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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Narn Bin'Tak is ready for review and closure.
Some B5 planet names.
However, because of the large number of SoaSE names, you'll usually only see a few of these in a map.
There is a very good list of planet names here: http://www.chronology.org/noframes/b-five/planets.html#C6
http://www.chronology.org/noframes/b-five/astronomy.html#04
Did you need this compiled? I'm not sure how strict you would want the list.
The intent was to just add a bit more 'B5 flavour' to Sins - I'm sure I've missed off lots of them.
First B5 name that showed up during testing was Za'ha'dum, which oddly was an asteroid right next to a Minbari AI's homeworld and contained the Triluminary artifact.
It's a shame that we can't specify lists of names for each planet type, eg IDS_PLANETNAME_TERRAN_123, IDS_PLANETNAME_DESERT_32. I always thought it was a bit strange that you could have a planet which sounded nice, eg "Utopia", but was actually a volcanic hell-hole with the 'Caustic Atmosphere' bonus.
Hey, maybe a race is allergic to air ... and loves a good lava bath every other Tuesday.
I was thinking Greenland...advertising for the ages!
It could also be satire. In Michigan there is a small town called Paradise, the next town over is called Hell. Hell is the livelier place.
That is a bit of an understatement ... two completely separate peninsulas. I live within 2 hours of Paradise, Mi. About 2000 people total live scattered about in the small towns between it and where I live. 140 miles of nothing ... filled with bears, moose, wolves, etc! Hell is downstate beneath the bridge ... way too many people.
So I approximated.... distance is all relative.
Hi all,
Sorry for my absence, so much to do. Workdays are getting longer and longer. Thanks for all the updates and work you've done.
Will look into that, just to make sure.
Thats OK. You've already done so much for this project. Many a thanks to you.
I think that is wonderful! Lets do it.
Agree!
Thanks for the planetnames list. If one wants to provide a full replacement list for SOTYR with all babylon 5 planets that would be very much appreciated. The more the merrier.
As for 0.43, I do want to finish adding one more model to the build an then publish the new version. After that it on to Rebellion which itself will be a big undertaking.
Again, thanks to all of you!
Tobias
TobiWahn,
Glad to hear from you. At this point there may be more tickets ready for close than not... Unsure to the extent abilities will make it into 0.43 but there are many ready for inclusion should you get the chance. Many of the proposed abilities are stat tweaks of existing SoaSE ability/buff and are denoted by "minor"; if I used any other qualifier in the write up modification is more extensive. I've tried to explicitely state if an ability is tested or not, if I missed one ask and I'll correct. My recommendation on effort given your stated goal is:
1) Vorlon and Shadow Master tickets and any other work to ensure prerequisites are met,
2) Planet module mines ticket(s),
3) Scout corrections tickets(s) (if not already done),
4) Gravity well and starbase corrective action tickets,
5) Tested capital ship ability proposals in the ship tickets,
6) Tested frigate ability proposals in the ship tickets,
7) Planet artifact tickets,
8) "Minor" ability proposals in the ship tickets,
9) Envoy ship tickets,
10) New models (nice but I value content more and I'm growing fond of "cubes in space!")
For the forum,
There are a bunch of ability proposals (with files) in bitbucket that are explicity untested, most should work fine but I do not want to introduce bugs into the mod and frankly haven't and won't have the time to test each, esp given the patchwork nature of my current build; any assistance would be most appreciated.
TobiWahn, Darvroth,
How up-to-date is the git repository with your recent fixes & developments?
I've just downloaded the current version and found various problems.
1) Vorlons & Shadows still not playable as they start with no constructor ships nor shipyards.
2) Minbari 'Open Jumppoint' ability doesn't work as it depends on EA(?) 'Hyperspace Jump Engine' tech.
3) Sharoos warcruiser: 4th ability (name & desc) are 'String Not Found'
4) 'Using: String not found' in infocard for Minbari colony frigate when colonizing a planet.
