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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Had time to test the newest version. Here's some pointers:
- The era-type research tree was a very nice surprise.
- Also I like that the ships don't have health regeneration. Adds realism and sort of "fight or flight" response.
* However I don't like that I have to research alot (like 10 techs) to gain access to repair platforms, surely they know how to repair the ships they build. Does AI retreat its ships for repairs ever in Vanilla or any other mod? I don't think so, and that's one of the most retarded features of this game.
- Fighters are one time use only.- Row of Sharlins killing everything in their path looks damn awesome everytime
I didn't realize there was 1.34 version of diplomacy. Tried running the mod in 1.011, or something like that, and got the same error. Maybe your problem is that easy?
Fighters are rebuild, but only if you have enough anti-matter. So you either have to research and build refueling stations, or park your ships in orbit of a sun.
Thats already noted and will be overhauled. Repair platforms will be a later tech but Frigate and Capitalship factories should repair the respective ships (as was suggested by another forum member)
Yes, it's considerably unrealistic to build new fighter from nothing in space. In droves. So fighters are overwhelming when you have very very many of them at a start of a battle but they will not last forever. So either win the fight and use supply ships to get AM for new ones or retreat and rebuild
I'm not sure if I leave that one in. but it might be a nice advantage of having a sun.
i thought so, better to ask still lol
it's a Cruiser:
AI Research Defence 02 : 10,000 supply needed.
also - dont forget about the missing menus at start up! lol, can still navigate with tab & enter but for newer people they wont know what the hell is going on
HMS-ARKROYAL: That is supposed to be a vessel that exists purely to force the retarded Sins AI to research stuff. It is supposed to be un-buildable.
Darn old carpy Sins AI. Another thing I noticed about it (any mod or no mod at all) is that it has fits whenever Rebels attack its planets. It drops whatever it is doing and sends everything back to its planets, even if it is in the middle of fighting someone else.
Could this be moved so that it is not viewable to the user?
Well assuming this mod can't go up to 10,000 fleet supply, that is certainly bizarre. However some of us who also use this technique noticed the AI is apparently able to build "NotOnPage" frigates, which were thought to be impossible as well.
Seems the best way to implement these ships is to make sure they have at least 1 very high research requirement, but set the stats to be identical to a pre-existing vessel, so if the AI does build one no one will notice.
OK, so i have had a running game going for just over 10 hours gameplay, here's some of my concerns:
1.Anti-matter takes far too long to regenerate for EA at the early stages
2.EA ship speed,range or fire rate needs to be increased, minbari ships can easily out run all of there ships, including chasing after my ships for easily kills (when your trying to escape with a few ships left)
3.ALL of the ships have really high resource requirments for how weak they are (really slow fire rates)
4.Capital ship skills, are these subject to change? there is not much to choose from plus you cant level them up much.
other than these things, it's pretty much awesome and i'm looking forward to the final product! good job.
Well, it is like in the series itself... Minbari with one exception always win...
TobiWahn_Kenobi ... any relation?
Awesome piece of work and nice video but what does it have to do with our mod? I do understand that one want to show his/her work off but this thread is not the place. This is about B5 and the story mod. I suppose if that should be a Babylon 5 temple one could bend the situation to find a reason to post this here but I think you should start your own thread for this and not use mine to get clicks. Sorry mate but this is not about minecraft.
Sorry boshimi, totally misunderstood. Seems I was a bit of an *rse today
Tobi, you have miss the point of Boshimi post... author of the video is called "TobiwanK3nobi" and have ask if it was related to you...
yep, i understand i have seen the show many times - but this is a game not a reenactment. there needs to be balance especially in the early stages.
Also i remember a while back there was some info regarding white stars, is there any plans for them i cant remember!
Oh, damn. Many times sorry. No, I'm not related. Sorry again Boshimi. Entirely my fault
ps.: Thanks for the clarification Thoumsin. Hven't had the best of days today so i'm just in the wrong mood it seems
Well, to balance this out will be key. And mightily difficult. But EA should try to counter with an array of cheap as chips ships (Artemis) and I totally advise not to use the "First capship free" setting!
Not for now, though at some point I believe we all wish them included!
Awesome!
there is one other big issue and that is jump speed, it is really slow even on 8x speed it takes around 1 minute for movement & jump.
i would be happy to try and help with any balance issues.
What do you mean by Jumpspeed? The speed it takes to jump from one system to another or the time it takes for the ship to enter hyperspace?
If you mean the former, there's a reason for this. build jumpgates and research all jumpgate upgrades and you see an enormous speedboost!
I have uploaded a new map for babylon 5 with 123 stars and 611 planets It as took me a long time to make and is my first map.
https://www.wincustomize.com/explore/sins_maps/329/
all research obtained. the speed it takes for a ship to get into position and enter hyper space, its even worse as a fleet/group of ships. even with jump gates by time you go to defend a system its lost before the ships are even near the edge of a gravity well, like i said in previous post the ships are a little too slow to keep up with other races the only way to be fair would to play EA vs EA and thats not allways fun
i think it would be ok on small maps, but large and huge make it really unplayable unless you play with AI on super easy settings
just an observation.
First and foremost this is an awesome undertaking. I congratulate you on your enormous effort. If I may I will make a few remarks based on my (short) observations:
A few names are wrong (Hypderspace should be Hyperspace, Nochfal should read Nochtal)
Savegames take very long (and this is in singleplayer from the first savegame on which means by the time you are playing a few hours the savegame will take very very long to save.
I don't expect this map to be very playable because of its enormity (and I really love huge maps, if you want to read my experience with such games in multiplayer, read https://forums.sinsofasolarempire.com/415090/page/1/#3058925)
Using multiple suns will break the Hyperspace mechanic of this mod (since the phasegate buff does not work for jumps between solar systems)
Using the magnetic clouds as hyperspace is a cool idea but will add an unnecessary amount of planets and therefore lag to the map
I'm not sure the map layout is very canon (mostly, but some systems seem a bit off, see http://nurpa.com/2005resources/files/b5galacticmap2262.jpg )
But that is just my biased opinion. Nevertheless, a magnificent work!!
Thats why I park my ships always near the edge of the gravwell. But don't worry, balancing will take place. But don't expect EA to be able to best minbari if they allow to them to max their fleet without EA getting near the top of their research of ships.
Your right lol. 1 thing that is getting me tho i cant get a race to start on a planet i want them too ?
TobiWahn,
Compiling a suggested revision list based on in game tech/ship observations, probably best to break it up by race. Want me to send it directly to Rodney? Post in origo, both?
An example would be to demote the Hyperion from a capital ship to a cruiser class. While B5 naming conventions are a pain when trying to classify ships we are up to the challenge. The Hyperion were supposed to be in large numbers and that is not possible if they are Capital class, if they need buffing as a result I'd suggest reducing but not eliminating the planet bombardment capability. EA already has a heck of a time reducing planets...
Darvroth
If you find out how please tell me. I think it is impossible though.
Has been suggested many time but I will not demote the Hyperion to cruiser class. Same as the Vorchan. They just need to get some good useful abilities.
As for Bombing - EA to strong razing planets?
as for revisions, I'd love to use the origo issue system as we can comment and keep track of them in one go. Changes to ships will be made mostly by me (control freak)
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