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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Hi,
I need a working command for (entityBoolModifier "StrikeCraftDisable"), it works not so. can someone help me?
JB
done, have it found.
Haven't experienced that. If you do error reporting (which is nice) please be so kind as to provide enough information for us to understand the problem. What races, what fighters/frigates/capitalships were involved. How much research have you done? And so on.
We know. AI Research is sins weakness. Modding it makes the AI stupid very quickly. Could improve over time.
In principle escape all ships, no matter what breed, even the rebel ships "open space" in the behind on the planet gravitationally out and tracker. that does not always happen. But very often. Research does not matter what happens beginning to end.
Alle Raumschiffe/Fighter, egal welche Rasse, auch die Rebellenschiffe flüchten sehr oft in den "offenen Weltraum" über die Planeten Gravitation hinaus und die Angreifer/Verfolger hinterher. Das passiert nicht generell aber sehr oft.
I've think I've seen something similar to JackBauer too - a string of ships will pursue something well outside of the grav-well.
I got the impression it was related to strike craft whose carrier had been destroyed, but have found no definitive pattern yet.
Tobiwahn/Darvroth, have you noticed AIs building TEC ships in Rebellion? Early on in one game an EA faction invaded with a mix of Kodiak, Cobalt and Krosov frigates. Later on a Centauri faction had a TEC frigate or two as well.
I've noticed four seperate issues along the lines JackBauer mentioned:
1) Some ships "hit" the planet and sort of skirt the edge before skidding off resuming normal flight thereafter.
2) Some ships (the worst offender is the EA Explorer) get caught in planetary modules. Usually, the pathing conflict is resolved and the ship resumes normal flight but on occasion I've observed a ship get stuck between three or more planetary modules.
3) Some ships and especially strike craft will use the entire gravity well (which some techs expand as well as some planetary bonuses). Again pathing a target selection play a role. The AI will on occasion make the dumbest target prioritizations criss crossing the gravity well to dispatch disparate foes.
4) Fighters can not catch most scouts though they will try! Target selection will again lead to some strange pathing... 40 squadrons attacking as a pack a frigate with 2 hull left...
There are several variables involved and which is the leading variable will change with the circumstances.
I've not played with the most recent build as I'm waiting for a more stable and complete conversion. I'll be awhile before I'm testing again till the tech trees are all Rebellion compliant.
Ich versteh dein Deutsch viel besser als dein Englisch
E: From what I've read the reason could be a missing hangar hardpoint so the newly created fighters could appear way outside the gravitywell, resulting in ships trying to get there. Would be nice to know which ships are affected. Might be a few where the model hasn't been implemented yet.
D: Soweit mit bekannt kann es daran liegen, dass kein Hanger Startpunkt beim Modell hinterlegt ist. Wenn dann ein Fighter erzeugt wird passiert das weit ausserhalb der Gravitywell, und dann versuchen die Anti-Fighter Schiffe dorthin zu gelangen um es zu zerstören. Das kann einige Schiffe betreffen bei denen das korrekte 3D Modell fehlt. Das wird sich über die Zeit aufhören denke ich.
No, and I would not understand that happening. But if someone in the know could control the player files that would be handy.
Not noticed, will look for this. Any ships in particular?
Damn. Well, it is rather large (6 kilometers - or was it miles?)
Not sure we can do much about that.
I know. It is totally unrealistic that a fighter should have a higher maximum speed than bigger ships with much more powerful drives (well, in space there is only c as a limit to max speed) but we may need to change that to accommodate the engine problems.
That's fine with me, though it may take a while.
Gott sei dank, Tobi
Endlich kann ich auf den ollen Google übersetzer verzichten.
@Tobi...
...gibt es eine Möglichkeit die KI(Narn sind da wohl die schwächsten) zu zwingen, verstärkt auch Planeten im "Hinterland" militärisch auszubauen? Die Rebellen übernehmen nämlich über kurz oder lang die Vorherrschaft bei der KI.
Und würde es etwas bringen, die Forschung durch die KI zu verbessern, indem man die einzelnen Bereiche mehr miteinander "verbindet" ? Sprich mehr Voraussetzungen schafft. (zB. EA, alle Fighter Freischaltungen brauchen die jeweils vorangegangene.) Denn wenn ihr das schon versucht habt und es nicht klappt, kann ich mir die Arbeit schenken.
Ich habe auch viele kleine Sachen (Abilities, Schiffsdaten, etc.) für mich verändert, die meine ich, das Spiel positiv verbessern. Da ich zum Beispiel viel mehr Capital Schiffe sehen möchte, wie in der Serie, habe ich die Frigaten weitesgehend "verbannt". Ich weiß sonst keine Möglichkeit, die KI zu zwingen, mehr Capital Schiffe zu bauen.
Das ist so ein geiler Mod, leider, ist nicht bös gemeint, kommt er viel zu langsam voran
I was just about to write about the same problem. Its the Gorith Fighter (Narn) that does this most of the times (some 90% of the cases) then the Frazi fighter (maybe 5%) and I have observed it on a handfull of instances with a Centauri fighter, but they could just have been chasing after a Gorith Fighter that was well out of the solar system. Altough it destroys some of the gameplay I'v changed the speed of the Narn fighters to 200 so that other fighters/ships can catch up to them. This really isn't a fix of the problem but it helps a little unless they have had to much time to escape. Often you find that they have already left the gravity well and also they always travel up far above the galaxy map. So hope that this helps you out.(On a side note I have changed almost all the black boxes and the centauri ships to other ships that are as close as the real deal I could find. It is something I can advocate as an alternative for those of you out there that thinks its better than ten ships looking the same or alot of black boxes fighting it out in space.)
