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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Vorlon Fighter had this too, corrected
That's bad, but I'm not sure I would want to care for it (for now). Much of the basic framework of Babylon 5 was Diplomacy so for now that means better play without locked teams. Frankly, this is a bug which can only be resolved by IC/SD, so please feel free to use their bugtracker to ask them to correct this (though to be honest, I very much doubt they care enough for us modders to do anything about this).
Yes and no. I do think it is better to have it off, as most players expect their scouts to do just that. It doesn't prevent a player from creating a fleet of scouts, it just helps free most players from watching over their scouts all the time.
There weren't any racial relations penalties because I was in a locked teams game. The only relationship penalties I got were from a few of those Centauri researches that have a decrease for foreign relations, and the main issue wasn't that I couldn't use envoys to get the relationship back up, because I could, it was because Sins likes to lock up the treaty buttons in locked team games so I couldn't get back the Planet Vision treaty after the relationship penalties on those technologies dropped it below the minimum needed for that treaty and Sins didn't automatically re-create the treaty when my relationship went above the minimum needed.
I'v been checking in from time to time the last years or so just to get my hands on the latest version and I'v begun playing with the current version out and think that the work put into the mod is really something. I was wondering if it would be possible to get ahold of the .txt version of the GalaxyInfo-files? I know how to convert the .entity files but no matter how I try it, with any of the released programs, utilitys or via the command promt/ and the convert programs included in the game I'm at a loss as to get it working. When I convert the files I still get the /bin- stuff that show that the files are still unreadable for any of my txt- reading programs (notepad, notepad++ and a few other.) even if the files show up as a .txt file after converting. I know its a lot to ask for since Im not on the mod-team, but the only thing I can do with my limited modding skills is editing the .txt files, changing stats and tweaking the mod in these ways. (Also Im a sucker for huge battles so increasing the cap-points about tenfold is one of my favorite things to mod with any strategy game.)Is there any way if I ask nicely that you could help me out? Please? Great work on the mod btw. If I might ad a suggestion it would be to increase the variant of planets, maybe you could ask the talented guys that make the Maelstrom mod if you could just borrow a few of their planet-models/files to save some time.
I understood that. Still it is a bug that in a locked team game the relationship value is affect-able at all. It should not be decreased if locked teams are set. Or the Agreements/Pacts should automatically re-establish once the threshold is reach again. Either way, I cannot fix it by modding (other than to have no penalties, which I wont do)
download this: http://www.mediafire.com/?dn793hx2qq7cvdd
extract, put the entity files in the bin folder and open the "ConvertEntity_To_TXT - Diplomacy.cmd"
decoded files should be in the txt folder
Yeah, I know. I just figured you could tell Ironclad or Stardock about it to see if they would fix it.
Thanks! It worked like a charm! Now I can finally get tweakin and also fix the "black box O' death" issue that some missing models have by replacing them with other models. Keep up the good work and thanks again!
TobiWahn,
Now that 0.43 is out and you've already released a hot patch, what is next? I'd love to finish the ship ability files but that is a 0.45 effort with some exceptions. I'll dig into ZombieRus5's mod tool to get smart on Rebellion deltas in a week or so but where should the effort be? I suspect your DB will make short work of updating the entity files to cover any changes. I'd still love to have a lot of the completed content added but understand your concern about not overly complicating the overhaul to Rebellion.
I'll also spend some time looking at the faction tech trees and propose modifications for Rebellion. Hopefully HotRod is still around and can do the DB work once the path proposals are worked through. To ease things I think I'll draw and scan to .pdf and upload the flow so the graphical component is clear. It is way too challenging to try and talk through it.
Work has already begun. Changes to most files (that are in the DB) are easy but there need to be added additional files like Titans and the added Instant/Periodic/Overtime Actions and stuff. I've already done 90 percent of the player.entity changes and am in the process of adding the Titans, but I've got to work for my d2d job tomorrow and also have some family obligations (tradition) so that won't be finished for a little while.
I've yet to hear back from Rodney, but there's enough time. A graphical layout might be handy.
hehe, and I wanted you to do that , after all I never play with locked teams.
Another thing, I intend to open a MODDB account after porting to rebellion.
It has been a while since I played SotYR and that was on your previous release, and I have to say I like your mod, especially since all the races play very uniquely. I'm quite fond of the EA and their beam spam, especially since unlike the Minbari or Centauri they're much easier to start off with thanks to the Explorer being extremely tough and able to colonize and the relatively quick access to the cheap and agile Hyperions to act as escorts and attack dogs for it. The Nova is a bit lackluster in my opinion because of how slow it is, but there's no avoiding that.
It should be noted that I'm using a modified Gameplay.constants for greatly accelerated build speeds simply because otherwise construction takes too long, especially considering things blow up very fast. I know you want "realistic" build times for warships but in my opinion that just makes building a fleet as much fun as watching paint dry. One thing you should consider is that in the movie where Londo talks about the Earth-Minbari War he says that it took years for the Minbari to fight their way to Earth and considering the massive technological gap between the Minbari and the Earth Alliance at the time I don't see how the EA could have dragged the war on that long without being able to build warships at an extremely rapid rate. Londo also noted that the humans took such massive casualties the entire time any other race would have given up, and that's consistent with a rapid rate of force replenishment.
