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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Yey!
As for the spawning ships, I generally like the idea, I like it a lot. I'm just not sure how well it would fit with a Centauri player using it against Shadow Player. But still, I love the idea.
Maybe that could be rolled into the ability? Where the target planet must not be owned by a non-Shadow player?
Badger Starfury now finished. Will be in 0.43
NewHorizons you still with us? If so what is your next project?
I was away last week visiting family - only web access I had was via public area network which was very flaky.
At some point I'll upload some more artifact entity files to bitbucket.
However, the Artifacts research window looks a bit of a mess now as there's not really enough room for the new & old artifacts.
There's two options
1) Rescale the artifacts icons to a smaller size, adding new icons for the B5 ones, eg Triluminary
2) Replace some of the original Sins artifacts with the new B5 ones, keeping the layout the same.
Looking at Goa's E4X mod (which has additional artifacts), he's implemented (1) with a new E4X_New_Artifacts.tga sheet of smaller icons, which looks pretty good.
Sadly, I don't have those kind of skills - I only installed Gimp a couple of months ago, so any attempt by me would probably look like it had been done by 5year old with a crayon!
However, IIRC, TobiWahn may have preferred (2), but we (any volunteers?) probably ought to do some B5 artifact icons at some point.
I have run across some fan art on the web that could be used within the fair use rules provided the artists were properly cited in the mod credits. TobiWahn will not allow copyrighted work and for good reason but fan art in my mind at least could be used as above. Thoughts? This won't help with layout but 1:1 substatution of the SoaSE artifacts would be better than additions alone.
http://www.firstones.com/wiki/Fan_Art
Be wary, some of the links are broken and some are to commercial sites but there are some gems and various links may lead to other useful places.
TobiWahn,
Minbari Sharkaan ticket is ready for review and closure. I've set up the Sharkaan as a fleet support capital ship and as proposed has 10:10 ability levels though many come from research and are not intrinsic.
Sharkaan string needs an update, I'll upload one this weekend.
Just a heads up; the AI will sink upgrade points into these researchable abilities, effectively "wasting" ability points.
If it hasn't changed (between 0.42 & 0.43) the Sharkaan itself requires a tier-7 tech which in turn requires lots of research in other trees, eg Civil War.
There's not much left for the Minbari to research at tier 7, so the AI going after ability techs, hopefully, shouldn't be that much of an issue.
It will be nice to have some more ships with support abilities.
Edit: Suggestion for Vorlon scout/envoy: re-use Seeker Vessel's 'Lingering Presence' ability. Description would use the B5 lore of the Vorlons being able to detach a portion of their consciousness so that they could covertly keep an eye on what the younger races were up to.
True, as long as we have less than the default setup I prefer replacing the existing ones.
I'd only use them if we had written permission from the artist to do so. That way we have less to worry about.
Nothing in the links is really of value I'm afraid. Most links are broken, and the few icon-Sites all just use footage from the series, which I'm trying to avoid.
Thanks, I will try to resolve some tickets this weekend.
I know, but there is no way around that, or is there?
Sounds good to me!
Vorlon Envoy is packed with 5 Abilities, scout is also packed. The Vorlon need another utility ship in the frigate range to balance out fleets and the various utility functions. Shadow's have the same problem for the same reason. To be Vorlon or Shadow like eats up 2 or 3 of the available ability slots which doesn't leave much room for variability. This will force us to have a dedicated ship or two in the frigate range that can support other useful functions to help balance out both those factions.
Add Minbari Tigara to the list of tickets to close.
Minbari Troligan is ready for review and closure.
The only way "around" it is making all of the ship's abilities either unlocked by research or fixedlevel0. Titans don't have this limitation as you can make the abilities' upgrades require research in order to be "purchased".
Lavo_2,
So what you are saying is for a captial ship ability list either all or none of the abilities must be researchable to prevent an AI priority problem?
Yes. Researchable, or is automatically unlocked with a single level on ship build/completion.
... maybe I'm misunderstanding but for the AI this shouldn't necessarily be a problem ... right? They're so handicapped in general as it is already.
You are misunderstanding. If you have an ability that is unlocked by research on a capital ship, you can still sink ability points into it, even though those points will not actually do anything to the ability, essentially throwing those points into a black hole of sorts. A human player understands this; the AI does not. Thus the AI wastes points whenever they "invest" in this ability.
Ah I understand now. So they could sink points into an ability that does not function until at some point they 'might' research and unlock the ability that they sunk points into. Hmmm, is there any pattern with which the AI put points into abilities? I mean, like Ability 1 versus Ability 2 etc?
You still are not understanding. The points do absolutely nothing for the ability; they are ONLY affected by research. A player can sink 4+ points into the ability, and even if it has multiple levels, it will only be at level 1 once the first research item is done.
I'll look at what we have done to date and correct to intrinsic for capital ships. I will likely nerf the abilities and repackage for use by frigates as a related but lesser effect. Grrr, this may also require a slight change in the research path for some factions.
TobiWahn I'll make a new ticket and upload recrafted capital ship abilties unless you want to make those corrections. They are straight forward enough but may require changes to the buffs and to the string files as well. The most difficult to implement will be the Sharkaan Shield ability though it could be made a passive ability... Let me know your thoughts.
Hmmmm. That sucks.
I uploaded corrected files there weren't that many and found another problem while I was looking, opened ticket to address. Should be able to put this to bed without too much fuss.
OK, I propose getting rid of the following SoaSE artifacts as they have far less value in B5SotYR.
1) Power Core Relic:- +15% increase of zero AM regen is still zero.
2) Resilient Metaloids: +50% increase of zero hull regen is still zero.
The +10% AM capacity of PCR isn't really worth an artifact anymore. I could probably apply the +1 ship armour of RM to Ikarran Vault.
I also suggest replacing Manifest Dominion with Triluminary as that has similar bonuses.
Maybe get rid of Ion Field Generator as planets seem more siege resistant in B5SotYR than SoaSE - that would free up a slot for Technomage Coven.
Any thoughts?
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