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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
OK, I've had a bit of play around and I think I'm getting a grasp of the entity files.
What stumped me at first is that B5SotYR appears to be using the PlanetBonus*.entity files from Sins itself - I'd assumed all entities were self contained in the b5-sotyr directory.
After grabbing the decompiled reference files I can now see how things are implemented.
So an initial stab at the Brivari Distillery planet bonus would be to add the line
Then drop the file PlanetBonusBrivariDistillery.entity into the b5-sotyr/GameInfo directory, contents of which look something like
Next apply the bonus to the planet type(s) by adding
Finally add
TobiWahn,
Down loaded and installed. Looks nice but I'll have to spend some time playing with it. I have a series of out of town visitors this summer that will consume much of my available bandwidth os my contribution will slow for a while but who knows Eureka moments are still possible.
NewHorizons,
I responded to your Centauri diplomacy post @bitbucket and it might be feasible if a bit convoluted.
Darvroth
NewHorizons
Sounds very good. Will have a look at it tomorrow (hopefully, family duties need to be taken care of first)
Davroth
Yes, just have a bit of playing time with it now and then. FileMaker needs some getting used to but it should help you design abilities/Buffs from ground up.
Darvroth,
What about envoy abilities?
Certain frigates in the Sacrifice of Angels mod have race specific (eg anti-Borg) capabilities.
Could an envoy have an ability to improves relations with a specific faction?
That's dependent on some entity file trickery. I haven't looked at their files, but best guess says their method targets only ships and races that have the IsPsi line.
Very likely. Though as we have no IsPhase and IsTech descriptors (after begging the devs many times by many people to have such a distinction) we are very limited on how to use this. It's a shame that abilities cannot target specific races.
Having played a bit with Rebellion ther are some obvious adjustments once 0.43 is out and the Rebellion. I'm not sure every race will have a corvette or even should. Several of the existing frigate types would be improved as a corvette. Titan is easy for every race. I've not looked much past that but I'm sure there are lots of gems.
Myrmidon is the perfect example of a corvette. The others have such a thing as well I think.
Just gave the new planet bonuses a test and they seem to be OK, so far I've found the G'Quan Eth plantation, still haven't found the Brivari distillery yet.
BTW: The 5th ability of the Neroon Carrier War Cruiser has a "String not found".
Looking at the entity files this is for "Weapon Cooling", the end of AbilityWeaponCooling.entity has no string IDs:
ignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "Passive"researchPrerequisites NumResearchPrerequisites 0nameStringID ""descStringID ""hudIcon ""smallHudIcon ""infoCardIcon ""
Cool!
This will all be rectified once I addded the abilities do my DatabaseEditor. But you could file a Issue with BitBucket
I'm in a bit of a stress lately (many birthdays, gf, planning holidays, job, doing work for friends) so it may still take a little while till the next release, sorry.
Just found some Na'Ka'Leen Feeders - Euurrrrgh!! Hideous creatures, hideous.
However, it looks like I've got the wrong bonus factors in the entity file, I'll upload a fix to BitBucket shortly.
wonderful. I'll better stay in my quarters then
NewHorizons, Woot!
My out of town visitors arrived today so productivity is nearing a cliff...
You guys are just awesome!!!!! Keep up the great work!! I wish there was something I could do to help you guys, but i have no skill in modding. Good luck gentlemen.
Can you do graphics? Abstract ones for Research items?
or sounds?
We have use for many a thing
PS.: Thanks for the flowers
What is the legality of using sounds from the series?
Eg: http://b5.cs.uwyo.edu/bab5/ (from http://www.midwinter.com/lurk/resources/online.html)
Sadly, don't think we can claim fair use. While there is place holder and some original work. TobiWahn has stated the final product will only have original though themed music. Sounds from SoaSE are different as it is a mod and fair use applies there.
Carrier cruisers in B5SotYR are respectable combat vessels - strong hull & a decent amount of weaponry with abilities that are suited to being at the heart of an attacking fleet, eg Embolden.
Would it be worth setting them to auto-attack by default?
They would be more likely to move with the fleet and be able to use their abilities, instead of sitting at the edge of a grav well out of harm's way.
It depends. Each entity file will identify the cruiser/frigate role that ship is assigned and yes there are some less than optimal assignments with 0.42. Some adjustments are included in 0.43 (the master at bitbucket will have any adjustments to date). Flag settings also can make a big impact on ship performance when under AI control. Best advice and it is a bit time consuming is to review the entity files of the ships that are performing poorly in combat, test their performance with either different flag settings or new ship roles. Then when happy with the result, create a balance report at bitbucket with specific recomendations. All the Capital ships and many others already have entries. We found it easier in many instances to track completion by ship.
I concur. On the website it reads
Clearly there is nowhere a disclaimer giving us a license to use the sounds in our product. Sorry. At the moment the only sounds in the mod that come from the original are the shadow sound and the ion cannon. And the music from the main theme 5th episode. But we need to change them all for the 1.0 release as we could get legal notice because of this (though unlikely)
Whatever testing results in. But it depends on the individual ship.
Agreed. Also the master on bitbucket is not completely up to date. I've adjusted almost all of the cost parameters of all ships (mostly down) and will notify you once BitBucket is updated.
Thanks to you all and hope you had a nice weekend
Hyperion cruiser, currently only has the jump engine ability, how about these
1) Lay mines - drops 10 nuclear mines
2) Send distress signal - which acts like the the Radiance's taunt ability
With those two you might be able to use Sheridan style tactics to kill a Sharlin, although you'd have to use the Hyperion's superior acceleration & speed to keep out of range of the former.
Hyperion was actually the first ship I tackled and if TobiWahn has accepted them all, that one at least is done. 0.43 actually has a lot of new content. I have not touched the Narn and only lightly the Minbari and Centauri. The issues tab at Bitbucket for each ship is reasonably close to what abilities have been created for each ship. We have not touched structural abilities other than what is in the tech tree. That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet and it has not been properly documented and to my thinking warrants a bug report where found.
Guess who watched In the Beginning last night? Thoroughly enjoyed it, I might dust off the series DVDs.
I saw the bug report for the Hyperion, but it looked a bit blank.
I'm guessing things like Ranger Espionage etc.
Description strings for G'Quan & Dag'Kar mention energy mines, but how are these implemented in B5SotYR?
I couldn't match them to a weapon type, perhaps a potential ability?
Updated Hyperion issues tab...I thought I had three working abilities but my files showed only 2. I'll need to check my e-mail with TobiWahn to see if I forwarded a third.
Not sure who built the Energy Mine abilities, but they are nice, there are several distinct abilities lumped under that heading.
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