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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
NewHorizons,
Suggestions sound good. I'd point out Shadow and Vorlon both have passive AM and hull regeneration and the Minbari have it at a lower level due to late game tech. Also not sure if it will impact intermittent regeration provided by star bases and dedicated planet modules so there might still be some value but it will primarily be for the benefit of the elder races.
Agree planetary bombardment is less than in SoaSE BUT most of the abilities are still not in place yet and I have several approved abilities that will change the calculus of planetary bombing at least for those factions (Shadow and Centauri thus far). Planetary defense will be an issue! As a result once various abilities are in place the ability to reduce or more quickly recover from bombing will be very important. I agree with dumping Ion Field Generator as it could potentially give the posessor an keen edge.
How about making a ticket mapping out the artifacts, both the retained and the new ones and where the substitutions are so the complete picture is easy to ref and as each is submitted and accepted marked off till that project is done. Thoughts?
I propose leaving the option of increasing the number of artifacts beyond what is in vanilla SoaSE:R entirely on the table. If we have more artifacts / planet bonuses that can be found, lets add them in. GoaFan77 has already done this in his own mod so we know it can be done.
Also ... [e digicons]:'([/e]
http://www.huffingtonpost.com/2012/09/30/michael-ohare-dead-heart-attack-babylon-5_n_1925947.html?utm_hp_ref=mostpopular
May He Rest In Peace....
RIP
Motivation rather than mourning.
Sad news indeed.
Would an "In memory of Andreas Katsulas, Michael O'Hare & Jeff Conaway" tribute in the B5SotYR loading screen be appropriate?
Nah, I think that would be great...
You should also include Tim Choate (Zathras) on such a screen.
Correct, I noticed this years ago when I first made the JumpPoint ability. I had to live with that.
Many thanks. I still want those abilities (some) to require research. Hmmm, perhaps I will accept defeat but I'm not sure I will add these fixes into 0.43. Might use 0.43 as a test of sorts as to how many ExperiencePoints tha AI really wastes that way.
Sounds reasonable. Thanks. Please make me a ticket
It is still on the table, but not for the current release (0.43). As we gain more artefacts we will need to use GoaFan77's modification.
Damn, I could cry. He was a fine actor and one of the reasons I stayed with B5 during the first season. May the stars look down upon him with love.
Anyone who can do a dignified Loading screen honouring these brilliant souls is more than welcomed. Please do one and send it to me or post it here. Thanks to whomever feels skilled enough.
As for my lack of presence here, I'm really sorry about this. I'm pressured to make a Photo Album with my journal entries of my vacation by my love and also have lots of work in my day job (new DB project, needs to be finished completely in 3 weeks) so I hereby apologise for my lack of updates. I would want to release 0.43 around the and of the month (whatever state it is in at that time) to gain a bit more widespread insight and field testing.
Thanks to all of you for the help and information and I've added myself a reminder to add those who are contributing information, coding and such to the Credits as well. You deserve to be mentions as well.
@boshimi336, NewHorizons and Lavo_2 - if you want early access to the sources you can create an account on BitBucket and send me a pm/mail so I will add you as a dev (just please dont mess the repository up )
Done, also uploaded entity files for Triluminary, Forge of the First Ones & Technomage Coven.
New Horizons, when tickets are ready for review and closure please indicate at the bottom of the ticket. This will help prompt. TobiWahn has been good about explicitely stating "closed" before closing the ticket.
mostly, sometimes I just press resolve (<- sheepish me)
New Centauri Balvarin ticket ready for review and approval.
New ticket Narn Thentus Frigate is ready for review and closure.
Done.
Yes please - see PM.
Query regarding the Narn research tree:-
Infocard for tier 3 tech 'Alien Trade' claims to unlock Orbital Tradeport - however it doesn't.
Inforcard for Orbital Tradeport states that it require 'Credit Maker' tech - which is tier 8.
Seems a bit harsh for the Narn that they can't setup a trade network until mid/late game.
