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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Do you mean the ability showing up on the ship or the ability's icon?
Not sure what you mean by this. Do you mean a proper icon or description or just being able to use the ability.
If you just want to use the ability, put the name of it (excluding the ".entity") in one of the ability slots of the ships entity file (but not in ability:4 unless its a passive ability)
I did that and it did not show the button as active. I used slot 2. I'll play with more if it that simple. I was attempting to use an already started game but now realize that may not be possible. It may have to wait till next weekend though.
Darvroth
You can use a started game but need to spawn a new ship. Ships you had before adding the ability wont gain them.
TobiWahn,
Where do you find the StingID? Many of the abilities point to such files. Examples:
nameStringID "IDS_ABILITY_*************_NAME"
descStringID "IDS_ABILITY_*************_DESCRIPTION" * denote a name placeholder.
HUDIcon I know we don't have in most instances. Is is better to leave blank or use the name I want knowing no such file exists? So many questions...file structure is a nightmare, flexible but opaque.
subfolder strings, file "language.str" e.g. english.str
As for Icons, best use some existing for testing. If you look at some of the sotyr entity files that have no icon yet (research, ships) you notice I've already made a blank icon which you could use.
Icon names are specified in the *.brushes files.
Hi all, I wanted to post screenshots of the Omega with the new engine, but there are no dev tools in rebellion Beta 1. I could deciver the changes in the entitiy files but cannot get the models working due to a new ConvertXSI being neccessary. Hopefully the tools will be included in beta 2.
Finally cracked the code on Abilities... Expect 3 tested multi level abilities with Buff files for the EA Hyperion. That leaves it with only 8 buffs for 10 levels. I have not cracked the code on string files though I do know where they are, instead I will include a .txt file with the appropriate verbage. The string files are rife with errors, the biggest are mismatches between weapons listed and what is in the entity files. A minor issue but it will take time to clean up.
Near as I can tell the 5th ability slot in the entity files in addition to being passive only cannot contain level progression. It is a one time buff.
I'm still playing with the ability files but suspect there are some hard coding limits to how far they can be stretched.
My son has been helping me test and game multiplayer, learning a lot. He begs me every day wanting to know when the Shadows will be playable. Several issues I'll post at Origo.
I thought it worked, 4 hours later and it still mini dumps! Gah!
Doing abilities can be a b*tch. Thanks for the efforts. Real life keeps me busy but I hope to have and update for making shadows playable this weekend. There's still much missing (ship prerequisites and such) but for a very early draft it should suffice. Thanks to your son as well
I'd hold off till the tech tree is stable and the necessary entity files are correctly sequenced, and the other balancing recommendations are in place. Then you can launch 0.44 with the (mostly) complete tech trees for all 6 playable races. With that in place additional work on abilities, ship models, other mechanics and balancing can continue.
Origo is going through one of its unavailable periods, I'll update when able.
I've internally got the shadows research done for a first preliminary test. I will tell you (davroth) once I've checked the files into the repository (this week) so you can do your tests/work on them. I've started working on the shadow scout.
Damn, just got the message that Origo is closing down. End of may is end of service. Anybody knows a good replacement? Does ModDB have a repository of some kind? Issue management? Wiki pages?
It hosts downloads yes. Though, due to how borky their uploader is, you're best off uploading from a url when putting up a dl on moddb (you'll understand what I mean if you try to add stuff to it).
I'm not aware of moddb having anything like that.
I use code.google.com for my SVN repository. It also has support for wiki pages and issues. Not sure how it compares to Origo but you might take a look.
Thanks ZombiesRus5, I will take a look, though I do have that creepy feeling whenever google is involved in my creations...
Migrating to https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home
Nice! With your permission I'd like to spend a bit of time correcting string descriptions to more closely align with the entity files. Then back to atacking abilities and buffs.
Simply changing the name of an ability or buff entity file (even when the corresponding internal names are also changed in agreement) seems to break a previously working entity file creating a mini-dump. What am I missing? Ability, buff, ship, and research entity files and string names are all in agreement and yet it still dumps. Gah, there is some connection I'm missing, any idea?
If you change the entity name (which you should better not do) you need to adjust the entity.manifest (here all entities that need to be loaded are specified). All the entities are exported from my database (including the strings) so it would be best for you to send me just the entries that need changing. I will then change them in the db, reexport and check in the sources into bitbucket.
Have you got access to the application Filemaker?
No Filemaker, I'm an IT featherweight. Learning but it can be slow going. I'll retry some of my failed attempts with original names and see if I can overcome my string of minidumps.
Gave the Minbari a good vetting yesterday in MP, posted the issues.
The Minbari have by far the best tech tree layout. There are too many early ship and resources buffs, some need to migrate to more mid-game. From an in-game perspective there is little difference in the way the Minbari capital ships play, that may change once the abilities are in and working. I'll dig into the entity files to compare and contrast what is not apparent in game, adjusted string descriptions and or visuals may help that.
Minbari main weapon beam range is awe inspiring. It is not uncommon for a Minbari captital ship to pop (one-shot-kill) one or two frigate/cruisers of the other younger races before that race can even close to their maximum weapon range. Once the Minbari have 5-6 Sharlin class or batter capital ships in one fleet they sweep the other younger races before them. It is a blast, but not while on the receiving end. It is cannon but from a game perspective will need close review for balance. An upgraded starbase will give the Minbari pause and will work to delay conquest till the larger mid-to late game fleets.
The Minbari are fun to play. Fleet size is small but lethal. Once a gate network is built using two fleets alternating between offense and repair/refit worked very well. The fleet in refit was the strategic reserve if needed.
The Narn for the most part lack rear facing weapons, when confronted with a superior Minbari fleet is better off staying to fight. When the AI turns to run the Minbari pop the ships with impunity. Since the Minbari overall are faster the Narn simply die. While not as well tested, EA and Centauri also favor forward facing weapons but not to the degree the Narn do. An ability to give the Minbari pause should work to mitigate this tactical/strategic disadvantage.
One odd note, composite beam weapon damage is implemented at the end of the beam firing cycle, not as apparent for the other races but since the Minbari almost exclusively use beams it is a weird combat element.
Got several abilities working solidly in game, then came back from lunch to be met by unending mini dumps. Didn't change a thing otherwise, frustrating does not begin to describe it.
Shadow Stalker / Scout
Sorry to hear that. It's really hard to find out what causes the dump concerning abilities. Best to add them one at a time and playtest them at length before adding another. It is frustrating, I know. That is the reason why there are so few abilities for now. It's damn easy to break the game with them.
As for your issues, many thanks for playtesting the minbari so much. I will get around to work on them the coming week(end) I hope. This helps tremendously!! But it will be really hard to balance the Minbari out. We will need to limit their military power early on in terms of sheer mass but still be canon about their strength. Difficult.
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