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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Running under 1.32 without problems. EA research trees are being restructured, then Narn, then Minbari, then release
TobiWahn,
Does this effort constitute the needed tech crosswalk, or more organizational and UI?
Darvroth
Yeah i still get the minidump with 1.32 i must have done something wrong lol
Is there a new releas for 1.31 or 1.32? If it is where can i found it?
Fellows,
The in work 0.42 is Diplomacy 1.32 compatible, it just hasn't been released yet. It was essentially done, however it was determined various tech trees were sufficiently mature they will be included in the 0.42 mod which is delaying its release somewhat. Not to say the tech trees presented will be complete or balanced, but are sufficiently robust to start to get the feel for various factions. As always if a glaring deficit is uncovered, let us know.
Mechanic question. Will the construction frigates be the structure repair mechanism for the younger races? If so, how will starbases not in a colonized system that do not yet have that races repair module be repaired?
Also, hoping you can shed some light on the ship repair mechanic so I can populate appropriate techs. I can take my answer via PM or at Origo, or on the forum as you prefer. Ditto for the latest version of the anti-matter shuttle, bank and transfer mechanic. Thanks.
That last post gave me an idea. Would it be possible to create squads of maintanance bots or construction 'furies?
I know the pic in the first link is called "camera bot" but in the series they were very clearly refered to as maintanance bots (in "A day in the strife" among other episodes).
At the moment I do not use the Techs on Origo, but the ones already implemented in the DB by Rodney (which are, as I see it, a subset of the Origo entries)My effort involves shifting some researches and changing their tiers as well as their prerequisites to allow a good techtree structure concerning the UI layout and automated arrow creation.
As of now there is just a repair module as planetmodule as well as a starbase ability for repairing other ships/modulesStarbases can upgrade themself to have Hull repair rate symbolising repair teams that can do structural repairs. Effects for these could involve maintenance bots or furies.
AM recharging is as of now implemented the same way repair abilities are. We could implement more complicated methods in later releases if it is guaranteed the AI can use them.
Ya, I had also recommended some changes to the structure of the tech trees. During my bug hunting I noticed that a lot of the research items had prerequisites from higher tiers than themselves. To say this made things confusing during gameplay would be an understatement. There were also some very minor things I suggested such as swapping rows of a few techs so the game would generate the arrows properly.
I did make a workaround for the refueling mechanic in case it was necessary, but from what I saw during testing the AI does in fact build the refueling modules at multiple worlds and does use them properly. A hard Earth Alliance AI had no problem capturing the same number of planets as myself also at the same rate as myself (we were both EA).
I did get into some wierdness with a normal AI though. Sometimes it would capture things normally, and other times it would completely flame out after capturing three to four worlds. Because of this I would recommend that everyone use at least the hard setting for the AIs.
I now understand the scope of the tech effort ongoing. That said I never saw the tech DB work Rodney was doing or how far it progressed. Not knowing differently I continued populating the Origo listings which I fully admit are a jumbled mess. I will strive to cross walk (a holistic approach looking for completeness) the Origo listings which will not un-clutter the existing effort but will strive to ensure there are no tech gaps, or overlooked but required techs. I strongly suspect the DB tech listing is a fraction of the Origo listing and does not benefit from much continued review and addition; further that the two lists may not agree on all points where concurrent review occurred. That said the DB tech list is a starting point for B5 specific tech implementation onto Sins and will allow for feedback on the forums of what works well and where the holes are and can be refined in later mod versions. I defer to your guidance on the migration of tech ideas into the DB and the actual implementation.
Of note, to my knowledge the Narn ship listing never made it into either the Origo or the DB lists.
@Davroth
There's a lot still missing and I will rely on you and your work after the release of 0.42 as the current work is only a starting point from which to adapt, complete, correct and extend.
Heres the layout in my db, you cannot see the research prerequisites though. But I haven't changed all of them. just some.
Sweet! I'll keep at my efforts but when done would like to assist in populating your DB. The graphical interface really helps with the organization post brain storming.
Does it include the new version the White Star ship modell?
@lordcronosI have got no model of the whitestar as of yet. And I still haven't decided where I should put it if I had a model (and I really like the white star design). Perhaps grant it to all races who have established an ISA pact?
You are very welcome. All you'd need is filemaker 11 and I can give you shared access to the dropbox folder containing the db
I hope you get the White Star, it is my favourite ship as well. Yes i aggre it would be the best give it to all the ISA races.
If you need a base model to work with I did a search and found this. Was worth a shot at least to find something I guess?
http://bridgecommander.filefront.com/file/Babylon_5_Whitestar;66907
Looks nice!
Wow, filemaker 11 is an investment...
I'll say.
Well, it's the database I work with for my company so that was an easy match. But it is pricey buying it solely for private use.
Is there a 'limited' or 'free to use' variant that can work with those files?
Nope. Not that I know of.
@Peter1x9
I have noticed the AI seems to stop researching after a couple of research subjects. I've no idea why and am not sure if I will be able to solve it for 0.42 which I'm really eager to release.Just need to restructure Minbari research and add your Planet conquering ability, test a bit and off we go.
Verify if the listed techs have all the required items within permissable limits: time to research, credit, metal and crystal costs, number of labs required and they are correctly mapped to the other areas of the program they are supposed to alter or impact. I suspect there is a broken requirement which may not allow the tech research to complete implementation which would then prevent the AI from researching any other tech in that category. A few such broken techs would lead to seeming paralysis.
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