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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
what are the permissible limits for time, credit, metal and crystal costs? I was not aware that the AI will not upgrade if the cost is higher than a certain threshold. From cycling through the AI's with the Dev exe they all would have sufficient credits, metal and crystal to research all techs without a problem. They also have built enough research labs. They just do not research any further, but manually I can research it for them. though they do nothing by themselves after a few researchsubjects.
Ah that explains the AI problems!
I almost wonder if the costs of other things such as ships have something to do with it too. Maybe the AI is scripted to build X amount of certain roletypes, do some research, then build X amount of another roletype, then do more research etc. What might be happening is that it has the resources to do the research but not build the ships that it's scripted to build before doing the research.
One thing I noticed about the default races was that their costs were all pretty similar. I wonder if they coded the AI in such a way that it would work with all races by building off the shiptype and research, but needing every race's items to be almost the same cost to work. It might also be that the AI can't handle having research prerequisites on the Capital ships.
What would really help us out is for the developers to release all of the AI scripting that the game uses, and give us the ability to modify it for the various mods. Or just release it so we know how to work around the AI's various hardcoded limitations, which we are most likely breaking.
It could also be that a radically different research tree just confuses the AI to the point where it simply gives up.
There's so many possibilities that could be causing this, but there's not really a way to know for sure without some knowledge of the AI scripting.
About the only thing we can currently do with the AI is to modify its section in gameplay.constants, particularly the playerAISharedDef section.
Another question, what is the priority in the research subjects for? I've noticed it is only 1 or 0, can it have other values and how do they affect the AI?
Hello all, haven't been around much and stuff. I just checked out some new information that was released a little while ago since I'm a little bit on a B5 rampage, watching the show and stuff
Thought you guys show have a gander at this video even though it's a mod done for a completely different game. All I can say is that my jaw hit the floor at the work these guys are doing.
http://www.youtube.com/user/B5X3TC
We know of this mod (for a long time now). <sarcasm> Thanks for advertising it here </sarcasm>
Yes, we are all waiting for this mod to buy X3TC
LOL
Really though, you guys are doing a wonderful job on this mod
Hehe
Thanks. We still got problems with the research tree. Well, the AI has problems that is. It stalls after a few research subjects, no matter what. I find it very saddening that the AI seems to dumb to just research the subjects in reach (ie a subject that has no prerequisite, is cheap and is the prerequisite for other research is not being researched by the AI because of unknown factors)
Hope you get it solved, cause the game would seem pretty dull if the AI doesn't research after a while
We are heavy at work trying to get the AI to do something meaningful. If any of you can help us, please pm me for everything you know about research tree requirements (how much is the max cost, what does the AI try to get first, what cannot be prerequisited, when is it possible to use more than 1 prerequisite on a researchsubject,...)
I've used two pre-reqs for an RS; can't confirm if the AI researches it properly. It is a level 8 tech however.
Also, I can confirm the AI loves to research planet colonization techs; when NU was added to the SoGE beta, at the time, suddenly all of the AI slowed down as they were using all of their logistic slots to build research stations (there is both a tech 4 and 8 colonization tech).
I can confirm the AI will research a tech with two research prerequisites. In this particular case it was actually for a unit unlock, which is the absolute highest priority for the AI.
I've sort of suspected this is the case. My current hypothesis is that the AI will quickly attempt to research anything that "unlocks", whether it would be a ship, structure, planet colonization, ability etc. If this is the case, there is a crude way you could get the AI to research any other tech in the game.
As we see Advent AI be able to produce guardians, obviously the AI will also research any regular techs that are needed for the prerequisites of a "unlocking" tech. Thus you could make a sort of "dummy tech" that is free that unlocks a useless ability/ship etc. Give that tech all the research you want the AI to research as prerequisites and the AI should then research them as it attempts to gain access to the dummy tech. While I'm not an expert at window modding, you might be able to add them in the fleet supply tech tree as very small or even invisible icons that would prevent human players from even knowing they are there, though even if it doesn't work from a gameplay perspective it doesn't really change anything.
