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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
It can only be done via ability unfortunately. You can change planet module build rates and costs however.
Not sure if you guys are reading the fic on fanfiction.net, but in case your not... here's the link to the author's profile:
http://www.fanfiction.net/u/901958/Lord-of-Misrule
I d recommend reading A Last Star (Centred around Earth's last stand at Proxima before the Minbari Hit Earth) & A Fighting Chance (Where Earth discovers a means to penetrate Minbari Stealth) after you finish The Dilgar War....
..... but be advised, both are not finished/permanently cancelled. [e digicons]:'([/e] Still... they are EXCELLENT reads!Many a happy hour I spent reading the Dilgar War - a truly epic story, one of the finest fanfictions I ve ever come across.#####################################
On topic.... How long till the next mod Version is released guys?
Cheers Lavo, saved me banging my head against a brick wall.
I meant the Q40 as a planet bonus. While it is rather rare, Q40 isn't so rare, or rather so unique, that it would be justified as an artifact.
And whatever bonus you'd get out of it is more likely to be local, rather than spread around the entire empire.
Have you considered having random planetary abilities (for boosting / unboosting etc) similar to how the Distant Stars mod has? Each planet is therefore always unique every single game. That uniqueness is further defined by any planetary bonuses that are uncovered while exploring the planet.
Q40 is more like a resource, like crystal/metal, than an artifact, i would say seed it on worlds with a chance modifier and as its the most valuable substance in the B5 galaxy, should give double population growth, double trade income etc etc
Certainly trade, tax, pop growth and a resource extraction rates are possibilities, how about:-
Quantium-40 Deposits
Trade: +25%
Tax: +25%
Growth: +20%
Metal: +35%
Module build-rate & cost could also be reduced - jumpgates certainly required Q40, but it may be a bit of a stretch applying such a bonus to all structures. It's a shame that ship build rates can't be affected, Norbert's original suggestion did fit quite well with B5's story-line.
I relaly like that New Horizons! I think that's a good starting point for that planetary ability.
Have you been able to take a look at the DS (Trinity) mod and how they give random abilities to each planet? They're suttle things, like 'Debris Field', or 'Magnetic Fluctuations' etc that give slight bonuses, negatives, or a mix of both. Also, Home Planets (Capitol) have 'Staunch Defense' (110% damage output, ability cycle, etc for ships of the faction in that gravity well that own the planet. <- this one I feel especially is true for the Narn, Centauri, EA, etc ... all the factions probably, even the Shadows.
I think it would be a very neat way to keep the feel of the B5 universe that much more immersive, and have further uniqueness with the planetary bonuses we are talking about as well as the artifacts which can be discovered.
All that mining activity would tend to suppress population growth, how about -10% on the rate but not impact the maximum level for the planet...it can't be all good!
While on the subject of planetary mods... What is the maximum planet population the game engine can support? I'd really like to see the home planet have a significantly higher population than any other planetary system in game. That will truly make it an economic engine and a location well worth fighting for. Thoughts?
While I'm not sure on the number I agree with the sentiment to a point. It's the whole reason there is a 'home-fleet' for many of the races.
Over 1000. I haven't seen a mod try to go higher than that, but its probably possible.
Fair point, that sounds reasonable.
You would have to be careful here. The more powerful races (Shadows, Vorlons and even Minbari) are deliberately restricted in their colonization capabilities so that their early economies develop slowly, thus giving the other races (with weaker ships) a chance to expand and thus support a large fleet. If the homeworlds of the stronger races can be upgraded to support large populations you might end up negating this intent. Having said that it may give them the necessary resources to build a least one (non-free) capital ship.
It was good to see the AI making a stab at playing as the Shadows last night - it even built a (young) Shadow vessel and invaded one of my systems. The local Kanet-6 put a dent in its armour before the turret was destroyed. Sharlin war cruisers Enifili and Dogato then engaged it, scoring more damage as the ship retreated. The two cruisers pursued the vessel to the neighbouring system where it turned around an counter attacked, Enifili took the brunt of the assault, but the combined strength of both vessels overcame this icon of darkness - great stuff!
TobiWahn,
Just want to verify the Centauri Dargan does NOT have planeary bombing capability?
The powerfull races, older races canonically have a smaller population base (especially the First Ones, but also the Minbari), so giving them less max pupulation would be supported by the backstroy.
You could create a new planet type, Homeworld (or even a seperate planet type for each race) and then give each race a research to unlock the bonuses suggested by Darvroth. That way it would be easy to customice and balance the bonuses for each race seperately, or even unlock them bit by bit, if you spread the bonuses to more than one research subject.
