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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
That is why they need to be hampered considering expansion and money flow. To be honest, I didn't want to include vorlons/shadows at first, hence the title, and I still not recommend them being played in a 1-on-1 game.
Na'ka'leen feeder bonus appears to be 'Brivari distillery' in disguise (+20% trade -30% build rate).
This might be down to an initial mistake I made when I uploaded the entity file to bitbucket, however IIRC I did upload a corrected version, see reply 3187.
Problem is now the issue is closed, and the issue tracker has been changed from public to private, I can no longer see closed tickets.
Maybe worth adding the corrected entity file to the git repository,
I've reopened the ticket. Please append the corrected planet bonus there. Thanks.
Cheers, I can see now that I did add the fixed entity file, see the attachment on my (last) reply at 2012-06-19.
So it just looks like the repository needs updating with that newer file.
Actually it was 4 x 4 on a random medium map and the Light Cruiser camped out 1 gravity well away from my home world preventing expansion. I'm seeing both extremes: Vorlon/Shadow wiped out early or they get beyond 3-4 gravity wells and can't be stopped.
I wonder...Is it possible to add a tech in both races tech trees that turns the colony ship into a dud? Say after an initial expansion the rate is reduced to 0.5%, still possible but rare. That would allow for some initial expansion then stopping while still a managable size? Thoughts?
TobiWahn,
Very much like the redesigned EA tech tree.
Rodney,
Thought of having a mine detonation create a single target beam vice an area of damage, (mine still dies). My thought was to take the buffs BuffLightningCannonActivated and BuffLightningCannonDamage and string them from the AbilityTechSpaceMineDetonate from the planet module SpaceMineTech morphed as Elder vice tech where necessary. However I'm too tired to think it through properly and won't have time to test it. I was thinking range would be 1200/1600/2000. Thoughts?
Hi all! Personal thanks for Tobi for this great work and other members of team mod. I am fan of babylon 5 from Russia and play this mod is very pleasure for me. But I cant download 0.422 patch, error of dropbox and filefront. I have 0.402 only. Can you reupload this patch on other site, please?
Ты не в курсе когда они уже новый релиз выложут? Запарили они уже кота за яйца тянуть!
Wait a week or two and 0.43 will be released.
Well in that ntcase, I cannot wait for 0,43 to be released! I have waited for this update for so long! You have done an incredable job so far, and this next.installment can get only better!
What about adaptation of this wonderfull mod for Rebellion? Maybe need help for very fast process of testing or preparing 0.43?
Thanks all.
@alexperesvet
Adaption for rebellion will come with 0.44, but I really cannot tell how long that will take.
And what about another links of 0.422 ?
I cannot guarantee that this is the absolutely latest version but it should be the correct one. If it does not work, please wait one or two weeks until 0.43 is out.
https://dl.dropbox.com/u/2328830/b5-sotyr%200.422.rar
It is an update to 0.4202 btw., no full version.
This link works fine for me, thx Tobi.
And specially for this great mod - my favourite quote from Babylon 5:
Stephen Franklin: It's all so brief, isn't it? Typical human lifespan is almost a hundred years, but it's barely a second compared to what's out there. It wouldn't be so bad if life didn't take so long to figure out. Seems you just start to get it right and then…it's over.Ivanova: Doesn't matter. If we lived 200 years we'd still be human, we'd still make the same mistakes.Franklin: You're a pessimist.Ivanova: I'm Russian, doctor. We understand these things.
Like the siege role for the Vorlon destroyer and rather than trying to explain within the ticket I'll do it here. Seige potential is good but it must be very tempered. In large numbers the destroyer is worse than the Minbari. Having two ship varients will help break up the pack. Recommend leave the original destroyer as-is (for now) and create a seperate variant outwardly the same that has weak bombing (10 or less) and slightly weaker anti-ship capabilities.
I've given it two role types for now and we need to test if this is viable. Bombing is weak. If that doesn't work out I will dive the destroyer into two entites but I'd try it out with on first.
I play with Vorlons as AI and see that they not active. This is right?
Alexperesvet, the mod team is in the final stages of testing and balancing build 0.43 which have Vorlon and Shadow as playable races. Prior builds have some Vorlon and Shadow items but are not stable enough to play even as AI. Once 0.43 is out enjoy but give us another week or so to put out a stable and playable (if not complete or balanced) mod.
I've yet to find an example of this buffInstantActionType, is this even valid?
Hi,
Updated repository for 0.43a02. Please test and then give me feedback/headsup for release.
Thanks
It is. I use it in my mod in a few buff files like so:
instantAction buffInstantActionType "ApplyBuffToFirstSpawnerNoFilterNoRange" instantActionTriggerType "OnDelay" delayTime 0.000000 buffType "BUFF_SUPERCAPITAL_CAPOFTWO_DISABLECONSTRUCTION"
Ticket 124 Centauri still needs attention: issues 1, 4, 6, and 7, especially 7 need action.
Fellow modders to simplify for TobiWahn during your review I'll open a single "Pre-043 master ticket - Final review" for those issues that must be addressed prior to 0.43 release. All other issues open in new tickets or existing tickets using your best judgement.
But this is a Rebellion InstantActionType, so I can only use it once we've migrated the mod to Rebellion.
Well, you classified it as Milestone 0.45a01, so I deemed it non-essential
If you want it solved for 0.43b01 please change the Milestone of the Ticket accordingly.
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