Of course, you may run into the problem of the AI spamming labs to get prohibitively high level techs, as Lavo did, but we should probably cross that bridge when we get there.
This can be "fixed" by playing around with maps.
Just wanted to say in a big B5 fan and looks like your doing some exellent work here, keep it up!
Has there been any significant amount of knowledge gained as to how the AI researches items? If not let me know and I'll pull a few strings and see what happens.
Hello folks!
Sorry for the lack of updates. I (we) have grave problems with the research (namely the AI). I can get it to research all the ships, most of them in the correct order, but I do fail to make the AI research the most basic subjects, e.g. an armor upgrade. It just won't do it. I have no clue as to why but I hope to be able to solve it soon. I have restructured the military research tree from an interesting and complex layout to a somewhat basic timeline layout but this only really works with ships and planetmodules (mostly), not with all the other research subjects.
I won't be able to do anything the next 9 days or so as I'm on vacation and without a computer (while my family enjoys my home) but will report back here as soon as I get back.
I would take the game without the AI knowing how to research because I really wanna play with friends lol
Will researching really be that necessary for the AI? As far as I can tell you need to be high up the tech tree before you see significant bonuses to unit and structure stats, so I don't see how necessary it is for the AI to research the stat boosts unless you're making the increases more than 5% a level.
I believe some of those stat boosting research is required to unlock new ships.
From my understanding though the AI will research those techs since it is programmed to go after ship unlock techs and any necessary prerequisites for them.
Maybe take a look at the pirate hidden research tree... with diplomacy, it seem that armor-weapons research/upgrade is not a problem for the pirate AI...
Thoumsin,
That is a good start but I suspect there may be a build list either in the AI or that it is referencing, or a prioritization system that is not apparent. Failing that I'm at a loss. Have any other modders cracked this code before?
Darvroth
I have posted in a few different threads and that is why I was asking if the team had received any information? I have a few connections outside of the Mod community that I can inquire through. Is that the route I should go? Please let me know if there has been any information passed your way yet.
https://forums.sinsofasolarempire.com/411729/page/1/#2993208
Thats the only real information so far. If you can inquire through different channels that would be a real plus for us.
@ThoumsinThanks, will look into this. Glad you are still around!
@SpardaSonMost of the ships, modules and so forth are researched (but not all, it seems you cannot use prereq's on the defense modules for example). So if we cannot get the research basics to work in time I will release it as is (in a form that the AI researches the ships and most of the basic stuff). Rodney is working hard to get this going, so I hope we can give it to you by the end of September.
Neroon, latest version
Was never away... simply very busy to finishing the numerous project that i have started...
As today, i am buzy to improve my texturing skill... will never reach SteinerX skill but result is not so bad... simply take a look at the other forum... if some day, i make the B5 station, i am pretty sure that i can make it better ( sharper detail ) that in the actual serie... For the visual part, the iron engine is simply wonderful...
Well, when the actual project is done ( maybe end september ), i will be busy with a BSG fighter who is already half textured and once done, will continue the numerous model for the B5 mod who are at various stage...
Have you all checked out these 3d Model sites for B5? I know a large portion of the links no longer exist however there are neat things such as Narn Defense Platforms, quite a few Shadow and Vorlon ships, frigates, carriers etc ... I don't suppose we could be able give propper credit / gain permission?
http://www.ultradrive.com/b5_3d_index.htm
http://www.foundation3d.com/index.php?categoryid=38&p13_sectionid=341
http://www.celestiamotherlode.net/catalog/fic_babylon5.php
I feel like I have beaten my brains out way too much over the past month as I've attempted to model the Vorchan Scout in SolidWorks. I know how to do solid modeling and I've got some good experience with Surface Modeling in Catia, but SolidWorks is an exercise in frustration in comparison. I'll get there ... one of these days.
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