EDIT: One thing I forgot to mention after all this is Rebellion allowing five weapon banks per unit instead of three. Does this mean there's any chance we'll see expanded weapon lists on some warships?
We need to redo the tech trees for faction diversification so it will probably be a review item. The only problem I see with it is additional weapons are easiest applied as an ability so there will be some trade off.
Thanks for release 0.43! Great mod!
Well, we can always adjust the buildSpeedData-Fast and buildSpeedData-Faster rates so it makes it more enjoyable. If you send me your gameplay.constants I can adjust those speeds to match a playstyle thats more preferable to fastpaced games. Or just send me the scalars for the Fats and Faster settings you would recommend.
Are up to 5 weapons allowed for all types? (Fighters, Frigates, CapShips, Titans, Starbases, Planetmodules)
I must second, in multiplayer the game is very slow paced. On single player when testing I never play on less than x2 speed, unless I'm zoomed in close to check on visuals for things I'm testing.
Yes, up to five weapons for all types.
As to build speed, I gave structure and ship builds rates a 4.0 modifier for the Faster game speed. Structures really need a lesser adjustment than that since they generally build faster anyways but ship build rates end up close to vanilla relative to ship cost.
I don't think structures can be repaired from orbital dockyards, so maybe give construction frigates an ability that repairs structures in their fifth slot? I don't think you're using any abilities like Communal Labor or Civilian Ship Safety Act so you should have the Ability-4 slot free for something like that. Also, starbases have no passive antimatter regeneration so if you want them to have any strikecraft capability you need two levels in the AM upgrade since refueling stations don't work on them, so perhaps just make starbases and only starbases not need AM for fighters?
If you had any room for abilities I'd suggest giving planets a "Supply Lines" ability that gives friendly ships, structures, and starbases a 1.0-1.5 AM regeneration buff and just removing passive AM regeneration from structures so players need to maintain control of a planet if they want their hangars and refueling stations to work, but Rebellion moves some UI elements around so you can only get one planetary ability without UI errors, and that's taken by the auto-dock "script".
I think it's not just build rates that slow the game down, but also the time it takes to research those key techs that describe your faction's history through the B5 story line. While researching those I'll frequently speed the game up, unless involved in combat of course!
Thanks!
I will do a 4.0x multiplier for Fast and a 6x multiplier for very fast then on ship buildrates and a 2x and 4x multiplier for Structure Buildrates respectively.
We can just make the dockyards refuel starbases as well. I'd not like the starbases to have unlimited fighters (no AM) asthat would undermine the value fighters (and losing them) represent.
Nice Idea, but I'd rather have the Capitalship Factories and the Frigate Shipyards slowly repair and recharge one ship at a time, and only the respective types.
The idea behind this slow research is that, after playing many different RTS games, it mostly comes down to who can research the latest tech the fastest. I do want people spend time in the different "epochs" and it should be detrimental to "level up" too early.
Ship build rates are only one symptom. If resource accumulation is equal to ship building speed there is no issue but resource collection is generally even longer than the time to build ships. I frequently have two ship building structures around a major world to speed up ship production so ship building speed isn't the real issue though some tweaking is needed. What we need is a good measure of resource accumulation averages and use that as a basis to tweak ship costs which would determine the empire wide ship building rate. Individual ship building speed can then be properly adjusted once its impact on the ship building rate can be estimated.
Research speed is it's own issue and we can discuss as the new Rebellion factions are mapped out and discussed. Regardless any faction pre-tech adjusted research time should be the same as any other faction. I'm not sure we have done that yet but that is part of proper balancing. With research techs some factions will finish faster but since resource allocation is an important consideration that is more a strategic decision unless it is part of a locked path for better ships. Thoughts?
As for Rebellion factions. If you separate EA for President clarks xenophobic forces and the Sheridan led rebels.
Is there a way to make the rebel faction play a bit like some of the Vasaris? I mean like making Babylon 5 the capitol getting income from there and "warping in" rebel ships like from the dark fleet. Insurgency research can work well too. I think it would make a really unique gameplay for them and fits well with the original series.maybe you can add the capital ship generate money and act as reaserch stations stuff as well.
Capital ships acting as labs and credit generators can spiral out of hand very quickly since all a player needs to do to make money and climb the technology tree is expand his fleet, and fleet expansion should only be making you money if you use your fleet to go conquering.
Maybe you can make it work by having negative limits on regular income. Trade should have more emphasis for the rebels too, but they shouldnt have high income from planets. May be hard balancing but both of these does work in the original game in a fairly balanced fashion so may worth a look into if its managable.
The upgrade to Rebellion will be quite a bit of work. The Shadow in particular will require a major revamp, ideally they will have just the one starting planet and so would need resources from treaties and other means to compete. Each race will play differently. We know what the mod needs it is a matter of effort and phasing and finding work arounds for limits on the engine. 0.44 the upgrade to Rebellion will be another big content release and will help to diferentiate the play style of the races.
Might want to check the entity files for those planet modules you recently added minimal shields to. I've oberved several don't restore shields once damaged, so either it is still set at 0.000000 or the restoration rate is set too low to be effective.
What version are the files in the Bitbucket Source repository? I don't want to comment on old data.
No, 0.44 will not contain much additional content. it is to be the basis for all future development of the mod and solely for compatibility.
Will look at that and then make an update to the repository (should be the most recent files up there though)
There are many great features available to you once you register, including:
Sign in or Create Account