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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
TobiWahn,
Some of the beam weapon effects of the Rebellion Vasari titans would be perfect for the EA_OMEGA and some other beam users. Not sure what they did but it looks sweet on screen.
What about re-using the Coronata's Unity Mass beam for the Vorlons?
The charge-up/pre-fire sequence would be a good match IMHO.
Sorry for my absence guys.
I have had to watch the European Football (Soccer) Championship today (and the semifinals) and have to work on a database solution (another one, for a friend) as of now, so that explains my lack of updates.
I have not forgotten you though. As for abilities, they are not set in stone, but for 0.43 we have some things nailed down (thanks davroth).
Abilities should mostly (some can't, but that live) be usable by the AI, so they must not be too complicated. Your suggestion sounds interesting and if you can make it work in a way that the AI can use it we will find a ship to put it on.
Please file a suggestion on BitBucket. Sounds nice, though we need to take a look at how they are done.
Sounds nice. Please BitBucket it.
TobiWahn, Darvroth,
What are your thoughts on the siege weapons of EA ships?
For the EA Omega (and probably the Nova d'naught too) the two large oval structures under the hangar bay are were intended to launch heavy mines/missiles, see B5Scrolls - I like the idea that the forward plasma/X-ray laser turrets were meant as a 'distraction'
Maybe give the Omega/Nova d'naught ship-to-surface missiles for planetary bombardment as the (current) multiple beams from one point doesn't look B5-like IMHO.
I agree with this idea.
NewHorizons,
Two issues, 1) game mechanics via the entity files, 2) particle effects to make the pretty visuals. Number 1 is relatively easy provided the model hard points don't need to be tweeked. Number 2 is time consuming and requires a talent set that for now is found only in TobiWahn. There have been other modellers and particle effect particpants over the years but for various reasons each has moved on which leaves us very thin on talent, and right now TobiWahn as mod leader is needed to incorporate the new content, QA, and model when he can... If you happen to have the talent or can recruit it, every change that is more B5 faithful that the engine can support is most welcome.
Darvroth
That's a shame, I thought that one would have been fairly straight forward - I'd assumed standard SoaSE missile effects (eg for TEC) could have been used to fire from a pair of hard points under the Omega's hangar.
I must admit I wish I knew more about modding and be able to give you guys some more assistance.
BTW: Agree about the Hyperion, thinking about it I doubt the AI would use those ability suggestions as intended - I look forward to the new goodies in 0.43
It is not difficult to use the Sins default missile effects. Hardpoints are not where they should be according to your wishes though and would need to be tweaked. Thats another thing entirely (it would be easy had I not adjusted some ships in size after export to mesh)
I don't take B5Scrolls as canon though U like the idea, so just file it up on BitBucket and it will eventually get done.
As Davroth said, as of now I am the modding team (with Davroth as Coder and oranisatory assistant as well as co-modertator of this forum, Bug Tester, and much else). So every Content that needs to be added (besides abilities, thanks again Davroth) has to be made by myself. That's a huge amount of work, and I have other work to do as well. So things will take some time.
Done.
I actually had a go at doing this myself after foolishly thinking "how hard can it be?"
After converting the mesh to text I ended up sketching (on paper) the forward & side projections of an Omega so that I could determine the co-ord system and hence the positions of the two silos.
The bombEffectsDef section of the entity file was then changed to use TEC missiles and it actually worked.
So after that small experiment I can begin to see just how much work is involved with modding.
BTW: correct me if I wrong, but the multiple beams may be caused by
which is fine for missiles, eg number of shots per salvo.
For beams, a bombEffectCount of 1 may look better.
You are right, and yes, a bombEffectCount of 1 should look better
Changed!
Woot! Progress.
I locally changed CapitalShip_EA_HYPERION.entity to set bombEffectCount to 1 and indeed it does look more B5 like.
Searching through the other entity files shows that CapitalShip_EA_MARATHON.entity, CapitalShip_EA_VICTORY.entity and many of the Minbari war cruisers have multiple beam based siege weapons.
The Marathon does look odd, but not the others which may due to a shorter beam duration, bombTransitTime of 18 vs 2.
I suspect that if bombTransitTime * bombEffectCount > bombingFreqTime then you'll get multiple breams.
At some point I'll play a game as the Narns as some of their cap ships might have similar oddities.
Nice! Thanks
G'Quan, Bin'Tak & G'Vrahn all have multiple bombardment beams - G'Vrahn in particular can have upto 3 beams from one weapon point.
Same probably also applies to the Ka'Bin'Tak - although I've not actually built one yet.
As all these ships appear to have 2 siege weapon points then bombEffectCount should probably be set accordingly.
Also, the large value of bombEffectAngleVariance (15) can cause the beams to fire in quite different directions - port & starboard beams can cross over.
Maybe reduce this figure so that it looks like Narn gunners can aim straight.
Edit: bombEffectCount of 2 and bombEffectAngleVariance of 5 looks pretty good.
Every time I think I've copied all the files from the old machine to the new one I'm proven wrong...
Thank you for the bug hunting and proposed solution set.
Cheers Darvroth.
I can confirm that the Ka'Bin'Tak is also affected by multiple beams from a weapon hard point.
Edit: Would it be worth using the Bin'Tak's mesh/texture for the Ka'BinTak? It's currently using G'Quan's mesh/texture.
Some more Centauri cap ship names, taken from Londo's list of gods, shortly before he passed out during the feast in Parliament of Dreams :-
> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI05"> Value "Benzen"> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI06"> Value "Li"> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI07"> Value "Morgoth"
> StringInfo> ID "IDS_CAPITALSHIPNAME_CENTAURI08"> Value "Ilaros"
Val-Too!
TobiWahn, Tried poking around the mod editor this weekend and couldn't get it to do anything. Tried importing data, making new files, several buttons remained stubbornly greyed out.
Was poking around ZombieRus5 soaseplugin mod zone and came across the buffInstantActionType DoDamageToPlanet but could find no examples in the SoaSE files... I'm still tinkering with trying to get fighters to be able to damage planets and looks like a good approach. With no examples I wonder if it is one the designers abandoned... Thoughts?
DoDamageToPlanet is part of the buff chain used by the TEC's Novalith cannon to do damage to planets. You can find it in BuffCannonShellTech.entity.
Looks like it's also used by Marza and the Vasari Jarrasul, the latter over time instead of instant:
$ fgrep DoDamageToPlanet *.entityBuffCannonShellTech.entity: buffInstantActionType "DoDamageToPlanet"BuffRazePlanetTarget.entity: buffInstantActionType "DoDamageToPlanet"BuffResourceDrainActivated.entity: buffOverTimeActionType "DoDamageToPlanet"
Thanks all. Though I was looking in the Ability and not the buff entity files.
A frigate can be given a negative ExperiencePointsForDestroying value without minidumping for building or destroying. It is not elegant but I propose that the Thenta Makur ability as discussed on page 125 can be achieved by a capital ship producing a unique ship meant to be destroyed quickly with a negative XP value that will decrement the XP of the destroying factions capital ships in that fleet. At first I thought fighters were less likely to be noticed but not sure I can achieve without screwing up other abilities. If the model for the frigate was that of a fighter it would achieve the same visual trick and likely be unnoticed. I've not yet finished the ability and buff entity files yet, but it should. I'll send once I've tested.
I don't yet know what will happen if a capital ship is induced to have a negative XP by use of this ability... lots of testing to come. I'll let all know.
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