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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
I hope not but ships level a lot more slowly in SotYR and faction dependent can be only trained to level 3-4. I think I can accept a new capital ship of a faction with a large fleet being manned by an experienced crew drawn from the rest of the fleet. Except for the Vorlon and Shadow the titan will be tough but won't be the "augh run" they are in SoaSE. Removal or reduction of passive hull regeneration forces different game play. Both the Vorlon and Shadow vessels will be one of planet killers and anything short of a combined fleet(s) should run in fear when one of those shows up.
I may be a bit confused here. I do not think you can train titan crew levels ... ? I also do not know if the AI can use the 'spawned titans' correctly or not.
The AI can use Titans spawned via ability without issue.
Good to know.
The problem with AI is not whether it it can use ships or not, but if it will build ships.
Oh, that's that I meant to ask I guess. I should have clarified. [e digicons]:'([/e]
Done, see ticket 138 on bitbucket for a simple and easy to use Stealth ability.
Also added new planet bonuses, see ticket 139 - thanks to norbert & boshimi for ideas & inspiration.
Hi all, haven't had the time to read everything posted the last few days, but wanted to thank you for all you've done that year and wish you a merry Christmas and a happy new year.
As I'm away the next couple of days (and without internet most of the time) we will see again next year.
So, is there a playable Rebellion version of this mod Are you guys doing an SVN thing or something? I see refences to Rebellion functions such as Titans, but I'm not quite sure if there is an available Beta or if this is just strictly internal development talk. I would love to play the mod, but sadly I do not have diplomacy as a stand alone, just Rebellion :-/ HUGE B5 fan btw...Vorlons all the way lol. love the mystery behind them.
from my memory of the discussions, the latest release was for diplomacy(.431) and the NEXT release is likely to be for rebellion(proposed number is .44 or .45)
harpo
Harpo,
Correct and thanks. 0.431 was a major content push for Diplomacy. 0.44 which is being worked currently will refresh the mod so it is Rebellion compatible (we are hoping a short cycle say 2-3 months) but will not contain much new content. Next we'll work on 0.45 which will be another major content push
I'm currently working on a new ability for the Troligan - 'Gravity Net'.
It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons.
@Pyriel2005 : (shameless plug alert) You could try Sins of the Younger Races if you get Trinity, which is on sale on Steam for £6.49 (~$10)
Edit 1: Another taunt for the Minbari
StringInfo ID "IDS_TAUNT_PSI_HostileFleetArrived"- Value "The Unity does not care for your presence here."+ Value "If you value your lives, be somewhere else."
Edit 2: The Ruling Body->Crystal tech appears to unlock a pact, but none is available in the diplomacy screen.
Have you considered rolling the TEC 'Magnetize' ability to that new ability of yours as well? I believe that one draws strike craft closer as well. That way you encompass all enemy craft.
Hey guys
Absolutely loving the latest work you've released.
The art work is wonderful, and the new abilities are really well chosen. I particularly like how experienced hyperion cap ships keep them relevant to game.
I was thinking though, wouldn't it be more B5ish and innovative to make the shield functions ingame revolve more around interceptor tech.
I.e. more tech that improves shield levels and recovery rates, however at the same time the max levels should be quite low - ?150 and the rates of recovery faster. The idea being that volume of fire will overwhelm the interceptors, but 1v1 ship confrontations slow down a bit. This might also make fighters more tactical, use your fighters to supress enemy shields, use your other ships to destroy it, this makes beam weapons more important also since interceptors shouldn't stop beams and similar weapon types.
Anyway, Really enjoying the latest release, though I've started messing with the files because I wasn't entirely happy with how the weapon firing rates and coordinated firing patterns were set up, also replacing the cube ships with placeholders.
The shield graphics are turned off for that reason. Ideally we would love to replace the shield graphics with some that immulate interceptors with at least one unique graphic set to each race but we have limited art talent right now (TobiWahn and other occasional contributors listed in the credits) and we keep TobiWahn very busy integrating content, tweaks and bug fixes.
Your second point about shields is valid. The game has 5 ship toughness modifiers but only four really come into play: shields, shield mitigation, armor and hull. Passive hull regeneration is essentially off (there are exceptions) and shield restoration is also low 1/sec for most ships so they don't contribute to our calculus (exceptions noted). Shield mitigation is by and away the biggest variable blocking a % of incoming damage before it can be applied to hull. Shield mitigation also runs on a sliding scale between 1% and the ship maximum so the first hit is the most important. This is important as ships with occasional high damage weapons (think Minbari) are more effective than more frequent firing lower damage weapons (EA) all other things being equal. Many ships also lack in-game abilities (they are a pain to test) though we are accumulating a backlog of content that should appear in 0.45. In short over-all balancing is a work in progress based on our own testing and feedback from the forum and introduction of new abilities has and likely will continue to lead to progressive tweaks.
I commented in ticket. Keep them coming!
If I might suggest, all capital ships that need abilities already have an open ticket and the best repository for abilities is with the associated ship(s)/Planet module. There are also several tickets for selected frigates (or groups like envoy) feel free to add as you see the need. Ticket 85 item 7 is an example of a frigate ability that fixed an in-game tactical problem.
Q: Is the TITAN entity a hard coded naming atribute or can a mere CAPITALSHIP_NAME entity be a titan? Before I go too far down the rabbit hole matching the interrelated files for Rebellion compatibility I'd like to do this only once.
Titan names are the same as those of capital ships.
Many thanks.
HewHorizons,
Amend what I sent you in PM corvettes are frigates just with a new role type.
TobiWahn,
Uploaded the proposed Rebellion compliant corvette entity files in ticket 134. Request review and incorporate.
SotYR Diplomacy and Paint do not play well together....
I'm going to focus first on the EA and Minbari tech trees as they have the most obvious open civil wars. You stated earlier the Shadow vs Vorlon was sufficient for those races and I'll leave it at that though the respective tech trees may need to be adjusted a bit. The Narn vs Centauri also seems to be sufficient without additional Rebellion factions needed. Reviewing canon again the League of Non-Aligned Worlds was established as a counterweight to Centauri aggression and would serve as a good NPC only faction at some future point after the 6 core races are much more complete. It will take some time but I'll post new tickets for each race when the work is done.
Happy New Year! May 2013 bring us through 0.45 and beyond.
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