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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Hi Guys,
Sorry for my continued lack of presence. GF's birthday, mothers birthday, birthday of a good friend, private work and my day-to-day job are killing me. I need so set aside a few hours this weekend to work on as many BitBucket-issues as possible. Hopefully I will have Saturday mostly for myself.
@DavrothI've uploaded a new version of the mod editor. I had a major screwup in the last version, forgot to include the value list data so no wonder you weren't able to use it for abilities/buffs. Sorry for that.
Some more Minbari diplomacy strings to replace the Advent ones.
IDS_TAUNT_PSI_AllianceAcceptCeaseFire:-
IDS_TAUNT_PSI_AllianceOfferPeaceTreaty:-
Although I think I may have already mentioned the first one.
Are the IDS_TAUNT_ strings only limited to PSI, PHASE & TECH race variants?
Would be nice to be able to define your own race's string IDs.
I've added the strings.
We unfortunately cannot add Race specifiers for these Taunts, they are hardcoded.
Thanks, added
I was thinking of using G'Kar's "matter, energy & enlightened self interest" phrase into a trade alliance offer, but couldn't find any IDS_TAUNT... strings for the Narn, shame those string IDs are hardwired.
It appears that the hull points bonus of the EA's Trade Pact only applies to frigates/cruisers and not capital ships, is that intentional?
If you get that pact you can have Tinashi & Morshin cruisers with stronger hulls (8092 -> 9918) than Sharlin/Sharoos/Sharkaan war cruisers (9660), which is a bit odd.
HullPoints/Armor bonus should only apply to cargo ships. Not frigates/cruisers (which are the same btw, cruisers are just frigates that show up on the second screen)
love G'Kars phrase too. Maybe we can use it for the description of the trade pact? Will look into this once time permits
I'm still testing but I'm coming to the conclusion that negative XP for a ship doesn't actually do anything. I'd love for a more knowledgable chap to chime in and prove or disprove the statement. What I really need to do is set up a multiplayer game and test that way so I can controll all the variables.
Use the dev exe. With that you can switch between the players and take them over, spawn ships, give XP and so forth. After starting a game in the dev exe just press ctrl+shift+"." (or was it ctrl+shift+",")? after that you can use a menu to access all the functions. (Hope I gave the right key-combo)
Is there a reason why stealth & the Sharlin's tractor beam abilities cannot be toggled to auto-cast?
Would be nice if stealth, for all Minbari ships, was auto-triggered when the ship takes a certain amount of damage or loses its shields.
Stealth was already fixed, should be in 0.43.
TobiWahn,
Uploading requested files. Use the string suggestions to align the .string, .entity, and master files in the database master file.
Thanks.
Please file with BitBucket. Should already be solved but better to document it.
You closed Minbari Stealth months ago, however it was a simple AM adjustment and I recall having to rebuild it due to the AM/sec drain. I'll repost with adjusted .entity. Also, have incomplete documentation on my end so I'm having to test/retest before posting additional entity files just to ensure there are no problems.
Do you have any "missing ship" models you need? If you have a list I might be able to start putting the meshes together for some.
If it's already fixed for 0.43 that will be fine - I think its better just to keep the one bug ref.
Also looks like TobiWahn has been busy too with lots of recent bug fixes - keep up the good work!
One suggestion for an EA cap-ship ability could be "Overload Interceptors" - provides a brief reduction in damage from incoming fire - perhaps emulated by boosting shield mitigation temporarily.
Could also damage strike-craft (re-use Kol's flak burst?) - IIRC B5's interceptors were also used a flak cannons against hostile Starfuries.
It could have 3 levels of increasing duration, % damage blocked & flak output, with maybe lower AM cost and/or cooldown.
NewHorizons,
Yes he has been busy.
Different from most of SoaSE which has dedicated anti-fighter frigates, in SotYR there is a more general mix of ships that can fire on fighters and abilities that either specifically target strike craft or include them in the effect. Not all ships have anti-fighter abilities which is where a balanced fleet comes in and some ships rely on their own fighters for protection.
As to the overload interceptors, it is doable and I'll apply effort toward. Shield mitigation is a good analogy for interceptor effectiveness and shields for ECM. EA is the worst and Minbari the best. Vorlon and Shadow are better still and balancing all this is still an idea. Decisions of where to bend cannon for playability have yet to happen though some coarse balancing will be evident in 0.43.
