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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
TobiWahn,
Possible mitigation to the vagueness of the black cube ship models. Would it be easy to replace the black cubes with a cube of a different color for each faction still requiring cubes, that way at least a player could tell which cubes were from his race? It would not help if there were two or more of the same race but otherwise would address some concerns from the forum.
Thoughts?
Just link the color to the player color you choose at the beginning of the game?
I will do my best!
Improves the "Labour for Honour" Ability, used by the Repair Platform ability of the Minbari
Sounds reasonable. I might try this, it should work as expected. Thanks!
Good point. I too think that EA and Minbari are the ones who benefit most from having different factions. I wouldn't rule them out for the other races though if someone has a good idea. Vorlons and Shadows do not need them though, it just doesn't fit I think.
As for the Titans, every race gets one. It's just more fun that way (at least for me it is)
Only internal builds at the moment.
I had to search for quite a while too, but in Sins you can click a button to show the current mod path
I will have a supplement texture in the next commit which uses the TeamColor to specify the owner. Good idea!
Exactly.
Sorry to have been absent again. I have fallen ill again (the third time in 3 month that I've had the cold, with fever and all) and so kept myself away from the PC.
I will now try to get the proposed tech changes done for EA and then Minbari so we can move forward with a Rebellion compatible build. As a addition to the mod I've been working today to get some sort of manual/documentation out of my database. It lacks many ability entries that are not yet in the DB but will provide an overview of all the researches, Fighters, Frigates, Capitalships and Titans. The rest is to follow in time.
SOTYR manual
I keep getting encryption errors between 11-24 % of download with the SOTYR manual.
Hope you feel better soon.
Keep in mind the Rebellion mechanic has not been implemented for SOTYR yet and I don't know when Rodney will upload his solution so there are still SoaSE placeholders. Looking forward to the revised tech trees and the implementation of the civil war pathing.
Hmmm, please try again. I can download it without a problm. What do you mean with "encryption error" btw? Does the file download but the fonts do not display? Or does it stop downloading halfway? What browser are you using?
Thanks!
Successful using Chrome. I could see where it would be a nice reference once fully populated and updated.
It would be useful knowing the damage type as well as average damage for each weapon, and the arcs. A light pulse gun and a composite beam are not equal even though the light pulse may have a higher average damage.
Darvroth, that's defined in Gameplay.constants
I know but it is not in the SOTYR Manual TobiWahn just published in draft.
I can add the damage types i think, the Arcs probably to since it is all in the DB. The damage values are the same as in the game itself, which calculates it by using the sum of all banks divided by the preBuffCooldownTime.
The damage per bank could also be included, but I want to keep it as simple as possible while still being useful.
And why are is my Avatar now so fat? Why change the working system which adhered image proportions and ruin it?
They're probably trying to tag along with the google methodology of "keep changing it and making it worse as often as possible", likely because interns get paid by the line.
Something different every day ... I can no longer edit posts ... interesting.
This layout was tried before. It didn't last. No idea why it's back for another run.
Quick edit, the beam on the Minbari fighters is too wide. Also, duration of Minbari Kenet 6 beam is too long and could be reduced by half adjusting cooldown to keep current firing sequence interval.
Yep, I fully agree.
On the development side I have to say I've worked on my Mod Database this weekend, so it is now easy to see the techtree links inside the db and adjust the tech layout more easily. I'm evaluating adding a distribute/sync function so I can give out a copy to Darvroth for adjusting and testing changes and submitting them back to me. That way I could review the changes and incorporate them much faster while Darvroth could make changes to the subjects and tech trees and abilities much faster and more comfortable. That needs a good concept though (which I've worked out mostly) and some development time (the syncing from an offline copy takes some time to develop).
Darvroth - what say you? Would you even want to work in the ModDB environment? I do fully understand if you say you'd rather work the old way. On the other hand we could progress much faster because the changes you propose/make need not be done by me again, I'd just review them and adjust where necessary/appropriate/wanted(by me).
Hope you all had a nice weekend!
I'd be willing and agree it would speed things up...but I would require some guidance and specific installation and set up till I became familiar with how to do things. I'm old and set in my ways but still willing to learn new tricks.
Happy and sad, fulfilling. Now back to the cruel world...
Such is life
That's no problem, but the best would be to familiarise yourself with Filemaker (downloading the user manual for example. http://www.filemaker.com/support/product/docs/fmp/fmp11_users_guide.pdf )
Also you can download the last released version of the moddb and just browse through it (though the current version has much more functionality)
And I will always provide you with help if needed.
I've dabbled since last year but couldn't seem to import the complete database which limited the utility. Give me a few weeks and I'll be able to devote more attention to the task. That way you'll have time to wrap up the latest round of DB improvements before I attempt to set up, learn and then commence file swapping.
Sorry for my absence - my laptop died . Good news I've just got a new machine - just downloading Rebellion onto it now ... so I should be back in action shortly.
While without anything to run Sins on I've been watching Babylon 5 again and Darvroth's
comment also applies to the Minbari ships - there's several scenes in the series where they fire a salvo of 2, 3 or 4 short duration shots, mainly against fighters but also against EA frigates & cruisers (eg the Drala Fi ambushing Sheridan's fleet from In The Beginning)
Maybe leave the primary weapons firing the long duration beam (scary anti-Shadow beam), but change the lighter weapons to fire salvos.
Glad to have you back!
Lightest Minbari weapon is medium...(there is an exception). I see where you are driving and wonder if you mean multiple short duration beam pulses per firing cycle per target or if you mean multiple targets per cycle. Both are achievible but the second is way overpowered. Using 2-4 pulses would also help to distinguish the ships by era. Thoughts?
The former - each individual firing cycle should still only affect one target, basically just break up the continuous beam into a series of pulses. I agree that we don't want to increase the weapon's effectiveness.
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