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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Rodney can you take a look at ticket 27?
I made a recomendation once about which scouts needed the mine detection abilty but can't find the ticket at bitbucket or from a forum search so it might have died during the transition to bitbucket... That said the proposal had at least one scout for each faction with the ability and some with two and they were modified from the phase/psi/tech to align with Elder/Minbari/Younger so the more advanced races had a better mine detection/neutralization ability... Tech could remain the baseline with no modification, Minbari and Elder with longer detection ranges.
I don't have time ATM. Rodney or New Horizons either of you want to propose the ships in need and upload the tested files in a new ticket called "Scout mine hunting". Note that a ship doesn't necessarily need to be a scout to be recommended for this ability if it makes sense, conversely not every scout will have this ability. Don't know if a fighter squadron could use this ability but it might be worth playing with post 0.43. Thoughts?
From what I read elsewhere in the modding forum, putting abilities on strike craft can have a horrendous impact on late game performance - ie the CPU handling thousands of units all deciding on using an ability or not (is it in range, does this ability apply to potential target, etc, etc), so it's probably best to keep this ability on a small frigate - something fast & agile that can serve as a (cheap) pathfinder for the rest of the fleet.
FWIW: Shadow scout already has the sense mine ability which ties in with your Elder/Minbari/Younger point.
Changes made for 0.43a02:
The detect-mines range has now been greatly increased (Module Constructors)Constructors should no longer be disabled after colonising. Life Givers will still be disabled for 900 sec, this represents the time it takes to seed the planet with new life. Also, as stated before, the planet will have much lower max population than normal. Vorlons are few in numbers.
Couldn't resist... Vorlon Drones are dangerous against a few foes but die very quickly in a fleet action. The colony ship didn't want to auto cast though I could manually trigger it. So much to explore. The shield mitigation made a big difference for the drones; they still die quickly but not the way they were.
If one of you could look into why it does not autocast? and suggest fixes. I'm a bit at a loss here. Many thanks.
I've sometimes noticed this in Vanilla Rebellion. It may simply be because its when I most want auto colonize to work, but I notice it most when there are enemy units still in the gravity well.
Opened a Vorlon ticket....
If any Vorlon ship (a destroyer in my case) is in the grav-well it appears to be disabled when the planet is colonized, not sure if your above constructor fix also cures this.
The 'every colonized planet is a phase stabilizer node' concept is going to be interesting, the extra mobility will compensate for the expense of Vorlon craft - 'fleeting up' is going to take some time...
I think the small population limit fits well with the story - it's a small price to pay when you're running a empire populated with first ones
no, all frigates with weapons in the gravitywell are disabled upon colonisation. If somebody can tell me how I can modify the ability/buff to only affect the colony ship I'm grateful for it.
Hehe, yeah, I do hope the mobility compensates for it. Shadows can make every world they visit a phase stabilizer node but they need an upgraded Shadow Battlecrab to do this. Vorlons can only make their Homeworld nodes but this comes for free.
I'm working on your issues Darvroth but I haven't checked them in yet. I'm waiting for more feedback, then submit the changes for a 0.43a02
Shadows are next... Also, need to look at the cost of ships, with very limited resources it is very very hard to acquire the necessary funds to construct a capital ship after the first one...
Shadow ticket opened - they need help.
It would be difficult in Diplomacy, but with Rebellion is quite easy to do assuming the ship either has a passive ability already or you don't mind giving it one. If that's not an option, you can be clever with the targeting constrains, for example if its the only frigate of that faction with say phase missiles or energy weapons, you can use those as constraints to limit it to only that ship.
Edit: Here's a potentially better way that works with all version. Change the ability to "ApplyTargetedBuffToSelf", and have the buff you apply to self disable weapons. Now I'm not sure how the "ColonizePlanet" instant action type works on buffs, but I'd try making a buff that uses that, then try putting it on either the colony ship or the planet via "ApplyBuffToTarget" and see if that works.
When you select a Vorlon light cruiser the HUD icon is that of a Shadow battle crab - heresy, sacrilege!
Life giver & destroyer use a Tinashi for the HUD icon.
Centauri are approaching fun... There are minor issues, let me know if you want the ticket before or after 0.43 release. No show stoppers yet.
If no showstoppers, than please open the ticket with Milestone 0.45a01 and Version 0.43
For colony frigates to behave as such and use the colonise ability it is neccessary to use the colonize action in the ability. One can spawn a post-buff but that is not on the ship but on the planet or system I believe (need to look it up at home)
The idea with a passive ability might do it once we are on rebellion.
Can you file tickets on Bitbucket, Milestone 0.440a01 and version 0.43?
Thanks.
Perhaps add an afterColonizeBuffType to the colonize ability, with a buffInstantActionType of ApplyBuffToFirstSpawnerNoFilterNoRange?
Centauri ticket opened, may have found a show stopper. Annoying Centauri habit of leaving mauled foes to live seems to have been corrected by the former (four 4 logistics points) fleet frigate modifications.
Fellow modders please feel free to open master tickets for issues discovered by faction using the guidelines TobiWahn has above. If a Master ticket for 0.43 exists for that faction, edit and add your issue(s). If the ticket has a maximum size open a part 2 and keep adding. Master tickets are an excellent means of tracking bugs and balance issues by build.
My opinion does differ here. I'd rather have each issue in a separate ticket. I keep track using the Milestone/Version designations and it is far easier to see how much is still to do if everything is in its own ticket. Also, it is easier to change the Milestone/Version when separated and attachments don't overload the tickets.
Thanks, I will try that as soon as I have time! I'm still an infant when it comes to sins coding. give me C++ or Java or JavaScript or Objective-C and I have no problems, but sins buffs...
I can sympathize; I'm awful with buffs as well.
I'm in that club... the logic of the pathing defies my understanding; though run enough itterations and success still happens on occasion.
I can do Buffs, regrettably. Working on the Ability_Narn_Thenta_Makur right now. Tonight, I'll finish it and Ability_Narn_Kana_Rituk for the PlanetModule_Narn_Thenta_Makur (formerly TechOrbitalCannon) or whatever we decide to call it. Instead of a cannon shell, a ship is sent to a planet via a cannon shot, unleashing 'terrorists' of several sorts, disabling ships (Narnminedetonate1 also) and stealing production for a good while. It also doubles as planetary defense. I've thought about a planet bonus to raise Tactical slots by 30, in order to place the PlanetModule only once. Yes, I'm finally getting the hang of it. 50% Awesome / 50% stumped too but, still hanging in there.
Eleven Vorlon destroyers vs large EA fleet = death, the lingering EA fighters will take out 2-3 of the Vorlons but it is not a good trade.
Yeah, having some idea of programming will make buffs easier to figure out, but its not your typical programming exercise. You don't have the flexibility to just write a method that does what you want. It's kind of like being stuck with a series of predefined functions and objects, and that's it. The only way to master it is to do it enough to get an intuitive sense of how you can use them.
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