For the EA it had been mentioned that the 'shield' effects could be retooled for point defense cannon fire and as described, 'shield mitigation' could be used for 'intensified / improved defensive systems such as ECM etc...'
Hi guys,
lots of things going on at work for me so I've had little time. Yes, I did some bugfixing (past midnight, the only time of day I got left for SOTYR at the moment)
EA:
OrestesWarlockDelphiChronosMyrmidon
Minbari:
LeshathMorshinNeshatanTigaraTorothaTroligan (Mongoose Version)
Centauri:
AdiraAltarianBalvarinCorvanDarganDarknerHavenKutaiMaximusMorgrathOcturionPrimusSulustSentriRazikRutarian
Every model does need to come UV-Mapped and optimised for texture space and AO/lightning compatibility. (If you need advice or help with that just pm me). Thanks for any and every effort you make!
Sounds good.
Thanks. And yes, playability is important but I will not sacrifice MJS universe for our sake
That's the general idea, thoaugh we cannot really change the graphical effect (easily)
When thinking of abilities I've tried to stick to the series, eg "Forward interceptors on the Clarkstown are down"
One possibility for the Narn is to use the example where a damaged G'Quan cruiser protected a refugee fleet from a squadron of Vorchans by manoeuvring in between (can't remember the episode - although I'm part way through watching Series 2 - Narn/Centauri war has just kicked off)
Not sure how to approach that though, maybe something like the Radiance's Animosity & Energy Absorptive Armour so that a G'Quan taunts a hostile fleet into targeting it and the incoming fire is converted into AM & increased armour/shield mitigation.
Sadly there doesn't appear to much scope, given B5's storyline, for support abilities like the Dunov's shield restore or the Skirantra's repair cloud.
sounds good to me newhorizons, the G'Quan ability could be something like 'draw fire' since physical blockage wouldn't really be doableingame
shield restore could just be renamed covering fire, treat it like a ship's interceptor/defensive systems are turned to help another ship, could even add a negative effect to any ship using it like decreased shield restore rate -> to show how the ship makes itself more vulnerable by helping another ship, would be fun for tactical battles.
You see a ship protecting another ship, so a clever commander would probably try and direct weapons on that other ship while its vulnerable or something.
keep it up guys!
Cheers.
I'd try to give their abilities more emotive names to reflect Narn culture, eg "Defiance" & "Honour of the Kha'Ri"
Maybe this will give Darvroth another idea or two.
Edit: Another Minbari cap ship name, actually that of Delenn's flyer, but hopefully it'll do:
NewHorizon, thanks.
I'll reopen the capital ship tickets recently closed. Recomend keeping each ticket open till the final ability is added, then close that ship ticket.
What ship class was CDR Sheridan commanding during the Earth-Minbari War?
Hey guys,
Been watching silently in the background for a while now. Just wondering if we have any update on when the next patch/update will be released and what will be some of the major additions (getting the shadows/vorlons playable to some degree perhaps?).
I considered having a look into getting the ancients able to at least build a couple of their ships (if they're even in there) but thought against it since i haven't got any experience in modding at all (maybe editing a few odf files back in armada 2 days but thats about it).
Anyway, keep up the superbly AWESOME work and let it be known you still have people silently and anxiously awaiting a more complete product
p.s. Maybe sometime if you have soemone with a bit of free time, a tech tree path or some kind of faq/help document would be cool too. Took me a bit to figure out what some prereqs were for some things. Think it was the minbari worker caste tree wouldn't let me research the first of the entire tree for ages then it eventually unlocked once i decided to research everything else in the other tree's. So still unsure what it was that allowed me to train it.
Hyperion Class Heavy Cruiser
During the war Sheridan was the first officer of the EAS Lexington. Sheridan took command of the EAS Lexington when Captain Roger Stearns was killed in a battle with the Minbari Flagship. With the Lexington crippled and unable to fight, Sheridan mined several nearby asteroids with nuclear weapons and lured the Black Star back towards his ship with a fake distress signal. He then detonated the nuclear mines, destroying the Black Star and giving Earth its only real victory in the war. This earned Sheridan the name Starkiller, and was an event the Minbariwould not soon forget. Sheridan is the only human captain to have gone up against a Minbari Cruiser and won.
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