Hope you don't mind me replying in english but this thread is for all to see. (Wenn ich dir auf Deutsch antworten soll, schreib mir eine PM)
As for forcing the AI to build more military defensive structures - I'm not sure that's possible. We might create (if they not exist already) cheaper defensive structures for the AI, but other than that it is up to the AI to decide what to build.
Well you can always learn to create models/textures and help our
I've looked at the entity files and can't find anything out of place... I'm a bit at a loss though we have observed odd AI behavior that was corrected by later tinkering so I'll open a ticket and if we stumble upon a solution...it will make a future release. Thanks for narrowing the problem.
Hmmm ... I've heard people talk about ships doing this sometimes and it always seems to be linked back to 'trying to get to optimum firing range' while chasing another target that is trying to get get in 'optimum firing range' of the target that is chasing them. More or less, they can't get away from each other ...
Is there a fighter that isn't displaying this behavior?
Most Younger Races have the primary fighter weapon set to 400 range so it should be far more wide spread if that was the majority cause issue. It may be an issue on occasion but I suspect there is a pathing problem.
The Centauri had several weird behavior issues several builds ago but inclusion of a few abilities and adjusting a few frigates weapon arcs solved those issues or at least sufficiently masked them to the same effect. Time and tweaks will tell.
TobiWahn,
Posted the Babylon Outpost entity and supporting files and strings. Request a good scrub and feedback before I tackle the EA military outpost. There is a good chance I cross threaded somewhere so double check everything.
Darvroth, that sounds like an issue with ship speeds. If ship speeds are perfectly matched, they'll never trigger the next AI stage of their attack patterns as the one in front tries to gain a range advantage before coming around for a pass and the one behind tries to close to attack range but can't. Sacrifice of Angels had a similar problem, and still does to some extent.
^ This sounds like what I was thinking of.
The strike craft of SoaSE have identical speeds and performance stats. You're implying that the chase craft is the slower and so can't overtake the faster but the faster can't turn inside of the chasing craft... Looked at the entity files and the Narn fighters are by far the slowest, Linear speed 500, Centauri Linear speed 600, EA Linear speed 500-750, Minbari 600-750.
Could one of you adjust the Narn fighter speeds to various levels and see if that corrects the undesirable behavior and let the forum know the results? There are lots of other fighter variables but it would make sense that max linear speed is a leading culprit.
I'v tried with 200 as a narn fighter speed. And it does help alot, but it also hinders gameplay as they are in essence worthless as fighters at that speed. Some times they still escape the gravity well, but most ships can catch them at their lower speed. The problem also happened with other ships chasing after them than just other fighters. Often you will find an entire fleet chasing after a single fighter squad.
It wasn't the Centauri chasing by chance? We have definitely had problems with the Centauri lack of fighters early to mid game. The Belvarin really corrects some of the early problems we have documented with Narn vs Centauri. Also, a few Haven or Maximus will go a long way to clear up Centauri fighter issues. If introducing those elements still doesn't correct let us know.
One other thing, were there trade ships transiting the gravity well? Trade ships are very high on the priority list and have been known to mess with an ongoing battle drawing off resources.
I've just been giving the EA a test and during a series of research I've ended up with a small fleet of TEC frigates at my homeworld - 2 Cobalts, 3 Kodiaks, a Garda and a Javelis. They've just appeared out of nowhere - weird.
Couple of other EA oddities:-
* 'String not found' on info card for EA titan foundry.
* Sometimes the texture for the Omega's habitat section isn't there - it's completely black.
There is a new research modifier type "FriendlyInsurgentShipsSpawnedAtHomePlanetWhenEnemyPlanetLiberated" that could be the culprit. I'm disturbed if it is already in the EA tech tree... Another more likely possibility may relate to the Rebellion/unrest of another faction. I do not yet fully understand the mechanic. HotRod stated he did and that he would work through it but he has been silent for a while so I don't know the status of the effort. This is one reason (of many) I'm methodically reworking the race tech trees.
Uploaded EA MilitaryOutpost and all associated files. Give it a look and let me know.
Looks like tech prerequisites for the EA Victory destroyer aren't quite right. The 'Project Victory' tech only requires 'ISA Membership', however the ship itself also requires 'Universal Understanding'.
When the Victory is made into a titan (ATM it's still built at a normal cap ship factory), it may be nice for the titan foundry to be unlocked by the 'ISA Membership' tech.
I had a look for "FriendlyInsurgentShipsSpawnedAtHomePlanetWhenEnemyPlanetLiberated" in the entity files (SotYR & Rebellion's) but couldn't find any obvious links, plus I hadn't liberated any enemy planets at that point, so I'm not sure it's that.
Some races may have a tech that makes then spawn ships at enemy planets; the TEC has research that does this.
I'm advocating against the titan foundry, it is unnecessary and doesn't really fit with the B5 universe.
Edit: While it could be claimed to be the Victory yards or some such it is yet another bit of art for each race and we already face a steep climb...
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