All the tech trees will receive modest overhauls in 0.43 and I'm pretty sure that one was already addressed. Sadly the history of what was already proposed and integrated while we were using origo didn't transfer... So it is difficult to say exactly what was tweaked when. Since TobiWahn is proposing to release 0.43 at the end of this month in an as-is condition we can then use that as the new baseline. One of my first tasks will be to create race 0.43 master tickets once the build is out after some play testing to see if all the previously proposed fixes worked as designed. The current build has some wonky AI behavior in places and various approaches have been adapted to correct but, if you dig through bitbucket you'll see many are still open. A bonus to dev rights is you get to see the pages of closed tickets which will give a more detailed insight to what we've been up to for the last year or so.
I'm blazing away on ship abilities as I fear my contribution will noticeably slow for the next 4-5 months or so due to competing life commitments.
A growing number of the string files are out of touch with the current progress, this will sadly be obvious in the next build. Research and ship descriptions are the worst offenders; if you want it is good for several days of work cataloging and proposing replacement text.
TobiWahn,
I uploaded a nice mix of frigate/cruiser abilities that can be tailored as required under this ticket; 110 Frigate weapon type variability Abilities.
Forum users,
Mechanic allows for a fixed random chance of additional weapon damage by weapon type. See ticket 109 for an example application. Open to suggestions where specific ships would benefit, please specify weapon type, % chance and ammount of additional damage. My thought was this should be reserved to buff mid-to-late researched ships and as a means of later balancing. Thoughts?
In my mind this sounds like it would be a cool ability for the Humans & possibly the Narn. Basically 'Improved Gunnery' where they have fought in enough nasty battles where they've lost to be open to idea of advanced tactics & tricks when fighting enemy ships. More or less, they've lost enough that they have to be more attentive of where to target on an enemy ship, when to focus fire at a location on a vessel etc to get that extra chance of a cascading system failure or detonating a ship's systems. The other races such as Minbari and Centauri are used to being technologically advanced where they just shoot everything until it explodes.
boshimi336,
That is pretty much what I had in mind. I didn't want to over due it and some frigate/cruisers are already maxed out on abilities but thought it would be good to introduce another element of chance into combat. 'Cause sometimes that lucky shot makes all the difference... The extra damage isn't all that much but in a longer fight or against already damaged foes will make a difference. A secondary consideration is the Minbari, Shadow and Vorlon capital ships have a good chance of one shot kills and every little bit helps!
Version 0.43 will have some shield MaxMitigation adjustments and it is really hard to judge how things will balance out with all the other adjustments....
Centauri Octurion is ready for review and closure.
Any thoughts on adding
Seemed to fit well with the 'fleet command' role that the Octurian serves.
I put a nerfed version of that on the T'Loth. I gave a buffed version of Incendairy shells to Octurion as a random damage enhancer. Octurion suffers from relatively short range weapons but when they hit....
I'm still toying with a more buff version of designate target and specified in the string that the T'Loth version was a badly copied Centauri technology... A really buff version would fit the Adira well...
TobiWahn is always free to insert a given ability to more closely align with his Canon ideal, won't hurt me I'm striving to fill the ability void and to the extent that any given idea is shuffled around is fine with me.
Designate Target like some other abilities uses a percentage of additional damage which for SoaSE damage is fine but becomes very powerful with the weapon damages found in SotYR. Allowable for a short period of time but such damage fields distort things with 1k+ beams slicing through things. Some of the researchable techs only offer 3% gains for tha reason. Overall balance is a big concern and as abilities are added allow for more mechanisms to tweak things. We'll all see what 0.43 offers and can adjust from there.
Could this be considered a late game ability for the Shadows then? 'Battle Hatred' or 'Sinister Targeting' could be something worth researching for them very late game. They seem to do this on a regular basis when they feel like it in the series, just watch them rip apart the Narns!
It could, but Shadow and Vorlon Capital ships already have one-shot-one-kill against most things. The metric I proposed is a level 1 Young Battle Crab should be able to one shot kill 1/3 of the younger races frigates not counting for any tech advancement. I've played a bit with the Shadow in the latest build and they make short work of most things.
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