Babylon 5 Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: elliotg, Icemania

Imperius
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Joined: Wed Jun 25, 2014 5:49 am

RE: Babylon 5 Mod

Post by Imperius »

Ahh yes, I had that at first, but there is also an Ivanova character (ship captain, IIRC) that appears later for humans, so I didnt want the same race image as that of a character.

As for the future of this mod, like I said, I'm hoping someone else will take over and improve it from here :)
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robske
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RE: Babylon 5 Mod

Post by robske »

Didn't get to the point. Also, early game the Centauri took a heavy hit. They first got into war with the Narns, but also shortly after with the Minbari and Vorlons. They are still alive and kicking, but yeah. In my direct surroundings I am nearing into war against the Vree it seems. They are being warmongers right now, being at war with the Drazi, Pakmara and Markabs. Curiously though, the Shadows decced the Drakh, and are actually absorbing the Drakh into their own empire (causing a massive increase in their numbers, strategic value and military power).

Also, I might make some adjustments in the near future, which I will post as unofficial extra content in this thread. I haven't got the willpower to consistently keep pushing out updates right now, but can do some small fixes like race potraits (the drazi one needs a small fix if i saw it correctly). I might even try to include the Earth Alliance flag (which I pm'd to you) and add race flags for most other races in here.
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Imperius
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RE: Babylon 5 Mod

Post by Imperius »

Yeah, races seem a bit unpredictable in how they evolve power-wise!

In my current game, the Centauri ended up being the superpower, and once my scouts discovered Zha'Ha'Dum the event kicks off which gives them a defense pact with the shadows and hte Way of Darkness government which only made them more powerful.

The Narn in my game were almost wiped out, down to 3 worlds, while the Vree had discovered an insanely powerful abandoned capital ship and were among the major powers also. In my game though, I managed to get a mutual defense pact with the Vree.

I forgot to give the Drakh and Mutual Defense Pact with the Shadows in this version of the scenario, so that explains why theyre not cooperating as they should.

But yeah, any updates are welcome, and if you manage to get them done, I ll post a link to it on the first post :) If you wanted to go further beyond a few graphical tweaks, you're also welcome to make your own thread.
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robske
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RE: Babylon 5 Mod

Post by robske »

I made some small changes myself. First of the bits is the soundtrack:

https://www.dropbox.com/s/oxbxebemn8iecfg/Sounds.zip

Extract into the theme's folder, and it should work :)

It's not hard to make, and I think it could use some improvements. Changes the Dw main theme to the one of the movie in the beginning. And the rest are scrapped together from series OST and some other sources :)

/edit:

Played for a bit, and indeed, shadows got an alliance with the centauri now. I was on amiable terms with the Centauri, but since now they've been acting quite strangely.

Right now the major superpowers are the Shadows, Vorlons, Pakmara and Dilgar. But I'm a rising star now:
Image

Shadows decced narns. I thought let me save them from being annihiliated by the Shadows by integrating them into the Earth Alliance ;)
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Imperius
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RE: Babylon 5 Mod

Post by Imperius »

I had to take the Narns in my game too just now, in the same time period :D

Except I took it intact - I couldn't help noticing that someone had "softened it up" (literally) and that it's now only a quality 41% world, haha.

Playing with your new sound track too, it's great, I'll include it with the next version I post, or should I wait until you upload yours with the flags also and then just copy it to the first post?
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robske
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RE: Babylon 5 Mod

Post by robske »

Well, I did try to include the flagshapes. But somehow flagshape id 1 refers to flag 04. Not sure where that comes from, so I hope it works out fine.

Download link (incl. soundtrack): https://www.dropbox.com/s/j2l1v86v5cbwu ... shapes.zip

I also managed to change DW's intro movie (also not hard at all), but, for obvious copyright reasons I won't post the entire movie file here, save for 2 screenshots:
http://steamcommunity.com/sharedfiles/f ... =282761599
http://steamcommunity.com/sharedfiles/f ... =282761531

I'm also thinking of changing some of the sound effects. Like the alarm thing like when a ship is under attack. Could replace that with the sound effect of the alarm of Corwin's console in s3e10 when the reinforcements from clark arrive.
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Imperius
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RE: Babylon 5 Mod

Post by Imperius »

You're welcome to take over the mod from here, Robske if you like.

Turns out that during this summer heat my computer crashes and burns when DW gets too many ships in mid-late game, so I'll have to take a break from it for now!

Anyone else can tweak and modify it as well, it's not only allowed, but strongly encouraged :)
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robske
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RE: Babylon 5 Mod

Post by robske »

Well, I'm still thinking wether I will :) I'm not really able to push out frequent updates, and I also want to make the content I add in optional, so people can mix it up however they wish.

I am thinking of taking a peekaboo at the races and remove all non b5verse ones.

And overheating problems? That seems very very annoying. I don't have that with my APU luckily :D
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Keston
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RE: Babylon 5 Mod

Post by Keston »

Nice to find this. Is the safe download link the gamefront dot com/files/24326979/Babylon+5.rar listed in an early post?
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robske
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RE: Babylon 5 Mod

Post by robske »

Not sure entirely myself. Btw, sorry for late response. I still should get to work on those race files ><
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Tanaka
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RE: Babylon 5 Mod

Post by Tanaka »

Does not look like the link works anymore?
Image
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robske
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RE: Babylon 5 Mod

Post by robske »

https://www.dropbox.com/s/8bnbhy9vq6wzk ... %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.

Image
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Macrog
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RE: Babylon 5 Mod

Post by Macrog »

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
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robske
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RE: Babylon 5 Mod

Post by robske »

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/8bnbhy9vq6wzk ... %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.
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HectorOfTroy
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RE: Babylon 5 Mod

Post by HectorOfTroy »

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.
SenniTreborius
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RE: Babylon 5 Mod

Post by SenniTreborius »

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
Macrog
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RE: Babylon 5 Mod

Post by Macrog »

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?
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robske
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RE: Babylon 5 Mod

Post by robske »

@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.
Rhett
Posts: 51
Joined: Mon Dec 26, 2005 2:52 am

RE: Babylon 5 Mod

Post by Rhett »

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!
soulcatcher357
Posts: 35
Joined: Sun Jun 28, 2015 10:06 am

RE: Babylon 5 Mod

Post by soulcatcher357 »

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


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