Alternatively you could even incorporate these homeworld bonuses into the current "era progressions", if you don't want to have any new research subjects just to upgrade the homeworlds.
I also thought of another possible planet bonus: "Technomage's Place of Power".
From the books and crusade there are two confirmed cases of technomages not joining the exodus other than the main antagonists Elizar and Razeel (Alwin and the one who created the nanovirus in Crusade) and there are several mages missing, presumed to be hunted down and killed by the Shadows, but noone really knows.
Given how diverse the philosophies and capabilities of the technomages are, you could give that planet bonus pretty much any buff or debuff you can think of. For exampel on Soom Elric somehow managed to build machines that influenced the techtonic plates in a way that drastically reduced the propability of earthquakes.
If you want it to be a mixed thing, rather than a purely positive one, you could reduce tradeincome due to the Technomages being so secretive and feared by many people.
Another way of doing it could be to weaken the older races ships at the start of the game, then have a skill researchable at the highest tier (energy Beings for Vorlon/Shadows and Vorlon gifts for Minbari for example) that then brings their homeplanets bonuses inline with the younger races, a sufficient increase in cost/buildtime/etc could also be added so they dont become an economical slaughterhouse in the time it takes to research a 4 point researchable. Would also help if the researchable was astronomical in its cost, like 4 levels of research starting at 10k each resource and increasing in 10k increments upto the fourth level. This means with the older races slowed economy and colonization, that they cant churn out ships aswell as increase their economy, has to 1 or the other. Making the older races slightly weaker at the start enables them hold enough territory to make getting to this research point totally viable as long as you play smart.
Hi guys,
Sorry for my absence, I'm still ill and have fever so I've yet to read all the stuff you posted (and it's a lot it seems). Can't work on the computer for long.
Still, 0.43 is actually almost done, so it can't be that long till release.
All the best
Tobias
I would not expect someone suffering from a fever to work at all.
A possibility, but I've already done an entity for Darvroth's "Technomage Coven" artifact, such a planet bonus could sound like a duplication - keep the ideas flowing though.
This is very good news!
get well soon!
"Dilgar War Memorial" giving culture spread rate and maybe also trade income (from the tourism).
It might also give a population growth debuff, because the planet still suffers from one of the biological weapons employed by the Dilgar.
"Mutai Arena": Pretty much the same, just without the debuff.
For those who don't remember, Mutai is the fighting sport from the first season (Episode T'ko), in which Garibaldi's friend Walker Smith was the first Human to ever fight in it.
Both good suggestions, hopefully I'll be able to have a go at both over the weekend.
Can you them a tech tree ability that they ahve right off the bat (no research require or choice int he matter, they just get it) that reduces all population on each planet they own (especially their main one) by like 90%? This way you wouldn't have to make custom planets or custom abilities for each of the younger races (who's tech tries can get mighty gnarly as it is). Just have it be an item for the Vorlons and Shadows.
Using the baseValue entry for this research you can give the Vorlons and Shadows an automatic substantial penalty to all planet populations which then is partially mitigated by actually researching it.
Hope you are recovered soon. As for the mod the release version is ready when it is ready and I see you have been chipping away at it.
NewHorizon's has the right of it. Internally we (the mod team) are on our third round of balancing tickets for the Vorlon and Shadow. They must be restricted but not so much so they are easy to zurg rush and so they can't zurg rush anyone else. With the latest tickets they should be playable and the AI can manage them.
A couple thoughts for the forum: even with all the balancing we are still in alpha and much content and features are still lacking so there will be hick ups. When they are found please let us know so the issues can be addressed in future builds. I've played both the Shadow and Vorlon and to be honest they are boring. The latest build introduced a nerfed planet bombing ability but by design neither race should be able to take down a developed planet through bombing. It is sufficient to reduce an asteroid but not much above that. Both factions are to be feared in battle and do NOT engage a large fleet though smaller fleets are managable. Both factions spread slowly but tend to keep what they claim. If they are set as an AI explore early and colonize everything you can around them as by design both will have problems kicking you off. All the orbital planet modules can expect to be vaporized in short order but the planet is safe. That will change with later releases but for now is a necessary balancing tool. Culture can still flip a planet, let us know.
Research tech trees: they are rough we acknowledge that and we are still tweaking them. Players familiar with 0.42 will see significant changes in 0.43. We are open to suggestions, be specific.
String files: there are lots of problems with mismatches of description to entity file mainly cause we keep tweaking them and a sweep is a project for later but where there are glaring issues let us know and we'll correct.
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