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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
TobiWahn,
NP though I have not been tech savy since the late eighties. I'll also dredge up the last couple exchanges I had with Rodney so those thought trains don't die.
As for the EA base I'd recommend W1 pulse cannon, W2 heavy plasma cannon, W3 Heavy pulse cannon and have an additional tech to upgrade W1 to rapid fire.
I'm slowly adding to the Vorlon but have a ways to go I'd say the Vorlon now stand at 20%.
Darvroth
@Davroth
Wonderful. Though I really like the Quad Particle Array as a medium vessel and anti-fighter cannon for Weapon slot 1. It also gives incentive to research pulse weaponry.
Have you got list of the color (with/without pictures) of each weapons projectile/energypulse?
The Quad Particle Array can most certainly be a ship (and structure) weapon with possible upgrades. If I recall though the rapid fire pulse cannon also had excellent anti-fighter capabilities. The upgrade to rapid fire increased tracking speed for nimble targets and volume of fire per burst both of which served to increase the probability of hit per burst. Against larger targets the rapid fire put more fire at roughly the same spot per burst reducing the effectiveness of armor over time.
Since most antifighter weapons in SOaSE tend to be abilities is that best replicated the same way or are anti-strike-craft weapons the prefered approach, or a combination? That is where tinkering with the damage vs type and armor tables at the macro level will really help with balancing later.
As to color??? The Centarui ion cannon was white with a hint of purple, most EA fire was blue to white, Narn was exclusively red which is bad for them that is the least energetic frequency. Vorlon tended toward yellow and Shadow beams were purple though there was a yellow/white pulse weapon from their smaller craft. If this is not what you mean then I don't have that.
Send me via PM an address and I'll forward the exchanges I had with Rodney. I suspect he was caught up in the economic problems of late and hope is keeping his head above water.
Found the Starbase culprit - I used a mesh with hardpoints only for weapon 1. Now they fire as intended, very powerful when fully upgraded, but a Ancient Battlecrab can still destroy two of them while fighting off 128 fighter squads
All sounds wonderful. I've been in lurking in the background for months, but just wanted to emerge from the darkness for a second to say that I appreciate the hard work, and hope that eventually we will all be able to enjoy the fruits of your labours!
Well, it still will only be Version 0.42, but it's progress
Update: I now have the Refueling Stations and Repair Yards working for all the races. I also found a problem in the Narn research tree and suggested a few ways to fix it. We still have a long way to go but things are progressing nicely. The bugs are being slain!
Peter1x9,
Thank you. The assistance is appreciated.
You are welcome!
I was having lots of fun with another EA civil war last night. The EA research tree is now fully researchable and working properly. All that's left to do there is link the buildings (refinery, trade port, culture center, etc) to their research prerequisites. I've also rebalanced the planet militias and replaced the Apollo (highest tier planet bomber) with the Sagittarius (first tier planet bomber) and added the siege roletype to the Sagittarius. Militias are still able to bomb newly-colonized planets but can no longer eat Omegas, Hyperions, and even a Sharlin for breakfast lol. In doing this I accidentally discovered that the AI wasn't using the Sagittarius to bomb planets and ended up fixing that along with the militias.
Btw, using shields as a defence grid was an absolutely brilliant idea! Giving the ships shields and renderShield FALSE makes it look almost like the weapon interceptors in the show with the incoming fire exploding around the ships. When we get past the bugs and go into balancing I have a few extra ideas for it. We may even want to put shield upgrade tech back into the research and rename it to "Defense Grid Upgrade". Also, I hope we are eventually able to change some of the voiceovers. Hearing "Capital Ship Shields are Down" tends to get annoying. Eventually I'd like to change it to "Interceptors are Down".
Next I plan to thoroughly go through the Minbari then Narn and Centauri.
Centauri Military outpost is ready, Narn almost done, Minbari still needs to be done. Progress, folks.
And many thanks to our marvelous team
Excellent news Tobi. Thanks to you and the others for this.
I think you may have better luck using the shield mitigation as the upgrade means for the EA, Narn and others though the defense must be limited to certain types of weapons or it is overpowered. Ideally, the defense grid could be made more or less porous to different weapon types but I don't think the engine can handle that. Those not effected ignore the shield, but you are right a lot of balancing needs to happen. If all else fails the shield mechanic with no visuals will work but EA, Narn and Centauri shields will be noticably weaker and more porrous than Minbari which are weaker than what the First Ones are using.
The tech lists in Origo are not complete and I haven't taken the time to cross walk them for completeness for each race. There is a strong possibility several techs the AI requires are not replicated in the list. I'm also not certain some of the approaches described can be worked through by the AI, but if you and the others can make the mechanic work, many kudos! At this point Im still adding to the Vorlon, the rest are in the 85+% range and are a bit jumbled and disorganized. If and when I have time to work toward completeness I will make a new category so it is clear what is new for those that are working on converting the tech ideas into working code.
Release Candidate 1 sent to my Bughunters, (and I suspect one or two additional RC's might be following before 0.42 is ready)
Gah, waiting for weekends.....
Vorlon are at 95+% for tech. I won't call it 100% till all the other races are also done, it is stable and the first serious rebalancing effort is complete.
I will set up a "Cross walked" section for new tech for the other races as a catch all and to make it obvious to the coders what is new so they are not hunting and pecking through the current jumbled lists. This will take some time as life is getting complicated for the next several months.
How do I load up and old ver. of diplomacy? I have 1.3, this mod says to install into 1.011 directory.
The bad news is that you don't. The last SoaSE patch completely reworked the diplomacy tree so that the older versions of ANY mod will cause the game to minidump out.
The good news is that another beta release of this mod with lots and lots of bug fixes, new models, and compatibility for 1.3 is coming soon (probably very soon).
yay!!!
Thanks Peter1x9 for helping our forum members out. I was without Internet connection the last few days, so I couldn't do much, but thats going to change now.
So Ive downloaded the mod and am trying to play Sins again.. i keep having a minidump.. fix?
ofantomo, my guess would be that you have diplomacy 1.31 and are attempting to use a mod for diplomacy 1.011.
unfortunatly the diplomacy 1.31 & diplomacy 1.30 patches broke ALL mods, and with the hints of another patch coming out to fix some more issues that showed up in the 1.30 & 1.31 patches, the smaller mod teams are holding of on releaseing updates until the next patch is out. and even my mod updater can NOT update the mods due to the major changes in the PlayerRACE.entity files and elsewhere.
harpo
Yeah I read back through a bunch of posts and finally realized that..
So my nest question is did u guys ever use my Raider's Carrier lol
@oFant0mo
Since the raiders carrier was never finished (to my knowledge) it's not used. We would also lack a texture for it.
The next version of the mod is in the progress of being finished atm. We just need to test and correct a few parts of the research, as well as restructuring it so that all or most of the arrows are correctly displayed. I've got it running under 1.31, and I don't expect heavy changes for the next sins diplomacy update so it might run unchanged under 1.3x
Whatever the case I will provide a small update from 1.31 to the next version once out.
I'v been checking in from time to time and I just can't wait to see how the mod has evolved since the last version. You guys are doing a terrific job in creating one of the best mods out there. Keep up the good work!
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