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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Just don't ask Ivanova to arbitrate that one again!
I was actually thinking about the Narn earlier today and there would be the hard-liners advocating revenge against the Centauri, but what about those who followed G'Kar after his post-dust "revelation"?
For them sacrifice, in the defence of others (eg B5 Severed Dreams), to free the galaxy from the great darkness was a price worth paying if it meant liberation for their homeworld. That faction could have strong diplomatic options to enable them to quickly build alliances. This would be another trait of Nobert's Preservers faction.
Darvroth, what abilities do you have? That might give a bit of context (and inspiration!) for the rest of us.
Regarding Thenta Makur: is that the version that attempts to lower a cap-ship level?
I like the Technomage Coven, it could probably have a culture bonus too, but you'd have to be careful about a First One's homeworld. I did consider something similar, but I thought the bonuses could be too powerful - plus it probably would have a very nasty automated defence system. Maybe that could be used for Rebellion's artifact planet victory? Hence I settled on Forge of the First Ones as that could have been from an abandoned, outlying colony.
Sins has a "toxic fallout" planet bonus, maybe that could be renamed/reused for the "Plague World"
Some lazy ability suggestions for the Centauri:-
1) "Blockade" Re-use the Sova's Embargo ability - many League worlds which bordered Centauri space complained about the negative effect the Centauri had on their economies - plus they did attempt to blockade B5 with a Primus.
2) "Strip Mine" Re-use the Jarrasul's 'Drain Planet' ability
3) "Grand Fleet Admiral" Re-use 'designate target' from the Ceilo, maybe include Akkan's 'target uplink' for a range increase. Probably fits the Octurian best.
4) "Elite Gunners" rate of fire & chance-to-hit increase, probably suits the Vorchan.
Ultimate ability for Minbari Sharlin:-
"Honour & Death" : Heavily damaged war-cruiser overloads its reactor to cause large amount of damage in the surrounding area. Maybe use a toned-down version of the Argonev's 'Red Button'.
Added
I'd go for replacing.
Hahaha. That idea should be implemented, if only with one ship
Sounds reasonable. Thanks
I have an idea for an ability for centauri envoy ships.
Decadence: Improves trade income in the system.
The story to it is pretty much Londos opening speech, when he starts his story for Luk and Lizza (however they are spelled) in "In the beginning".
Or for those who don't remember (or never seen the film), the Centauri's decadence made them very interrested in art, literature, music, cuisine and lots of other not stricktly necessary stuff, which greatly fostered trade.
Shadow seeding ability finished, bonus for sacrificing the Battlecrab is still missing.
BTW--you could create some militia groups named "Purple" and "Green" and give them Drazi ships.
When the new PreAlpha 0.43 will be finished?
Screaming ain't gonna help
Vorlon colonizing ability needs to be done, then it's just a matter of how many issues I want resolved before release. I would want to work a bit on the research tree before releasing, but how much I cannot decide yet.
@Davroth
Have you downloaded the latest version from BitBucket? If you didn't manage to get GIT going you can also download it using the website, just log in to BitBucket, select Tab "Source" and slightly beneath the tabs on the right there is a button called "get source". You can use that to download the latest build. Please test it if you got the time. Many thanks
NewHorizonas,
Built abilities are indicated under each ship name ticket. Some are complete so check closed tickets if you don't find what you are looking for. Request add appropriate notes in the format found for proposed ideas and I'll upload when built. Some ships mainly frigates that could have abilities are not yet listed as we've been focusing on CAP ships. Feel free to open new tickets and propose ability ideas. Envoy ships in particular have seen no love as of yet. Assign tickets to me for responsibility please.
TobiWahn,
Not yet but I will!!!! Lots of progress this week.
Was the forward firing mining ability for the Centauri submitted? I forget which ship.
I also may have a workable Shadow ability which will degrade planets population for a time... let me know which ship should get it.
Started playing with the new build late last night, to soon to form any real opinions and only with EA thus far but I'll post problems encountered in a new ticket. Old save games are not compatible with the new build, which isn't really a surprise.
Ancient Battlecrab I suppose, but whichever ship you think it would suite best. You have a better overview of the abilities at the moment.
Thanks. Will look at them.
Dunno. Don't think I got that ability, sorry.
I like the idea of negative effects for the Shadow diplomatic envoy ships. Mobile Mr. Mordens. The population decline above would be a good one for it when near an enemy world.
Agreed.
Working on an ability map to make it easier populate all the ship (and some researched) abilities. Direct combat effects are straight forward, what I need help with from the community at large are ideas that could fit within cannon. Easiest would be a modifaction of an existing SoaSE ability but original effects are possible. Ability ideas do not have to directly assist the equipped ship in battle to be useful. The hard part is coming up with ideas that could fit within B5. A proposal need not have video evidence or mentioned in conversation but it should be something that nests within the B5 universe.
Many thanks in advance.
@Darvroth (and many others)
http://grammarist.com/usage/canon-cannon/
I find that most appealing
Agreed
just found this, having fun, ships dont auto regenerate health or energy, is that right? figured i need the resupply structures etc.
so when can we see more models for ships?
one thing, everything seems a little slow due to everything costing a fortune, even for a slow game like sins this mod does things slowly.
anyway keep up the good work, looking forward to next version
There is something hard coded about laying mines that really, really makes it hard to use them as directional weapons. Frustrating is not the word.
katadder,
Hull and AM regen are set to really low values, effectively off on purpose. Few of the AM mechanics are fully implemented. The intent was to force fleets to return to base for resupply and repair. Ship costs are high on purpose and until most abilities are in place it is hard to do even course adjustments for balancing. Recommend play with resources at fastest to mitigate and play with an accelerated game speed you are comfortable with. Thank you.
I've got the first artifact, Ikarran Vault (MkII) done. Figures are subject to change as it improves (the already very strong) defences in SotYR, but at least it's a proof of concept.
Infocard text for a Minbari player:
Ikarran Vault
Max hull points: 5%
Armor increase: 1.0
Relationship bonus: -1.00
Structures improved:
Kanet 6, Kanet 11, Planetary Hangar
Defenses, Orbital dockyard, Orbital
Refuel Station, Nuklear Mine, Jumpgate
After centuries of invasion the ancient,
but xenophobic, civilization of Ikarra
developed semi-organic defence
technology. This subterranean vault
contains all that remains of their
research
It's taken a little while as I've also been working an on entity file validator - which already spotted a couple of mistakes.
I might have a go at Triluminary next ...
Nice. So the intent is to boost planet module strength only or is the bonus empire wide?
It's an empire wide boost to all defensive structures, I may also add a bonus to planet health, ie better shelters.
I like it.
Spent last week working with the latest build playing Centauri while testing new abilities. I have not made it very far due to the complexity of the issues discovered thus far. I'll post the findings shortly as ticket 3. I will be adding more to this ticket but it has taken time to develop and test solution sets. Adjust recomendations as you see fit but there is quite a bit of testing involved behind them.
I couldn't find a bonus that gave a % increase to planet health, so MkII Ikarran Vault now includes a bit of Ion Field Generator, InfoCard text will now read:-
Bombing damage taken: -20%
Bombing survival increase: 10%
research.
Currently testing Triluminary and Darvroth's Technomage Coven, as yet undiscovered ...
Hi, had a very busy week, sorry. I will look at them today or tomorrow.
I love that bonus. As for planet health, you cannot give percentage, only fixed value to a planets health.
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