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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
It is an on/off that unlocks an additional weapon. You can trigger additional damage for specific weapons on a specific ship using passive abilities unlocked through research though.
buffInstantActionType "ApplyBuffToSelf"instantActionTriggerType "AlwaysPerform"buffType "<buff name>"
instantAction buffInstantActionType "ApplyBuffToTargetOnWeaponFired" instantActionTriggerType "OnWeaponFired" numWeaponClasses 2 weaponClassForWeaponPassive "<weapon class>" weaponClassForWeaponPassive "<weapon class>" passiveWeaponEffectChance Level:0 1.000000 Level:1 1.000000 Level:2 1.000000 buffType "<secondary buff>" targetFilter numOwnerships 1 ownership "Enemy" numObjects 4 object "CapitalShip" object "Frigate" object "PlanetModule" object "StarBase" numSpaces 1 space "Normal" numConstraints 0
Using the ApplyBuffToTargetOnWeaponFired InstantActionType allows you to have buffs triggered via weapons fire. The buff can be anything from additional damage to a single target to splash damage to disable to well, anything triggered via ability buffs.
@Davroth
Making weapons dependent on research does not require changes in hardpoints (and should not in our case). Changing this will have a great impact on the balance and capability of ships but will enable us to fine tune many a thing. As for 0.43, I won't do any of those. I've now adapted my Database to enable the user to specify research for weapons (for now only capships, frigates and Planetmodules)
Iis it even possible with Fighters? And how do Starbases behave if used instead of fireConstraintType "StarBaseUpgradeLevel"?
And how do Starbases behave if used instead of fireConstraintType "StarBaseUpgradeLevel"?
Fighters/bombers can have weaponClassForWeaponPassive based abilities. The (passive) ability is present on their carrier and is applied to a LinkedSquad. I can post up an example if you'd like.
That's just there encase the weapon in question is based off of the starbase's weapon upgrades (aka. the upgrade unlocks the weapon in question).
Couldn't you just make the StarBaseUpgrade itself dependent on technology?
It wouldn't make much sense to build beam emitters onto a starbase, before you know how to build beams.
Yes, Starbase upgrades can be made dependent on researches.
Small misunderstanding there. I know it's possible, it was a suggestion packed up in a rethorical question.
Man I should stop using such figures of speech, when there is no speech present to emphasise how it's meant by tone of voice...
Looking back, a "Why don't you " would have fitted better than a "Couldn't you " as well.
I know that this is possible as well, it was just a question of "is the engine going bust if I specify "Research" as fireConstraintType or not? I know it does not make much sense.
As for fighters - is it possible or not to have their weapons enabled through research? It should be but fighters are somewhat special.
Does this mod come with its own intro movies?
MYSTfanatic,
Sadly no. We haven't had the time to craft an intro movie and if we did we'd be quite a bit further along with the mod. As it stands we are still in an Alpha build adding content.
Darvroth
All,
I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. The Narn and Centauri in particular are devoid of abilities at the moment though all the races have plenty of holes yet to fill. Please post to the forum and if they seem to fit a need and can be shoehorned into the game engine we'll give it a go though it may take awhile as I'm only averaging about one ability a week at the moment.
Not really. I did a cheap logo movie but no real intro as of yet. It just shows a picture of a render (using the ingame models), and we have a credits movie (which is a static screen), thats it. First and foremost we need this mod to advance a bit further. If you want to make an intro or know someone who does I'd gladly help to make it come into life, supplying the models and such.
Probably not very imaginative, and haven't played as Narn or Centauri for a while but here goes...
Could the "Mass Drivers" tech unlock a cap ship ability of the same name? It would be impressive if the "meteoroid control" effect for the Advent starbase could be re-worked so that cap ships fired a hunk of rock at the planet's surface.
I may have found uses for "Couro Prido" and "Thenta Makur".
The former though applied (in the series) to troop invasions of the surface, and as the Centauri have a siege bonus with Mass Drivers, then a second siege bonus seems a bit OTT.
I suppose you could bend it's purpose for fleet combat, eg give a Centauri frigate/cruiser the Cielo's Embolden ability or the Advent's "Amplify Energy Aura" to provide a weapons boost to nearby friendly ships, eg something along the lines of "Couro Prido :- Elite officers execute the Empire's finest combat tactics...".
Thenta Makur could be an ability a bit like Subversion (Antorak Marauder), but instead of sabotage it could lower allegiance/resource income of the targeted planet, eg "Thenta Makur : leading members of the planet's government are assassinated resulting in political disarray". This drop in allegiance + cultural presence of your hostile fleet + your culture may cause the planet to revolt.
Possibly re-work Advent Martyrdom for a Narn scout/light frigate and call it "End the cycle of pain", when such a vessel is heavily damaged it rams a hostile ship, may be give it additional damage if it hits a Centauri capital ship (if possible) as those would be what an embittered Narn would really want to get.
Slightly off-topic, but with the Rebellion around the corner, I'm wondering if some of the TEC Rebel's tech could be re-worked & applied to the Narns, eg Truce Amongst Rogues, etc.
