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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Done, thanks.
Probably you selected different ships types at once and then clicked the Fighter build icons - different Ships have different fighters at the same icon positions, depending on loadout.
Thanks, I will look at all this come next week (or the week thereafter)
Thanks, well said. But the weapons change was easy and I really liked the idea.
Yes, it will. Thanks.
I'd rather have a 4th weapon for anti-fighter purposes, but still a neat idea.
http://www.mediafire.com/?sb74zh8hutdhp77
MysticAngel said it isn't flawless which is true so if you can make it better, please do so and hand it back to me [e digicons]:')[/e]
What? I do not understand.
I know I know, still, while the possible combinations are not endless (far from it) I'll tale any work that is done as long as somebody can honestly say it's not copied.
Very big thanks in advance!
Of course, that is valid for all of us, even me . As for the credits, once I've got the files you will be named in Support and Coding instead of Support only.
Congrats and good luck!
Now that I'm project leader and team leader in my day job as well, there is even less time for sotyr, which I miss dearly. So please bear with me for not posting every day.
Something to consider about Titans is that I do not believe they use anti-matter to build strike-craft. I was reminded of this by Seleucia's reply in another thread: https://forums.sinsofasolarempire.com/438309/page/1/#3296134
Not sure if this is hard-coded or if it can be changed. There are options to work around this I'm sure, in some capacity.
Titans can be changed to use am to produce strikecraft. See post below.
Titans use the same strikecraft code as other ships; if it is so desired one can easily make Titans use antimatter when spawning fighters.
Your are correct Lavo, just read that: https://forums.sinsofasolarempire.com/438309/page/1/#3296173
Credit to Ryat:
squadTypeEntityDef:0 "SquadPhaseCombat"squadAntiMatterCost:0 0.000000 <----------- modify this line.
Rebellion's start up thing has some weird ass functions built into it; namely that, if my understand is correct, requires Titans to have a Cosmetic counterpart (the one that shows up in the start up "map"). Additionally, as it's a randomly generated map, this means that each time you go to the main menu, the game generates a new map. This results in a longer start up phase for the game, and can be avoided by giving the galaxy map called FrontEnd a non-existent star as it's star type, which will essentially make the game load up blank/open space instead of a real map.
Thanks!
Yep that is how most ships with fighters spawn them...of course some have more than one method; the EA Poseidon for instance. After some internal testing leading up to 0.43 we found we had to give a large boost to AM for most ships with fighters as many couldn't even complete the initial complement. Fighters in SotYR are AM intensive. I suspect AM will receive additional balancing once all the abilities are in game.
That's nice! Can you give me an example map? Thanks.
Yeah, it will need loads of balancing till we have a playable form
TobiWahn,
I've started the entity conversion for the titans but there are parts I will clearly need help: finishing the abilities will come with time and effort, but the UpgradeType I will leave to others, I'll propose the tech path corrections under their own tickets but will leave the tech implementation to others... I'm a little dissatisfied with the current ship level progression and make the following proposal:
Titans as converted are the most advanced level 8 tech ships built by any of the races and for younger races are mixed bag of Vorlon and Shadow/Drahk tech blended with their own understanding. Increase hull/armor/shields per level for each ship over base:
EA Victory 3% / .3 / 3%
Narn Ka'Bin'Tak 3% / .5 / 2.5%
Centauri Adira 2.5% / .2 / 3.5%
Minbari Neroon 2% / .3 / 4.5%
Vorlon Planet Killer 5% / .4 / 3%
Shadow DeathCloud 3.5% / .25 / 5%
A bit more per level than any races other capital ships as currently proposed but much less than SoaSE:R and represents the apex of ship design and manufacture for each faction. Additionally, for the above ships only I'd like to add 0.015 hull restore rate which is unlikely to make any tactical difference but might just be enough to keep the ship alive between engagements, and it is not zero. For Vorlon, Shadow and Minbari that would be above any passive rate currently proposed.
Propose any necessary adjustments to keep in line with your vision.
Fellow Modders,
Is there a handy listing of the new Rebellion weapon visual and audio effects and what they represent? Also, is there a list of color templates?
Forgot that I flat out removed all planet/star references to ensure no map is loaded, but here it is regardless. http://paste2.org/p/2620112
I will note that with this however there's a chance the first time you load a real map, that Sins will take longer than usual, and only for that first time. This is due to the game loading up a bunch of GSD stuff and such.
Thanks alot.
Will probably do, but looks mostly reasonable. Vorlons should already have higher hull restore rate though (I think)
I've been ripping though the Rebellion entity files trying to come to an understanding of the changes and it seems the UpgradeType "TitanUpgrade... is not necessary provided the UpgradeTypeCount is 0. Not to say some ships won't make use of the expanded mechanic but that it is not strictly necessary. Not having it or reserving it for future expansion will go a long way toward speeding up the Rebellion conversion.
There a number of new WeaponClassType and I'm going to have to ask that you compile the new list and how it translates into SotYR and post that.
