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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Yeap.
I have not yet dug into the details of what makes a titan a titan but I suspect we will adapt a blend of both. At a minimum the Shadow and Vorlon will have a titan. The other races have tech level 8 ships that are possible candidates and are in game (at least the entity is populated even if there is a placeholder model). To the extent that there is a choice of titan like ship that would have to be worked out and it is possible some races (Minbari, Shadow, Vorlon) will only have the one ship common to either path. In any event the titan like ships of the Younger races will not be fleet killers though will be powerful late game ships.
It may not be possible to perfectly balance the factions, each will play differently and some will be more challenging against different combinations of factions. In B5 the Narn did not fair well against the Centauri. It may not turn out that way in game and skill is always a factor. To early to tell and a lot of content and balance tweaking needs to occur.
What is certain and it should be noticible in 0.43 is there are differences in the factions. Example:
EA use a lot of strike craft
Narn ships are equipped with a mix of long range and short range weapons and tend to be a bit ponderous.
Centauri ships concentrate on shorter range heavy weapons.
Minbari have very long range beam weapons and can be overwhelmed if you can survive long enough to get close.
Shadow and Vorlon...find out when 0.43 launches.
TobiWahn,
Ready to have ticket 131 reviewed, though I have no proposed solution on how to implement proposed capital planet start positions. Ship start positions make sense based on relative strength of start ships and if that is all that happens I'll be content that start positions were at least systematically looked at.
^ This sounds exciting.
Ticket 132 is ready for review, adaption and closure.
For the first implementation Titans will be:
EA: Victory
Minbari: Neroon
Centauri: Adira
Narn: Ka'Bin'Tak
Vorlon: Planetkiller
Shadow: DeathCloud
I'm not so sure the Death Cloud as a ship is such a great idea.
If you can come up with some other ship, I'd much rather see the Shadow Titan featuring the level 6 ability to call in a Death Cloud that instantly depopulated a planet, turing it into a dead asteriod, like the Vasari's "Strip Planet".
Hmm, the idea is not bad. I'll make a ticket for 0.45 to look into that.
0.43 is online guys and girls. Mirrors uploading atm.
Things are quiet which I take to mean folks are playing and the word is spreading. I expect we will have feedback shortly, and justification for a patch.
Lacking any other ideas... How about taking the template for the Ancient Battlecrab replicating it, invert the model and gingerly place on top of the first model slightly cantered back. Next, replicate the two joined Ancient Battlecrabs, reverse the model, rotate it in the verticle plane 45 degrees and join it with the first two so they are all back-to-back adding any necessary pieces parts to fill in and add required detail. That should be sufficiently large and terrifying. Next place a semi-transparent obscuring haze of varying density around it, the shape is visible but in a menacing way as not all of it is visible at once.
Our original was oddly armed for a Shadow vessel... For the next itteration in addition to abilities I propose weapon 1: a 2/3 ABC strength beam on each side with facing TargetCountPerBank:LEFT 1 and TargetCountPerBank:RIGHT 1; weapon 2: a Stalker beam forward with TargetCountPerBank:FRONT 2; weapon 3: a pulse gun as per the Shadow Scout with the CanFireAtFighter TRUE, TargetCountPerBank: L/R/R 1, F: 2 and 8 squadrons of Shadow fighters with an additional 2 squadrons per level for a grand total of 24 at level 10. Should strike terror but still be vulnerable to a smart opponent.Thoughts?
у меня вот такой вопрос , а почему текстуры многих кораблей либо остаются квадратиками либо вообще старые текстуры стоковых королей грехов, хотя на сколько помню varlock модель уже была построена....
когда ожидать выхода на восстании?
они все очень долго делают, этот мод пришлось год ждать. А черные квадратики , это потому что через жопу сделано. На самом деле там очень много кораблей нет, хотя в списке заявленны
Can you upload reference file for the 0.43
I could change the parameters As in previous versions 0.42 in txt
I do not speak English well
thanks guys and great works
barter from slovakia
Updated from the git repository last night - looks like Minbari's open jump-point ability is broken again, it's gone back to depending on EA's hyperspace jump-engine tech.
I haven't yet checked the Narns to see if their jump ability works on not.
Thanks so much for the new release! Any bugs I find i'll be sure to notify you.
Do you want me to report on this forum?
Jumppoint ability was broken for all but Narn. Update 0.431 Hotfix released
http://www.mediafire.com/?bvvbotkoao86uic
Well, yes. Except if you want to become an "official" tester for the mod you can join BitBucket and we can add you to the team there so you can create issues yourself.
Yup, that seems to have fixed it!
I quite like this idea too, although maybe the Vorlon's planet killer capability should probably be restricted in a similar manner.
I would be honoured to be an official tester!
Well then Sign in with bitbucket and send me your username.
Hmmm. We'll see.
Thankyou for all your hard work gents
I've noticed that AI races have issues colonizing. Their colony ships just sit at their homeworld and do nothing. Did you set their frigateRoleType and statCountType to Colony?
EDIT: Centauri Corvan Scouts have auto-join fleet enabled by default. This means whenever they run into a fleet while exploring they automatically join it and stop exploring unless the player disables it on every single scout he makes, which is annoying and tedious.
EDIT 2: Found a bug with the game itself: researches that give negative relationship have an effect even in locked team games. Also, if you drop below the relationship necessary for one of the vision or trade treaties, the treaty is broken and can't be gotten back even after the relationship goes above the required amount since the locked teams setting locks those buttons and the player can't activate them.
Most factions have research prerequisites on colonization to slow it down (there is also some linking of techs to force a progression order), that is likely what you are seeing. We tweaked colonization a lot trying to strike a balance. Recommend playing AI factions on Hard. There are also three main AI agressive settings that influence behavior. If you could set each AI type (turtle, neutral, and aggressive) and see if the issue is common across all AI agression settings. Let us know the results and well adjust accordingly.
Scouts have strategic and tactical roles (not all the abilities are in game yet which masks this design). Some factions have autojoin on and some have off, it is on purpose. Note not all scouts have mine detection, that may be reserved for a fleet escort ship. Also, SotYR scouts are in some cases front line war ships and not cheap and expendable. The Centauri in particular have several techs that provide better service that individual scouts running around randomly. Centauri scouts tend to do tactical scouting which is why they have the autojoin flag set true. In the case of the Centauri it is by design.
Please provide details, some factions do not play well together. Envoys can be used to overcome the negative effects that come with some techs. If there are spots where the negative impacts can not be overcome by the use of envoys or if factions that shouldn't have an issue have one let us know. Narn - Centauri and Shadow - Vorlon have large negative diplomatic modifiers and will take a lot of work to make or maintain good relations. Envoys are somewhat weakened diplomatically as compaired to SoaSE but have one other useful ability unlocked by research to compensate. Note most envoys have the potential to have offensive like abilities...
Hope this helps.
There are many great features available to you once you register, including:
Sign in or Create Account