5) Minbari jumpgate constructor: infocard description states "...at the Explorer Survey Ship's location..."
Should I log these (individually or collectively) on bitbucket?
Edit:
6) Jumpgates now appear to be a starbase module - they have a starbase name. This prevents the construction of a jumpgate and a starbase in the same grav well.
7) Mesh for the Omega appears to be wrong: there should be a section of hull (with 4 turrets) forward of the rotating habitat section leading up to the hangar section, but it's missing. Habitat section also looks too large.
8) Olympus corvette doesn't appear to fire long-range missile weapons:- no visible sign of weapons firing & target which takes no damage.
9) Multiple bombardment beams on EA Hyperion
I do like the model for the Aegis (G.O.D) satellite, nice!
Should the 'Major Refit' ability of the Hyperion be called 'Midwinter Refit'? IIRC that's the class designation for the MkII Hyperion.
Bitbucket is only as recent as what TobiWahn last uploaded. I have lots of proposed abilities in the various tickets but they are not yet encorporated in the Master database. You are also finding as I've mentioned there are lots of string file issues. A lot of fixes are proposed but until TobiWahn can get to them...
If you are good at updating the master lists you could add some of the untested proposed abilities to your own build (which will then begin to look like the Frankenstein my build is) and validate the proposal.
Minbari Capital ship abilities appear to be complete. Woot!
Is anybody still out there?
I suppose? I'm just waiting on the new release since its been so long since the last one.
List of 162 planets filed on bitbucket, not sure if that is enough to completely replace all SoaSE names (Diplomacy & Rebellion have 296).
On large maps we might start to get duplicated names.
There are various B5 maps on the internet that contain more names, but copying that content is probably frowned upon, I'm also not sure how canon some of those names are.
Knock once for "yes", twice for "no"
Knock!
Is it possible to 'add' these new B5 names to the currently existing Sins names, rather than replace them? If possible, I feel that might make it cooler to suddenly run across one of the cannon names and go 'whoa!'. Just a suggestion though.
It's very easy to append the B5 names to the existing list of SoaSE planet names - that's how I'm currently testing the new names and it does work quite nicely.
I compiled up a text file of names and then used a shell script to convert that to a Sins "StringInfo" list which can then be inserted into English.str.
The only change to the script is the value of the starting index: 0 to replace, 297 to append (to the standard 296 Sins names) - see reply 3427 for an example.
Knock! Haven't got much time, just got promoted (without pay-raise [e digicons]'[/e] ) so have less time and more work. Working on one final addition for 0.43, when it is finished I will see how many tickets I can include and then will release the next version.
The more I think about it and as the number of needed ship ability files is reduced that for those capital ships that have jump engines that that ability be made the ultimate ability for that ship. This would remove the research restriction which could be substatuted by making the jump engine a minimum ship level which could be varied by race and ship class. Which would make the engines available later as most factions can purchase a few levels of capital ship experience. It would also remove any dificulties with the AI attempting to level up an ability it doesn't have access to. Thoughts?
Congratulations! Maybe I need to go on a vacation too! Sadly, that is not how my employer determines promotions...
If I might suggest as I don't think you will have time to put all the current abilities in place is to ensure each capital ship has at least one ability and the earlier ships are as complete as possible as many games don't even fully complete the tech tree.
Might work, though then we will have some frigates that have access to the jumppoint tech from the start while more expensive bigger ships have them much later. Must think about it...
If that would work I'd immediately go onto vacation again
Not sure I can make it, we have an awful lot of ships.
I'm not sure about this one ... they should be able to jump right off the bat.
Could something bet setup that utilizes the 'friends can use your jump-gates' technology with rebellion that the Vasari have? It's just a research item that does not make the ships have abilities to use it.
Not sure if this would require every planet to have a 'phase stabilizer' present or not ... maybe it could be an ability that would be tossed onto the mines that orbit the planets or something so only the larger vessels could use it.
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