There seem to be format changes to every ship entity file and every ability and buff. I'm really hoping your DB can painlessly make the necessary format changes and things work. I strongly suspect however some abilities will be altered as a result of the conversion (ie not just a format change) and we will have to back them out and retest one file at a time...
Titans can have up to 4 levels of a given ability and the TitanUpgrade can have 5. I'm still figuring out the interplay between the titan entity file, the titanupgrade files, abilities and research. The mechanic seems to make the Titan a "supership" which Vorlon and Shadow aside is not necessary in most cases. The TitanUpgrade can be linked to techs but it will be specific to the one ship that is already at the end of the tech tree... Also not sure if having one Titan is hard coded or if this something easily adjusted.
Juding from the threads in this forum, it seems like you can only build one Titan at the shipyard, but you can spawn others via abilities.
Really? Is that consistent across all entities or can only Titans have 4 ability levels?
Won't be necessary at first as there should only be one Titan ship per race (though it would be nice to have a max of two Victory destroyers, just for canon
Across all abilities; any ability can have a max of 4 levels. You'll notice you'll still have to add the fourth level tags to abilities and buffs even if you only plan on using 3 levels max.
Yes which is one of my main concerns that the ability and buff upgrades will not be a simple paste of the new required lines of code.
Actually, assuming you do not need to add a fourth level to abilities, then it is simply a matter of pasting in new lines of code. Goafan helped me out with this greatly, made a script that upgraded all the ability and buff files you threw at it, with virtually no errors at all. All capital ship and Titan abilities can work with a maximum level cap of 3; I know SoGE works without a single ability having a cap of 4 levels.
This is correct. Titans do not lose levels however, they rebuild with the highest level the titan previously had. I could be wrong on this, so someone please correct me if it has changed.
TobiWahn, Darvroth,
The mechanics of the Minbari Stealth ability always seemed a bit odd to me. It made the ship invulnerable for some unknown period of time and would drain AM at 15/sec until exhausted - period of invulnerability wasn't proportional to AM reserves. As it did not use a fixed AM cost it could be used even though a ship had no AM reserves. The ability wasn't set to auto-cast, so you'd have to micro-manage a fleet that was in a large battle, assaulting a heavily fortified system or (now they're awake in 0.43) engaging Shadow/Vorlon capital ships.
I've had a fiddle (first ability I've looked at) and hopefully come up with an implementation that's more like the standard SoaSE abilities.
* Uses 200/150/100 AM (similar to open jump point)
* Triggered when ship takes 20% hull damage
* Duration 10/12/15 sec
* Cool-down time still 60/45/30 sec
* Ability set to auto-cast by default
Does this sound reasonable?
What would be a nice counter (now that stealth requires an AM reserve) is for an Earth Alliance ship to have an AM depleting ability (Ion Bolt/EMP type weapon unlocked via research) which gives the EA a chance to disable the famous Minbari advantage.
Titans spawned via ability always spawn at level 1.
Do spawned ships (titans in this case) count against the faction fleet logistics total? It is possible to spawn persistant ships that consume resources vice AM that in every other respect are as cost effective as the shiptype factory. Provided spawed ships also used fleet logistics it suggests a simple workaround to having multiple titan ships at least for the younger races.
Concur this has been a long discussion... bitbucket tickets 10, 64 and 118 expound upon the issue and I think there was discussion on origio before that. Ultimately it is up to TobiWahn, the current mechanic is much better than earlier incarnations but is still not a pleasant fit. Pile on and let's see if there can be concensus. <edit: or even spelling... I need sleep>
I've uploaded revised entity files for the 6 proposed titans tickets: 28, 41, 43, 51, 58, and 61 are germane. (except Neroon which I'll upload tomorrow).
I've not adjusted ability or ship performance but have tweaked IAW reply 3759 above. I have in some cases added a fourth anti-fighter weapon however since there are now new weapon types this needs to be reviewed. Also I've zeroed out the UpgradeTypeCount and removed the placeholder files for possible future use. I've also not touched the prereq research though there are new associated lines of code.
Next step for me will be to begin remapping the tech trees for Rebellion. I will assume the choice can be made within the tech tree and will not require a new rebellion tech tree for each younger race.
Q: Do you want the titan research path from SoaSE or just adjust the entity for capital ships to also build titan? Or if that doesn't work build an ability for that? I can craft that pretty easily if desired.
[edit] I also didn't adjust negative culture which I vaguely recall another poster stating wasn't working as intended.
Made my eyes leak, there are still folks out there that care:
http://www.youtube.com/watch?v=87J9NqWHNzw
Correct but if a spawned titan reaches level 7, and your 'real' titan only reached level 4 and dies ... it comes back as level 7. This was my understanding at least with the early implementations of the game upon release. Has this changed?
Also, I do know that spawned titans do take up fleet logistics resources. What I don't know ... is if your fleet logistics are maxed out, can you still successfully spawn another titan via ability? GoaFan77 would probably know.
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