cares I made some sounds based on Babylon 5 Wars for EA and For the Minbari. I also looked closely (spreadsheet modeled) at the weapons types and they look like they can port over as well as internal structure given a few simple caveats:

Internal structure and reactive armor roughly translates in DWU as:
25% Armor (Space of 4, Non reactive , standard rating 6)
25% Systems not modeled in B5Wars get adjusted based on their actual reactive armor vs. the "5" standard

50% spaces should be comparable in both B5Wars and DWU- get adjusted based on their actual reactive armor vs. the "5" standard

Reactive armor of 5 will be subtracted out of standard weapon damage.

An Earth Alliance Omega Destroyer would be about 500 spaces.

Energy Web is basically a small shield with high regeneration value along with a weak jammer.

Next: Sharlin War Cruiser



(in reply to Rhett)
Post #: 40
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