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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
I see the Whitestar as a Sheridan faction tech, perhaps the Clark faction could have the Advanced Omega-X?
I've uploaded a couple of weapon effects to bitbucket, one for the Primus Mass Driver, the other for the Shadow scout. Let me know if they're OK.
Edit: Weapons for the Morgrath frigate seem a bit mixed up. Info-card indicates plasma & auto-cannons, but visually it only fires beam weapons. Any ideas which is correct?
EA Sheridan faction and Minbari Delin faction are what I'm thinking. Yes Advanced Omega, but as both represent yet another model they are at the back of the line. I'll lobby for inclusion when the tech trees are updated.
Edit: The entity files, abilities and such will be relatively easy to populate. Long live the reign of the soon to be faction colored cube!
I can see the Omega-X being a bit more mid-tier for the Clark faction while the white stars were a bit closer to the end for the Sheridan faction.
If accepted as I have proposed Omega-X is tier 5, Whitestar is tier 6 for their respective factions.
Thesis submitted and accepted! I now may have something resembling free time. Now where did I put those ship and tech spreadsheets..... hmmm...
Prophetic words...
Congratulations!!
Hi Guys, sorry for the lack of updates. I've had lots of migraine the last 2 weeks and was barely able to do my day to day job. Nevertheless, sync data creation of players is now done, next will be abilities and buffs. I found a few bugs but all in all I really do hope the concept works. It will take some testing after being finished but if we get it working it will dramatically reduce the release cycles I believe.
All the best
Tobias
I've been trying the latest incarnation of SoA2, and I suspect there's much we can learn from this mod. For example comparative unit costs of inherently OP races, Ie Borg, - SotYR's Vorlon & Shadow races would be roughly equivalent. It's interesting to see SoA2 AI factions building varied fleets, researching well, using diplomacy and expanding/fortifying. Abilities are plentiful, but Trek lore does allow greater scope for them than B5. So I guess we'll have to use a bit of imagination & care when designing new abilities.
Just a thought, as SotYR has pretty much zero AM regen should ships with have a larger reserve or a lower AM cost for abilities/phase jumps. As we (hopefully) implement more abilities AM exhaustion could be a problem, especially for AIs which probably aren't smart enough to refuel their ships.
Same and agreed. Impact of increased [logistic cost for] research stations for the Borg in particular had an interesting impact on AI behavior. Very high armor didn't seem to operate as intended as the armor curve is roughly equivalent to a 5% hull bonus for the first 20 points or so but it is a curve with gradually diminishing returns. The timing for the torpedoes visual seems very in synchronized, it might be worth adjusting our missile speeds if not to match to at least compare.
The movement mechanics fit but the ships were a little to fast for my taste. The movement did however really highlight the advantage of weapon arcs on all facings. Rear facing torpedoes added a nice twist. Many EA capital ships by comparison have aft firing weapons but almost never use them due to the relatively slow tactical movement and the tactical wall that results. With more ships flying the corvette flight profile that may change.
As to AM generation if the station and planet module AoE is large enough to cover most of a system then the AI will receive sufficient replenishment. Allowance might need to be made for scout ships but that will take some trial and error to get the balance right. Having all the effects will simplify balancing tremendously...
TobiWahn,
Hope you feel better migraines are no fun. Looking forward to how the sync function will work. When ready for us to try it out, please include instructions and a prioritized list of what is needed for the next release.
Hi guys, short update:
Sync data generation of the research tree layout is almost finished, next will be the research subjects. I did this before the abilities and buffs because they will require even more work.
Thanks for the update. Looking forward to trying it out.
A couple of ability ideas for Minbari frigates:-
1) Tinashi - Has a copy of the Illuminator's 'Deceptive Illusion' ability unlocked by the 'Minbari Telepaths' tech, call it "Valen's Mirror" maybe. Description - "Minbari telepaths project illusions of the host ship into the minds of their opponents".
2) Neshatan - "Sensor Dispersion". Unlocked by a two-level tech that decreases chance-to-hit by 10% & 20%. Probably placed at tier 2 or 3 as it's a basic predecessor to stealth (tier 4). Description could read "Energizing the ship's poly-crystalline armour scatters enemy scanning beams reducing targeting accuracy". Ability could have a fairly low AM cost, triggered when the shields go down to zero and the hull starts to take damage.
NewHorizons,
Good ideas. If there are already tickets for those ships request add, if not open new tickets and upload the files when tested.
Second that.
Anything here that might be useful? Check out the newest couple of posts. Post #15 specifically.
Model Giveaway Here On SoaSE:R Forum!
Hi,
The week took its toll. I have begun implementing a new version of the sync data creation, which will be faster, easier to implement and easier to maintain. Sync is completed for half of all database tables, the rest should follow next weekend. Then comes testing with Darvroth and NewHorizons and after that we need to move forward to the next release. I plan to let my colleagues do the heavy lifting (code adaptation and correction) and will concentrate on doing more models and textures. How I long for that work again. I am slowly beginning to hate my code
Hope you had a nice weekend
Thanks for the update and LOL! I feel your pain. I'm 60% done with my ship rebalance (cost) effort and it is slow going as there are many competing demands on my time. My employer is moving me to a different office (out of country) in a few weeks and providing additional training for the new position and then there are the language lessons... I may be less or more productive during that time period depending on family obligations and the training load. Time will tell. I look forward to trying out the new sync tool when available. I'd like a post to ensure there is common agreement on what the new build should contain as Rebellion compliant and additional coarse balancing is a bit too vague.
Standing by.
So its been forever and a day since I posted here. I noticed no Orion model ... *cries*. I probably could do more with graphics I presume.. what can I do to help Tobias?
oFant0mo,
Welcome back. TobiWahn has a post no more than 3 [many] months old with a list of needed ships, it may take a while for me to find the exact reply #. He will have a more updated idea when he is next on the forum.
You mean this one?
http://spaceship.brainiac.com/Mongoose/Orion.jpg
Icons, Icons, Icons. For Research, Ships in zoomed out view, Ships, Abilities,.....
Also we could use a interface redesign to have a Babylon 5 theme.
Ill work on research icons.... what format? PNG? JPEG? PSD?
Unless you're working on the icon sheet itself, I suggest using PNG for no quality loss.
No tobi I did the Orion Raider Carrier.
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