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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Titan foundry will be in the game. No Titan Foundry, no Titan. The Victory under capitalships is still the old Capship Victory. It will be removed on my next submit to BitBucket.
This is most likely the fault of some ship models (meshes) not having a hangar nullpoint, therefore sins spawns them at weird places.
Tobi you got a PM.
Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability.
You're the mod leader though so modify tech trees as required to support.
I believe this is correct. This would allow all EA ships to be built at the same yard.
TobiWahn,
Ticket 141 contains the titan ability files for EA, Narn, Minbari and Centauri.
The particle effect for the Victory's Cleansing Brilliance (like on the old babylon5ins blog) doesn't appear - the ability appears to work, just invisibly.
Suggest a "pursuit" ability for Omega destroyer which increases acceleration & sublight speed by, say, 20/30/40%. It would allow it to keep up with Hyperions and frigates. Tempted to call it 'Right down their throats' after Mayor Ryan's order when defending B5 against Clark's fleet,
Correct me if I'm wrong but the Minbari Civil War took place and concluded before the EA civil war?
Minbari civil war started (series 4) after Proxima III & B5 split from the EA (series 3), but finished before Clark did himself in (near end of series 4).
I suppose if you're reflecting this in the tech trees, you could have the Minbari civil war tech have larger negative effects than the EA's but the time taken to research 'Reform Grey council' is less than 'Restored EarthGov', ie
Minbari Civil War: short & severe - society shattered by division + ruthless Warrior Caste
Earth Civil War: drawn out & protracted - loyalty to EarthGov enforced by Nightwatch + Sheridan's limited number of EA ships
Hi, been absent for a while (but worked on things behind the scenes)
There is no titan limit afaik. Research defines how many titans may be produced. And I very much prefer using the titan foundry over using an ability that spawns a ship.
Sounds good. Just file a ticket, the ability should be fairly easy.
I need to check on this. It should work but I will check why it may not.
Sounds realistic. What exactly do you propose?
But that's wrong; there is a one Titan hardcap excluding usage of abilities.
So if I set
researchModifier modifierType "TitanConstructionCap" baseValue 0.000000 perLevelValue 0.250000
to 2 or more (cumulatively) I will still be able to only build one? Damn.
Just to tease you all, Rebellion Vorchans and pics of the Minbari Neshatan:
New Horizon use ticket 38 and either add a passive ability or modify one of the existing abilities or if one must be dropped propose the best fit.
I'm reworking the Minbari tech tree and was trying to place them realative to the time line reset with the EA. Been doing a lot of reading of cannon and some fan stuff well organized. It will likely be several weeks till I can post it...
Isn't that a new model? Nice.
Yep, new one. I needed some creative work, so I made a ship. Texture is not completely final, but mostly.
In addition to what the techs currently do ...
Minbari Civil War:-
* Negative population bonus - Warrior Caste were harsh, eg evicting the Religious Caste from a city and forcing them to walk across a vast frozen wasteland, pretty much a death march. Say -20% or back to base values.
* Increased module construction time & cost to reflect a breakdown in society
* Increased ship costs - War cruisers are in demand (by the Warriors) but their supply is limited as the other Castes have different priorities (like running away from the Warriors)
Reforge Grey Council:-
* Reduce its time, and maybe cost, to research - see Restored EarthGov for comparison
* Restore ship construction cost and population capacity back to pre civil war values
* Decrease module construction time to -5% below pre civil war values - Worker Caste now have a majority on the Council, so reconstruction is at the top of the agenda. Maybe throw in an extra module constructor and/or reduce time & cost of planet upgrades
EA Civil War:-
* Reduce the -20% drop in allegiance - initially martial law was quite popular as it cut crime (although that could have been propaganda!). Maybe introduce a tech that is dependent on civil war & on the same tier, but a pre-requisite of Restored EarthGov, that reduces allegiance, ie populace gets tired of living under a totalitarian regime.
* Negative diplo relationship to reflect Clark's isolationist/anti-xeno policies - although that may already be covered by a nearby tech
* Reduce rate of fire and increase ability cooldowns - many captains/crews that didn't leave EarthForce were still uneasy with orders from EarthGov, eg fire on fellow EA ships, bombarding civilians, blockading colonies.
* Negative fleet supply bonus to reflect that some of your fleet has defected, say -50
Restored EarthGov:-
* Restore fleet supply, diplo relationship, rate of fire & ability cooldowns to pre civil war values
* Increase its time to research - gut feeling is that it should be around twice that of Reforge Grey Council (which would be reduced). Currently it's 1380 vs 1840 for Reforge Grey Council, so maybe set the times as 2000 & 1000.
* Adjust cost - I got the impression that EA's core economy stayed largely intact, so the cost could be increased (they can afford it) whereas the Minbari Federation was left in tatters - minor powers began to attack their trade ships and protectorates. I suppose though you could argue the converse though - if your empire is in a real post-revolutionary mess it'll cost more to rebuild.
Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?
You'd have to be careful here as large numbers of strike craft are a major source of late game lag in Sins. If you're going to increase the squadron counts on cap ships, maybe reduce it on the Morshin.
Not ideal. The Morshin is the carrier of the Minbari. What good would it be if there were enough fighter without it?
The tech's name might be a legacy name from an early draft of Titans, in reality it refers to the percentage of a Titan you can build (i.e. with 0.5 of the modifier researched you can build a Titan up to 50%).
Good to know, thanks.
CALL FOR HELP:
I've created new Factions for the races (well, not really, but they start as Faction Neutral now). I've not modified any of the base brushes (created my own, but load them all through additional entries in the brushes.manifest) and have not overridden any of the textures.
Problem is, I do not get the Titan Factory icon to show on planet selection (ACTIONICON_PLANET_blahblahblah) and I do not get the icon for going back to the planet section when in the titan factory subsection. The buttons work though and the Titan Icon itself shows just fine. What need I do?
Use an ability we will need to use anyway to overcome the 1 titan limit and avoid the current issue entirely.
Not an option
I'm speaking out of absolute curiosity here when I ask this question: Why is it not an option? I ask because I believe GoaFan77 and others have shown that instead of a 'Build Ship' icon, you instead click a 'Spawn Ship' icon still under the 'Build Titan' menu on the shipyard (Capital Ship Factory / Titan Factory). The spawned ships still count towards fleet supply, still cost resources, and Sins treats them as a normal titan that still levels. This method should not affect the Tech Tree either I would think.
Just curious I suppose.
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