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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Sounds similar to the standard ability on all starbases - ships that phase jump from the system take damage, so hopefully that may fairly easy to implement.
After a jumpgate has been destroyed by such an ability, prevent (with a long cooldown time) a new one being constructed due to "hyperspace instability" or something.
Could the Narn's energy mines disable/disorient ships? Maybe nearby ships also take a proportion of the effect too.
IIRC They were supposed to be an EMP weapon that fries a ship's control systems in addition to inflicting physical damage. Sadly, for the Narns, Shadow vessels appeared to be EMP hardened, so that effect should probably be reduced on their craft.
TobiWahn,
Sent you a note. I've hit a wall and need some feedback.
Darvroth
when will finish a 0.43 version?
write you back
when it's done (always hated that line)
Some observation after playing as Minbari in v0.422
1) There doesn't seem much point in researching Adrenato, it isn't a prerequisite of other techs, doesn't unlock anything nor improve anything - or have I missed something?
2) Kanet 6 turret appears to have a greater range than the Kanet 11
3) Introspection tech actually increases the cost of research instead of making it cheaper
Some more (hopefully canon) capital ship names, this time for Earth Alliance.
< StringInfo< ID "IDS_CAPITALSHIPNAME_EA33"< Value "EAS Alexander"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA34"< Value "EAS Agrippa"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA35"< Value "EAS Lexington"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA36"< Value "EAS Clarkstown"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA37"< Value "EAS Cortez"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA38"< Value "EAS Excalibur"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA39"< Value "EAS Hydra"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA40"< Value "EAS Hyperion"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA41"< Value "EAS Roanoke"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA42"< Value "EAS Nimrod"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA43"< Value "EAS Trafalgar"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA44"< Value "EAS Vesta"< StringInfo< ID "IDS_CAPITALSHIPNAME_EA45"< Value "EAS Juno"
I've not removed any of the existing capital ship names, so now there are more names than capital ship fleet supply.
However, Sins does appear to randomly pick a suitable one - the 1st cap ship I built was called "EAS Hyperion".
Just curious, what capital ship names are there for the Shadow & Vorlon fleets?
I suppose you could always cop out for the latter :- "We are all Kosh"
Adrenato should change "CultureAntimatterRegenAmount", perhaps the value is too low. (0.0 base, 0.005 per level value)
I've adjusted Kanet 6 and 11, Kanet 11 is now way more powerful (as it should be considering it is an 8th level tech)
as for introspection, you trade a cost increase for a build time decrease.
Thanks for the capship names
I wouldn't buff the Kanet 11 to much, a tight cluster can already eat mid sized EA, Narn and Centauri fleets. The much longer beam range in many instances more than twice the range has a huge impact.
Have switched the Range of Kanet 6 and 11, but Kanet 11 takes 2 times the orbital space as Kanet 6, therefore it must be much stronger!
Is that per culture point? Eg; a planet that produces 10 culture/sec restores 0.05 antimatter/sec.
The info card description 'Antimatter restored in culture : 0.0' doesn't sound a great incentive, which is down to rounding I guess.
iirc, it isn't. You just get an additional antimatter restore rate of 0.005 when you are present in friendly culture.
NewHorizons,
I fear it is a straight rate. Antimatter is designed to be a fleet commodity recovered at developed planets and starbases. To have a passive AM regeneration rate is a significant advantage for the Minbari. We will likely need to tweak the value during balancing but honestly there is so much missing content balancing is only coarse at the moment, more bug fixing than balancing but still...
The string suggestions are most welcome. If you have the time there are a number of mismatches between ship weapons and what the string file says is there...suggested corrections would be appreciated...
I'm also busy crafting your ability suggestions... To mix metaphores...Input, need input!
Nova Dreadnought has the Marza's Incendiary shells ability which affects autocannon & missile ordnance (see the ability's infocard), however a Nova has only plasma based weapons. BTW - should Plasma Warping & Cooling techs also improve the Nova - bonus wise, it always seems left out [e digicons]:'([/e]
Artemis Frigate : Description says '... brings railguns to battle', but all weapons are laser based, maybe add a railgun ability?
One suggestion for a taunt message when a Minbari faction accepts a peace treaty is to adapt Neroon's phrase - "You speak like a Minbari. Perhaps there is some small wisdom in letting your species survive".
I wasn't sure where to add that one as these strings seem to be duplicated in English.str and BaseAdd.str.
Well, there is no internal sins weapon called Railgun. We have to improvise (I used Laser, as of now we have no correct weapon FX on any ship, except beam perhaps)
Text from the abilities need some love [e digicons]:'([/e]
Sounds very good. The base String file is for all Strings which I do not have in my Database Editor. All you have given to me so far I have added to the database directly, so the need not be added to the base. Strings overwriting the original Strings will need to be deleted from the base by myself and added to the Database.