It would give the Narn an early advantage to expand, and would fit in with their less scrupulous dealings with the Raiders - does anyone want buy a Centauri ion cannon?
NewHorizons,
We've already included the Centauri mass driver. I'll have to play with Couro Prido and Thenta Makur but both sound reasonable. Some EA capital ships already have a ram ability...I'll need to discuss with TobiWahn to see if a similar approach can be generated for select Narn frigates. The Narn did on occassion ram so it is possible but will need to be discussed.
As to Rebellion, we have big plans for most of the younger races but it is a lot of work and we are still struggling to add basic content. As planned 0.43 will be a major content push and 0.44 will be a post Rebellion expansion and compatibility upgrade.
I still have the Centauri scout (Covran i believe) on my to do list. Life has just been kicking the snot out of me.
Hehe, thats news to me! What big plans do we have for rebellion? I have non so far, except the graphical update.
If you refer to the option of having two sides per race, I still say maybe in the distant future, but first finish the basic races before we add additional ones (even if they only differ in research and a ship or two)
We can put the ram ability wherever we deem useful, but I'd rather had more unique abilities than the same for every ship.
Ahh, another ship. That would be very nice! Including texture and UV. Optimised UV with no overlapping of polygons except for identical parts (and accounting for the post process of baking AO into the texture)?
I like that, I've always wanted to include the Thenta Makur.
... price of Death Blossoms & pain-givers soars on the interstellar black market.
Where can I buy one? I'd have a few applications for a paingiver. Politicians come to mind
Ha, ha, ha... made my sides hurt. The devil of execution is of course always in the details...
TobiWahn,
I think I can do either of two approaches to the Narn Thenta Makur. The first is to have a tech grant an influence projection to the Narn trade stations (think Psi influence cannon) that would decrease the influence in a station by a set amount. Ideally the relations to that faction would be a consideration in the targeting but it could either be random or a dedicated expensive structure with a long cool down.
The second way would be a ship ability that would decrease a capital ship level or xp (which would be a stand in for the assassination of a senior officer).
Thoughts?
I'm not sure Sins capability for tripartite diplomacy, but it would be nice if the Narns had a tech+envoy ability to negotiate between two other factions, eg In the Beginning : G'kar's attempt to broker peace between Earth Alliance and the Minbari Federation.
Possibly could be implemented if your Narn faction has two allies that don't have a cease-fire with each other, you send envoys to both which then use an ability which increases the relationship between your two allies.
If they form a cease fire with each other, your faction gets an increase in relationship.
Could be quite useful for creating alliances against powerful races such as the Shadows.
Would really love that!! Doing this to a titan-class ship in rebellion would be hell
Don't think that would be good. The Narn assassins guild has no direct influence, it is a mere tool used by the wealthy to dispose of their enemies.
Don't think this is possible. Nice idea though.
Currently my initial ambitions are to master Wings3D and complete a model to start. I have modeling experience but only in SolidWorks & Catia. One step at a time.
If the league ever becomes it's own race, giving the Brakiri ships the ability to generate income (like the Vasari Loyalist capships) would sound like a good idea, since the Avioki is mainly a large trading vessel coopted for battle. Maybe coopting the "colony pods" ability of the Vasari starbase as a levelup ability for Avioki.
For the Shadows you could try to make a version of the jumppoint disruption that was seen in "The long twilight struggle". The battlecrab could hit the target with a short-lived debuff that destroyes (or severaly damages, if outright destruction is too overpowered) it, if it tries to jump.
The Vorlons, having manimpulated the younger races to see them as something akin to gods, could have a version of the Advent superweapon to represent their manipulations. You could argue that a Vorlon is going to the planet and shows his "true" (i.e. angelic - which isn't true at all) form, thus converting the onlookers to the Vorlons side.
Would it be possible to change the TEC armistice ability to apply only to pirates and neutrals? If yes, this could be used to represent the Narns willingness to cooperate with pretty much anyone who can afford it. Maybe add in some earned money while the ability is active (dependent on how many neutral ships are in it's radius).
As for the Narn ramming: The only Narn I remember doing that on TV was a fighter. Maybe a version of the TECs magnetice that let's your own fighters crash into the enemy ship, rather than the enemies?
The Humans, if they still are in need of abilities, could get the "bonehead manouver" which allows them to blow up a jumpgate, creating a large and devestating explosion, damaging friend and foe alike.
Ahh, yes. That was me going over the top again Take your time. We got plenty to do so no hurry for the corvan
Nice idea, but for now I do not intend to make the league. Lets see if it is still playable with 6 different races when completed, then we can look into adding more content.
If it is possible to limit this ability to ships that are about to phasejump that would be cool. Outright destroying is out of the question though, but lots of damage would do the job (destroy small to medium ships, cripple large ones).
Still, the shadow Battlecrabs beam is deadly enough, so I'm not sure that his would give any sort of advantage.
Nice thought.
The idea is not bad, but I really hate the armistice ability.
Even if possible I'm not sure it would be worth the fighter. The damage would need to be lots more than the fighter weapons could dish out or ignore shields and mitigation to have a benefit.
Need to be evaluated. Doing such a thing should be difficult and have long recharge time.
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