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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
SoaSE Rebellion battles are like watching a beginner paint class, color everywhere and not much happening. Give me SotYR quick battles any day!
Can't find an english copy of the tech Empire Integration even in ZombieRus5's excellent listings. Would appreciate if anyone could point me to a repository or upload the file. Many thanks.
davroth did you look in the ref files?
harpo
Yes, and I found all the files I was looking for except that one. I even trolled through the Vanilla, Entrenchment and Diplomacy listings in case it was a carry over from an older version and of it, no trace could be found.
Edit: It is possible the in game name and the associated file name are different but that would be an exception and will make it a real pain to find if that is the case.
Darvroth, you'll need harpo's Rebellion 1.1 ref files - the v1.031 files didn't appear to have that tech in. Searching though those indicates it's the RESEARCHSUBJECT_SHIPBOARD_LABS_2.entity tech.
I found and incorporated Shipboard Labs 2 seperately and both it and Empire Integration are on the Vasari Loyalist tech tree. I'm laying the ground work for reworked tech trees for 0.45 which if all goes according to plan will better organize the techs and introduce a host of new techs as well.
Thanks, if they are the same no harm but I'd rather be sure rather than miss a required step in liberating the Shadow from needing (as many) colonies.
Nice! Looking forward to have a go with it.
Have you files a ticket?
That was the general idea. Though as we are a very small active team we can only do so much and the mechanic as of now is working (barely, but working). We might make more changes in the future but for now its not a priority.
Well, we have had almost no work on the weaponeffects at all. If you are interested I could export you a list of the weapons(effects) we use as csv or xls and you could change the values to better reflect B5 cinematics (this is what this is about, not the flashiest shiniest and most colourful of graphics but true to the series). Afterwards I can reimport the file into my database and use it for the next build. PM me if you are interested.
Very well said.
Will do as soon as possible, but might take a while for me to get up to date.
No, paint is by far the worst to do anything with. Try Paint.Net or GIMP, they should do the trick.
Wonderful, many thanks.
I'm not sure we can make May, but I'll try
Happy new year everyone!
Yep, too much colour, too little epic.
Wow, wonderful!
So, here's the news:
I've been ill again (the flu this time) and was handicapped so could not make as much progress as I wished for.I've at this very time no idea how to make the race selection screens so I disabled them.The current Rebellion version does no longer accept 'AllowUseAlliedPhaseGateWithPhaseJumpPact' as a valid enum. So the PhaseGate Pact is no longer functional. We need something else instead.IntroMovies do not work for now but should be trivialMost Rebellion additions are not functional in the DB as of now or not visible to the userMost added lines in the player entity files are not filledNo Titans and no Titan Planetmodules as of yetOnly 3 weapons for now and might stay that way for most ships (as I will only change that - and the respective model - if it really makes sense, on the big ships and titans for example)
BUT
First playable rebellion build is checked into the repository. So my fellow members, check it out and have a go with it. It uses the Rebellion weaponeffects though which means that its overly shiny and has the wrong colours all over the place.
Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository!
Try RESEARCHSUBJECT_PACTUNLOCK_PHASEJUMP which is used by the Vasari (can't remember the faction) and see if that does the trick.
Is it supposed to unlock a pact? I wasn't sure so didn't create a ticket.
Some minor Rebellion gotha's from a few minutes of initial playing around:-
1) Using Rebellion's flagship victory condition results in a crash - I'm guessing it's because we haven't got such units in SotYR. However, with the large differences between various races cap ships I'm not sure that victory condition would be fair, as Narn/EA/Centauri flagship would be a outclassed by a Shadow/Vorlon equivalent. I haven't tried the other victory conditions yet. I would imagine the Research victory would be the other problematic one as we don't have each race's victory techs. In the long run, it would be nice for the Occupation planet to be guarded by a fleet of 'First Ones'.
2) Particle effects of ships moving into and traversing down a phase lane aren't visible.
Get well soon, time for a whisky (or two) - hopefully 2013 can only get better.
Translation please for the non-programmer... [e digicons]:'([/e]
Also, do we need to rebuild and retest every ability or has the DB been able to successfully convert them?
I believe they are called Shadow and the place is Za'ha'dum...
Take your time and get well.
If you can knowing what is left to do before 0.44 is ready for release would be helpful. Essentially, how can we help you? I'll be awhile on the tech trees but aside from that?
If you're using the basic command-line git utility, it just means use need to use the -b branch option:-
Wonderful idea.
Well, when you use git to download the sources it defaults to the master branch. To not overwrite the old Diplomacy mod I created a new branch called rebellion. So when you use git to download the sources go into the rebellion mod folder (Rebellion has a new location for that, under the mygames folder in "My Documents") and rightclick. Then from the tortoise git menu (if you use that) check out the source but instead of selecting master use the dropdown to select Rebellion when checking out. Hope that helps, I'm at work now (eating lunch) so I cannot look up the dialogs.
Or just use what NewHorizons said
They should all be fine. We need to add values for abilities that should have a 4th level though.
I think he meant all the other ones that were scattered around the galaxy and sought for by Ivanova on Sheridans behalf.
Thanks. Most has to be done in the DB and involves making it fit for all the Rebellion additions.
This is incorrect. SoGE uses this modifier without issue. I have a picture if you need further proof, and here's the Rebellion compliant files used in SoGE. Further, this modifier can be used in a regular research file; it does not have to be in a pact.
AllowAlliesToUsePhaseGates works, many thanks. Why did they change the name?
Based on what I've seen only the titans use all four levels though I've not found a reason why capital ships or frigates couldn't. Capital ships are still bound by the 10 level limit though.
I know what he meant and I was having fun...no harm. That would be a lot of extra ship and ability work for an ending not used in most games... Definitely a later thing when the mod is complete and we are just adding content for the fun of it. Still I'd think using a host of Shadow will work to make that victory condition work and keep with the B5 theme... The Shadow were known to have multiple gathering places.
That's right, but Shadows battling shadows would seem odd.
Which is good for us, as that would mean lvl10 Capitalships would be able to differ depending on the abilities chosen.
Presumably since the Vasari Rebels have a normal research that allows their allies to use their phase gates, not just a pact.
Presuming that the jump engine remains a 1 level ability and the other three have 4 levels (not sure it makes sense for all but call it many) that would allow for significant variation between capital ships. I like it... but it will force a revisit of all current abilities and buffs. Some choices will clearly be preferred over others but there may be a desire for that one specilized ship...
Rather than resubmit all the existing ability proposals I recommend the files simply are tweaked when they are accepted in the DB.
One note of caution I do not know how the AI will respond when making its selections, randomly or is there a hidden weighting based on position? Previously I wasn't concerned how or when the AI made use of an ability only that it did.
Just because we never saw Shadows practicing selection among themselves doesn't mean their weren't times it happened. Having a violent survival of the fittest philosophy could just as well have been applied to rival ideas or points of view...
Might be but it just doesn't feel right [e digicons]'[/e]
A Shadow civil war, it would be chaotic, but you wouldn't want to be caught up in the middle - nasty!
The Sigma 957 ship does look hard to model, still the Kultorask has a bit of an ancient 'First Ones' look about it - I might have a go at the Occupation victory for my next SotYR game.
No idea; I came to Rebellion from Ent, where the old modifier didn't exist.
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