There are a couple of unused weapon types called Ion and Dart that are still in the coding. You can re-name one of those in English.str and give that to the Artemis and all other EA vessels that use railguns.
Rebellion adds a railgun weapon, aka. RAILGUN. SpardaSon's suggestion works as well.
Beta testers,
Has anyone else noticed the EA Hermes galantly charging enemy base stations? When I play EA I have to closely monitor them and honestly have not closely watched how the AI players operates them to see if it is different from the Player assistance AI.
Just lost 2 or 3 of them when assaulting a Narn homeworld fortified with several T'Gan turrets (no starbases).
I didn't actually spot them charging off as I was micro-ing my hordes of bombers.
That turned out to be quite an expensive loss at 1700-2000 crystal each.
I think I'll turn off auto-attack and hope they still refuel & repair.
Thanks. We will look into this at one point in time.
This will probably be done using Rebellions RAILGUN. Easier and more consistent.
Haven't noticed, but have almost no time to play my own mod [e digicons]'[/e]
I think we probably should change the Hermes to somehow stay out of trouble. They should not really used for engagement, only as a last resort.
As for the progress, I've almost finished including the Buffs in my Database editor (just need to do the output, the structure is all set). After that I will add Abilities to the DB and then get on with finishing 0.43.
I think teh too close thing is due to the herme's weapon range?
I wouldn't mind seeing the weapon ranges accross the board being increased a bit, ships like the hyperion engage very very close because of the range of their lesser ranged weapons rather than their beam weapon. It creates alot of problems since they aren't manouvrable, increased range (and decreased power if you want to keep them the same kind of effectiveness) would help keep the battles more fluid.
To stop the Hermes from getting involved, they need their autoattack turned off, teh SOA2 mod has that for their utility ships, but I dunno how to implement it.
Could the Hermes' default engagement range be changed from Gravity well to Hold position?
It wouldn't go charging off trying to take down a starbase on its own, but it would defend itself if an enemy ship closed in on it.
That might be better than turning off auto-attack.
The options seem to be "gravitywell" or "none". SoaSE scouts and other select ships have the autoattack flag set to false, and the ability activation and fleet spacing should keep it either near, or at worst case hanging out at the jump in point.
I'll have to test various options and see what actually works best.
Some thoughts on the E.A. tech tree.
Internal Gravity sounds like it should be a pre-requisite for the Omega, perhaps swap its position with Ground Pounders or Large Missile Silo.
Police State is tier 7 and requires Restored EarthGov (??) It seems more fitting to move it down to tier 6 and require Earth Civil War - it was the instrument of Clark's regime after all
Enhanced Hypertravel info card mentions Phase stabilizer/jump, probably should be changed to Jump Gate/Hyperspace jump.
As 0.43 is going to introduce the Shadows perhaps the EA and/or Minbari ships should have a Telepathic Jamming ability, perhaps unlocked via research.
Affected vessel is disorientated/disabled, perhaps using a similar ability to the Revelation's Reverie.
However, the targeted ship should probably only "wake up" after it takes a lot of damage.
Centauri also had telepaths too, so it theory their ships could have the same ability but they tended to use mind reading for internal subterfuge and other political shenanigans - "...Kill??!! Vir, you're not important enough to kill!"
Some more capship names this time for Centauri & Narn. There's not many mentioned in the series so I've used names of liners/freighters.
> ID "IDS_CAPITALSHIPNAME_CENTAURI02"> Value "Valerious"> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI03"> Value "Molios"> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI04"> Value "Vellurian"> StringInfo
... ...
> ID "IDS_CAPITALSHIPNAME_NARN01"> Value "G'Tok"> StringInfo> ID "IDS_CAPITALSHIPNAME_NARN02"> Value "Na'Tan"> StringInfo> ID "IDS_CAPITALSHIPNAME_NARN03"> Value "Tal'Quith"> StringInfo
And to keep the Vorlons happy
> StringInfo> ID "IDS_CAPITALSHIPNAME_VORLON01"> Value "Ulkesh"
EA Hermes with the autoattack flag set to FALSE will attack designated targets and will return fire it attacked and will accompany a designated flag ship. It no longer attempts the charge of the light brigade which is good!
Also observed some interesting behavior. Two Hermes in the same fleet if kept within each others AoE will refill each others AM faster than it is used. So if the EA player is willing to invest sufficient resources for each fleet to have two Hermes the EA player is effectively decoupled from the AM refueling mechanic while on the move. The player must still contend with slower overall AM replenishment rates and any fleets that do not contain at least 2 Hermes.
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