This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers.
Babylon 5 - Sins of the Younger Races
Disclaimer:The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.
Thanks to the TEAM:2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerXBughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, ZvezdochetsModel Templates: Amras-Arfeiniel, James Newman (Firehawk)Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), ZvezdochetsMusician: Pauli ValkeejärviResearch: Rob Cummings, Darvroth, Rodney JenkinsPR: Darvroth, SteinerXSounds: Rob Cummings, Pauli Valkeejärvi, ZvezdochetsTexturers: Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5Moderation: Blake00
Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)And toMysticAngel for the Automated Fighter docking abilityThe Babylon 5 X3TC team
And thanks to all those modelers whose work is a inspiration and a template for creating ingame assetsIf I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)
Release 0.54.1 Full Download for Rebellion 1.95+& Patch 0.54.2
NEW - Balvarin Carrier and Minor Factions fix!
Installation Guide:
Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:
TXT2SinsArchiveVersion 194Version 0enabledModNameCount 2enabledModName "SotyrRemastered"enabledModName "SinsRemastered-v0.95b"
DISCORD:
https://discord.gg/9AwgByEEKn
Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/
Yours TobiWahn_Kenobi
I'm also crashing at the same points. My guess is that the AI hits something in the research that is doing something other than what it expects. Another guess is that the AI wants to build starbases but can't because the player entities don't have one and/or the research doesn't allow them to.
Grrr! We want to play Babylon 5 in Sins, but the darn AI keeps wanting to play default Sins.
I'll look into this tomorrow afternoon. The starbases are a good starting point, though I'll first add the default research to the EA player in addition to the new research (creates errors because of duplicate research tree entries, but AI con cope with them) and look if it still crashes. If it is an issue like the Minbari minelayer issue, it should be gone with all the research included. If not I must look elsewhere.
Update:
EA is now working, didn't like having the JumpgateContructor under NotOnPage in Frigates. I also removed Breaching pod from this section, just to be safe.
Centauri and Narn still don't work. Well, at least progress!
Great news! I have a theory on why the others aren't working, I'm going to check some things and see.
Edit: Bah! Still dumped out with the Centauri. I have autosave off but timed the crash to approx 30 minutes in. I thought that the roletypes on the Balvarin, Centurion, and Maximus were throwing the AI off like they were for the colony frigates.
Here's what I did:
Centauri Balvarin (made typecount 1 and carrier)typeCount 2frigateRoleType "Carrier"frigateRoleType "Heavy"Centauri Centurion (made typecount 1 and siege)typeCount 3frigateRoleType "Heavy"frigateRoleType "Siege"frigateRoleType "AntiModule"centauri maximus (made typecount 1 and Lrm)typeCount 2frigateRoleType "Lrm"frigateRoleType "Light"
Btw, I had forgot to give the centauri colony ship antimatter regeneration. Without it they won't be able to colonize. I set AntiMatterRestoreRate to 0.500000 just like the other ones.
Also, for some odd reason any fighters launched by the Liati (after being first built) spawn way off the map outside the gravity well. However, after I phase jumped the Liati to another gravity well, they launched normally.
I got EA, Narn, Minbari and Centauri working (problem with Vorlons, but will solve that tomorrow or the day after)
The bug was not roletypes, but that (caused by a bug in my mod database) the starbase construction ships dont like to have no ability. They need at least one starbase construction ability!
I think that was the problem with the Constructor under NotOnPage as well. When I finished getting all the races to work I will give a beta update to Peter1x9 and ZombiesRus5 to look over (if you have time that is)
Happy times ahead!!
Woot!
Yay! So I was on the right track with the starbases. That makes perfect sense with the constructors. Another bug is slain!
"There, you see! This will teach you to trifle with the mighty Centauri!" - Centauri Vs Insect
You know, you're smaller than I thought you were.
You are smaller!
There are more of you! There are more of you!!!
Here's the whole 2.5 minute scene on youtube!
http://youtu.be/n2AXASQPFQo
Good news, all races working! dev update sent to Peter1x9 and ZombiesRus5
PS.: Yep, we all love the might of the Centauri empire!! What would B5 be without Peter Jurasic and Andreas Katsulas?
All the minidumps have been slain! The Earth Alliance, Narn, Centauri, and Minbari are completely playable! Some things haven't been implemented yet but things are coming along quite well.
It's safe to say that capital ship bombardment by bombs is now old-fashioned. As Earth Alliance, my fleet of frigates was busy launching bombs at an enemy planet while my Omegas, Hyperions, and even a Victory were happily firing every beam they had at it.
Massive fleet battles with Babylon 5 ships are insanely fun!
The research tree is massively different from the original game and very creative. Those darn telepaths tend to give some very interesting bonuses.
Edit: I just saw your PM, I'll update to 1.3 now and check back later for the next patch.
That is good news. I was fighting my own insta-minidump in my mod so was able to run anymore of Babylon. But I have to agree, I like the mod very much and look forward to it's initial release.
Yes, thanks to you both we now have a playable mod for sins 1.3
I still want to add a basic refuel mechanic (so that one does not run out of AM forever with his ships), just a refuel ability to the repair station and a starbase which can refuel for every race (the younger ones at first).
Edit:The Research tree is preliminary and subject to change (heavily) in the subsequent releases
Hmm, how would you get the Ai to go along with a refuel mechanism? Looking forward to the release, i just watched through all bab5 episodes and although i get mad as hell from some of them, its a great show well worthy of a mod for sins of solar empires.
