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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
The fun part is that, I've seen that if the AI goes for the one it shouldn't go for, aka. the one that does not allow the AI to build titans normally, it still seems to be able to spawn at least one titan. Seeing as how SoGE has an AI only research I think it might be possible to somehow tie this all in to the ability, or a new ability, which would allow the AI to properly "build" all the titans it should.
Additionally, the SYR team is more than welcome to use whatever bits of SoGE's coding is useful to it, not that permission was truly needed.
Always a pleasure. As with most reforms we'll need to watch and see if combined with other unrelated changes they had the desired effect. Recommend leave ticket 145 open till there is sufficient feedback from testing and make any additional tweaks as more comprehensive testing reveals the need.
I wonder...are there one or more research techs that are giving the trade ships an attribute that would trigger the AutoCast? The ability drains AM to next to nothing and keeps it there quickly which prevents other AM powered abilities from functioning... Can NotInCombat be combined with HasHullDamage to make a string of constraints/restraints?
Could trade ships having AM from the abandoned AM refuel mechanic be the culprit?
Use these conditions instead:
aiUseTime "Anytime"aiUseTargetCondition "HullDamageExceedsAmount"onlyAutoCastWhenTargetHullDamageExceedsAmount Level:0 50.000000 Level:1 50.000000 Level:2 50.000000 Level:3 50.000000
Lavo_2 that is how we have it set up though the damage threshold varies by race and level of progression and there is a different levelSourceType "ResearchWithBase" for each race. That is why I'm wondering if there is some other variable like research that is mucking with things.
The only other differences appear to be
buffInstantActionType "ApplyBuffToTargetsInRadius"
...
aiUseTime "NotInCombat"
I'm sure I've seen it auto-cast when there have be no trade ships in the grav-well too.
Tested it now. The problem lies with ApplyBuffToTargetsInRadius, which seems to ignore any and all conditions. I've now switched to ApplyBuffToTarget, less potent but at least it works.
Suggestion: Make the ApplyBuffToTarget's buff have second buff which has an instantAction that has an ApplyBuffToTargetsInRadius condition and also applies a recovery/restore buff; i.e. Ship A gets buff Repair A (restores 30 hull), Repair A also applies Repair B (restores 30 hull) to 10 ships in the radius of Ship A.
Thought about this too, but will see if the current modus operandi is sufficient. Thanks though.
Good to hear the repair platform no longer to auto-cast their antimatter away.
On a different topic, is there a reason why a Nova D'naught costs more (3620/1520/570) to build than an Omega Destroyer (3430/1480/450) ?
Any bets if the transfer AM ability has the same issue? There are various station and ship abilites for most factions...
TobiWahn,
Uploaded Minbari Rebellion tech refresh proposal under ticket 146. While digging through the existing Minbari tech tree there are a lot of placeholder techs that don't have an obvious function or modifier. I made suggestions for many but not all. Additionally, I didn't add much to the faction unique techs as there is little canon to support and balancing is difficult with as many placeholder techs as I found.
I encourage the other team members to give it a look and add any additional content that looks reasonable. ZombieRus's site: http://code.google.com/p/soaseplugin/wiki/RebellionmodifierTypeFloat and http://code.google.com/p/soaseplugin/wiki/RebellionmodifierTypeBool provide the possible modifiers. I have not completely crosswalked the entire tech tree to ensure the Minbari have access to all the various functions and it is possible a needed function formerly in a common tech is now in a factions specific branch... Have at. When there is consensus the proposal is complete TobiWahn can do his magic.
Like the idea of moving the Tishat down a level so that it's now dependent on the Morshin, it's now actually worth researching the carrier at that level. I never used to bother until I'd researched the Tishat.
Proposal for Moon shield clan also sounds reasonable, although it maybe worth reducing hull points of Minbari defensive structures so that they're not too powerful - they're already pretty scary!
