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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
I think the AI needs some help when playing as Minbari.
There's at least two issues that the AI seems to have problems with :- the tech tree and the cost of ships at the start.
These two factors means Minbari AIs tend to dig themselves in at their homeworld and rarely expand & colonize new worlds.
I've just played a large map where all 8-players were Minbari, and only one AI colonized several worlds (6, then 8).
Just two AIs built more than one cap ship, the AI that colonized managed to build 3.
It was very easy for me to expand (30+ planets) into unclaimed territory.
I can see the intent of the Minbari tech tree was to prevent the AI walking over EA, Narn & Centauri neighbours.
However, it seems that it may be a bit too difficult, if the AI makes the mistake of not building any civilian labs it cannot do any research on any of the other trees - civilian tech The Early Years is a prerequisite for everything.
As it very hard for a Minbari AI to colonize at the start, they have a big handicap in developing their economy.
This coupled with the expense of their ships, means they rarely build a decent fleet in the beginning.
I suggest a few tweaks to give the AI at little help.
1) Allow the Minbari to colonize desert worlds without Star Bourne research - like the previous version of SotYR IIRC
2) Make the Tinashi the Minbari's first capital ship, Sharlin would become available after research.
OK, I've suggested this before, but I think the high cost of a subsequent Sharlins deters the AI from building them, especially as the Minbari economy as quite hard to get going.
Starting with the Tinashi would balance the Minbari against EA/Narn etc, while at the same time may make it easier for Minbari AIs to build a decent starting fleet.
3) Maybe also spread the cost of capital ships across the different resources more evenly, less metal, more crystal.
Minbari have several techs that improve crystal extraction rates, plus their ships use polycrystalline armour.
4) Pure conjecture here from a non-modder, but does the AI treat each tree position with different priorities?
If so, it may worth be swapping the Worker Caste and Ruling Body trees so that higher priority is given the latter - as that tree has techs that are prerequisites for techs on the other trees.
It seemed that AIs didn't do much work on Ruling Body (aka Diplomacy tree) which hindered their research opportunities elsewhere.
Hi Guys,
Sorry for being absent. I will add your names and answer you question in the coming days, Birthday keeps me from working on the mod a little. Abilities are in the process of being implemented in the database and should be finished come weekend (if everything works out fine)
Hi,
Abilities almost completely implemented in the DataBase, just export missing. After that I will add the current abilities to the database and start concentrating on finishing 0.43
What new things will appear in the 0.43 release?
If an AI is having issues, I'd suggest putting in an AI only tech to help them, and particularly one that costs negative resources, which in turn acts as a one time resource boost for the AI.
Added the names, thanks.
Changed
Will be looked at once I have added the abilities to the database
Abilities are now finally supported by my Database.
Once we have 0.43 ready and out the door you could have a look and suggest fixes (with detailed instructions if possible, and best already tested by you )
New computer. Gah! The hours required to reload all my stuff and update mods, patches, etc, etc, etc. I'll chime back in once my version of the mod is up and running. I detest licensing agreements..... It's like software publishers never heard of upgrading hardware.... Gah! I sure hope it is worth all this annoyance.
Darvroth
If it is for sins, it always is
@Davroth
New DatabaseEditor Update imminent. I will give you a link once posted so you can use it to design new abilities (if you so wish)
You can get the 0.43 mod for testing?
What do you mean by this?
Just made a start testing the Centauri.
Military tech tree is well developed, although it is probably too easy to make a bee-line for the Vorchan and then spam them like crazy.
Vorchan is good, even a small squadron of them is probably one of the best counters to neutral Dretes battleships which are easily out manoeuvred.
The other trees seem a bit sparse though.
It did seem that diplomacy was harder for the Centauri, which is a shame, as early on in the B5 story line, they seem to have got on well with other races, most notably Earth Alliance, at to some extent, even the Minbari.
Perhaps give them a more positive relationship value or an early diplomatic tech to improve other race's opinions, eg the share jump gate tech grants a larger relationship boost.
As soon as the Centauri progress through their historical tech tree and become more aggressive, eg Narn invasion, then drop their diplomatic relationship to EA, Minbari, Vorlons.
Not sure if it's possible, but can a tech selectively improve/reduce relationships to specific races?
As the Centauri become more belligerent then their relationship with the Shadows improves.
Would be nice to see some more models, eg Primus.
The same (Protev) ship voice for all units is a bit confusing, could Centauri ships go back to using the same set of TEC voices like the EA currently do?
Will look into this. I do like that idea. Have you considered opening a BitBucket Account to submit your findings in the issue tracker? That way they won't get lost (though there are many issues open atm)
Well, good models take lots of time and I am busy bringing the Database up to snuff. And now that rebellion is out that means after the release of 0.43 I must make the DB compatible with rebellion. So new ships from myself will still take some time.
Will do (sometime) though such "bug" reports are really best reported in the BitBucket Issuetracker
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home
Done & done.
Not sure if you've considered planet bonuses yet, but how about
G'Quan Eth plantation : culture boost +50%. If possible apply culture boost to Narn only, other races get +10% trade.
Na'Ka'Leen Feeder : Planet population -30% to -50%
Brivari distillery : Trade +20%, construction time +35% **hiccup, stagger**
Trader Station : Trade +30%, maybe unlocks a 3-5% discount of purchases from the black market - no questions asked
Crystalline Deposits : +20% or +30% trade. Ship/structure construction time & resource cost -15%. If possible for Minbari only, other races have +10% trade.
Thanks. Done and evaluating.
Good idea, get it in the issue tracker and we'll see to it. You can even give me a sins entity file which includes those bonuses and I'll put them in the repository
Pick this one!
Will do.
I've no idea how Sins entity files fit together though - why do I get the sneaky feeling that TobiWahn is trying to make a modder out of me?
You're just imagining
One can try, can one not?
NewHorizons,
'Cause that is how I got involved! I'll look into the faction specific diplomatic bonuses but we had that very idea two years ago and it is still not in game... There are many good SoaSE modding tutorials, though I fear unless your a 20 something or a programmer by trade alot of it is a foreign language.
From what little I've dabbled in once you get up to speed on the basics it's not too bad.
... well as it happens I am a programmer (C/C++ on Unix & Windows) but it's been a while since I was 20-something, so it may be a case of teaching old dogs & new tricks.
Started the same. Haven't done any C++ programming the last 3 years though. Objective-C and FileMaker for me atm.
Sins modding should be easy to grasp if you ever wrote parsers for config files in C/C++. It's just the abilities that would benefit from a reference manual so one can see what which internal command does/can do instead of using trial and error.
It was far harder to adapt from creating 3D for rendering to creating 3D for games for me.
ModDB is now updated and includes abilities and buffs. No Filemaker required. You can send me your files using the Backup function in the settings screen (cogwheel) so I can reimport them into my DB Version
SinsModEditor
If you got questions regarding use, just send me a mail. Requires java to be installed on your machine.
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