Why would you get mad? The only really bad episode is "Grey 17 is missing" and even that got some nice moment with the secondary arc about Neroon and Delenn.
Now if you would complain about some of Crusades episodes, I could understand you. And I still try to tell myself that "Legend of the Rangers" was never made.
Small statusupdate: Planetmodules are now native from the database, every race (the younger ones, Vorlons and Shadows remain untouched for this release) now has an Antimatter Recharge ModuleTwo starbases per race are yet to be made (jumpgate and one default starbase)New Intro and Credits screensReadme files needs to be updatedOnce the starbases are in I will testseed this build to Peter1x9 and ZombiesRus5 as well as to anyone who has dev access to the svn repository (that means you koobalt, I haven't forgotten you)
If no objections are made, that would be the final 0.42 then.
Yay!
lol, thanks for memory, as for star base narn already have one model by me, we just need uv and we can go with texturing
Damn, if only real life work wouldn't be so busy I might have progressed the mod much faster. Then, who's gonna pay the rent
I'm really looking forward to get this release out of the door so I can supply you with new UV's as well as finish some of my models. There are so many of them waiting to be UVed and textured, it's a shame we can't clone ourselves.
Almost done? excellent work guys thanks for taking the time to make this mod
Some of the "Politicians" in the show makes me want to vomit. That is a great accomplishment in itself though, every good show need their share of people to hate.
Hi,
I got the Jumpgate Starbases and the EA Military outpost ready (except for fighter upgrades, they are to be done the next days, along with minbari, centauri and narn outposts)
Just one question: Even though I made the weapons researchable, the starbase only ever fires the first weapons. Any ideas?
(I will give the mod to my dear testers and bughunters this weekend, probably sunday)
I think I have starbase weapons figured out.
The short answer:
You have to change things in both the Starbase(race).entity and StarbaseUpgrade(race)Weapons.entity If you make the first weapon type available to the player at the start, you would then make the second weapon type a prerequisite of the third weapon type in the research, and so on.
The extremely long answer:
With starbases you could do what you want by making each weapon type one of the starbaseweaponupgrade levels and then giving each upgrade level a research prerequisite of that weapon type (whatever weapon that race starts out with would be the first weapon upgrade level). The only problem is whether or not you force players to research the weapons in the same order as what is in each starbase weapon upgrade level, and what type of weapon they start out with for free (no research needed). For example, I'll use the default Sins TEC starbase that starts out with lasers, then gets beams in the first weapon upgrade, and missiles in the second weapon upgrade:
StarbaseTech.entity has these constraints for each weapon type listed:
Weapon 1 (laser) has a fireConstraintType "CanAlwaysFire" (this is the weapon the starbase starts out with for free)
Weapon 2 (beam) has a fireConstraintType "StarBaseUpgradeLevel" and requiredStarBaseWeaponLevel 1 (first upgrade level adds beams)
Weapon 3 (missile) has a fireConstraintType "StarBaseUpgradeLevel" and requiredStarBaseWeaponLevel 2 (second upgrade level adds missiles)
In StarbaseUpgradeTechWeapons.entity I would then do this to make the player research the weapon first:
stageCount 3
stage 1 (laser): researchPrerequisites -> NumResearchPrerequisites 0 (starts out with lasers)
stage 2 (beam): researchPrerequisites-> NumResearchPrerequisites 1
ResearchPrerequisite Subject "RESEARCHSUBJECT_(yourbeamweapon)" (Player can't upgrade until they research the beam weapon) Level 1
Stage 3 (missile): researchPrerequisites-> NumResearchPrerequisites 1
ResearchPrerequisite Subject "RESEARCHSUBJECT_(yourmissileweapon)" (Player can't upgrade until they research the missile weapon) Level 1
The only downside is if you allow the player to research the other weapons (besides what they start out with) in any order. In the example I gave, If the player researched the missile tech before the beam tech, they still wouldn't be able to upgrade the starbase weapons since they didn't research the beam weapon yet. In order to avoid this, you would have to make the beam tech a prerequisite of the missile tech in the research.
If that doesn't help, I'll take a look at things in greater detail and mess around with the starbase weapons when you give me the latest version.
Linked techs make sense especially if there is a useful transitional tech that serves as a logical bridge.
For example: EA had Pulse guns and Plasma cannon before the Earth-Minbari War and acquired lasers from the Narn who in turn got them from the Centauri. So for the EA to transition to Laser they would use a diplomatic tech to acquire the basic laser. The diplomatic tech serving as a bridge to new weapon technologies. Supplemental techs in laser improve it.
Darvroth
@Peter1x9
Thats exactly what I did (except I didn't add research prerequisites)Weapon 1 (quad particle array) has firing constraint "canalwaysfire" Weapon 2 and 3 have the respective starbaseupgrade level requirement W2 is Missiles, W3 is Heavy Pulse cannon (since we never see lasers on a starbase I'd reserve them for Minbar And Vorlons/shadows) But only Weapon 1 is ever firing. Well, you'll get a look at it this weekend, perhaps you can figure it out then.
@Davroth Since I haven't heard from Rodney in quite a while, I will probably get in contact with you concerning "historically" correct research requirement and such if you don't mind (that would be for 0.42)
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