Re: some queries raised in your docx:
1) Income source :- does unlock trade station
2) Klathu Armarda :- unlocks 'Open jump point' ability on most Minbari ships
3) I think 'Ranger espionage' unlocks an envoy ability.
4) Religious Icon unlocks the Minbari culture centre. Maybe rename this structure from 'ISN Broadcast station' to 'Temple of Valeria' as the former sounds too EA/corporate.
5) Self Healing Systems: could do with a rework, I don't think I've actually seen any hull regen after researching this tech.
6) Tractor beam : does unlock that ability on the Sharlin.
BTW: any ideas what the tier-3 'Labour for Honour' tech on the Religious cast tree does?
After some more thinking, I believe that this method can be tweaked, instead of Ship A casting buff Repair B, it fires off a buff which is ApplyBuffToLastSpawnerNoFilterNoRange (for Trinity, in Rebellion this can work for sure with ApplyBuffToFirstSpawnerNoFilterNoRange) which in turn casts Repair B which would make the ability function in it's originally intended function.
I don't see a Minbari "Labour for Honour" in either the legacy or proposed tech tree's so I'm stumped.
As to the unlocks...some of the diplomatic unlocks were after the fact from a prevous build and placed where they made sense at the time. I shifted all the Minbari pacts later in the tech tree as per canon they were isolationists till following the EA-Minbari War.
Tractor beam might be a holdover. Various senior modders have pointed out that unlockable abilities for capital ships do squirly things to the AI. Jump engines are still unlockable but with the reworked tech trees that may not still be necessary.
I agree the string files still need work as there are lot of EA placeholders still in use. That will get better as models become available but I see no reason to not correct the files as desired then correct the few lines of code as a model linkage becomes available. TobiWahn has ship models as the focus and I second, orbital structures can wait, though having unique stations would be a huge plus in my mind. Nothing would suspend disbelief quite so much as seeing a Sharlin slowly drift past a B5 station.
One other observation - as the Minbari mostly use the weapon type Beam there are a scary number of Beam upgrades buried in the tech tree. Might be worth crunching the numbers against say the Shadow and Vorlon and see what the end of the tech tree really means. There will be a range as there are also a lot of "InCulture" modifications that enhance damage and range only in the Minbari sphere of culture. Late game Minbari fleets of moderate size in my experience tend to be unstoppable. Weapon range more than hitting power is the key and as balance is applied later will need a good review.
NewHorizons,
Please modify the doc and/or ticket as necessary so your ideas are capture at a common work surface. I envision the doc and .ppt being a work list so whoever ends up doing the grunt work of adjusting the DB can methodically work through it tweaking as required to reach the desired end state: a Rebellion compliant tech tree with the desired modifications.
I hope after this we won't have to revisit the tech trees except for later balance tweaks.
What race gets the next Rebellion tech tree review? Is there another one that has a civil war? I'm open to input.
Well, as always I would challenge the notion of whether or not each race needs to be split into two factions. In some cases (for example: Narn or Centauri) might not have enough content or material available to truly make splitting them into two factions worthwhile from a game standpoint. On top of this, not every faction (or sub-faction) necessarily needs a Titan though this point I feel is much more contested.
EA & Minbari I feel are the factions that most deserve sub-factions and the others ... don't. I would suggest focusing on the Centuari and Narn after the EA and Minbari faction tech trees.
I agree. Narn vs Centauri and Shadow vs Vorlon are natural pairings and do not need subfactions. The question was rather what tech tree is in the worst shape and in need of revision... If there is no need I won't go through the effort and will go back to crafting abilities. That said the tech trees do need some review to clean up placeholder techs from earlier efforts.
What is the path for the Rebellion mods for windows 7?
C:\Users\name goes here\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion
Is there already a rebellion release that I've missed?
Nothing official SG23. I believe it is all internal builds at the moment.
True, and thanks.
Lavo_2 Thanks. I never would have figured that path out on my own...
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