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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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'd stay with the current release for now, and in the meantime I will try to adapt the database for 1.50, then we can switch so to say. When I buy the dlc, can I still use the previous version or does it replace vanilla rebellion? Is there a comprehensive list of changes somewhere? Has Zombie updated his modders wiki?
tobi, from what I have seen re DLC the only difference is that the dlc is enabled, and NO download as the dlc content is already included in the current rebellion patch.
harpo
Ahhh. OK, then we may as well switch. I will try to test it this weekend and see if anything out of the ordinary pops up.
NewHorizons, I've started playing with the sync tool adding abilities already uploaded to tickets so we don't duplicate effort what are you tackling? It is slow going though, new process to learn and lots of competing demands on my time...
Probably what may be best is if you use the sync tool for the high priority stuff that has already filed on bitbucket, and I'll use it for stuff that I haven't raised a ticket for, eg secondary weapon effect changes I've done for the Tinashi & Sharlin and the abilities I proposed for the Tinashi & Neshatan (although they're still TODOs). That way we don't bombard Tobiwahn with the same changes.
On a different topic, Major Stress has made a very good post (reply #3992 on page 160) which might explain some of the AI behaviour we see in SotYR - could be worth rolling this into your ship re-balancing project. I've noticed that with cap ships there isn't that much variation in statCountType (they're mainly battleships).
To quote from reply#3992 on page 160:
Hi guys i've been awaiting to play this mod since rebellion came out. Do you guys have any estimation of a rebellion release. At least in the category of days,weeks,months? A fellow B5 fan.
Koshyx,
Not sure we were having that internal debate. Since TobiWahn's new sync tool seems to be working our ability to input changes and new material is now much faster but time is a scarce commodity for all the current modders. I'll go out on a limb and say we should have something close for release by mid Aug but that assumes there are no issues with the current DLC. The other long pole is the tech upgrade for Rebellion...we may settle for stable over complete while internal builds continue to improve things.
DLC only does changes to planet bonus, player, planet entities and Gameplay.constants. You can easily integrate the changes without having any effect on game play, if that helps. Mass fixed up SoGE in a few hours or so (mainly to figure out what lines need to be added).
I'll go back and look for every ship of each faction... Before that much data mining are there any other values that need to be addressed as it is just as easy to look for 3 variables as one in that many files...
TobiWahn, same thought anything else ship related that needs a good across the races comparison? I'm discounting abilities as we will get there eventually...
What has changed for modding with 1.5 & DLC:
https://forums.sinsofasolarempire.com/445416/page/1/
boshimi336 thanks.
NewHorizons, can you propose planetary distribution for the old and new planets spread across the 6 races with the appropriate tech and planet level adjustments? It might just be easier to keep the existing Rebellion 1.5 planetary population levels and costs but research priority for colonization is a big balancing issue we need to test and balance.
TobiWahn,
Sync tool really needs an undo button. I'm like a bull in a china shop, usually because I'm tired and find I'm adjusting the wrong file set and have no idea what it used to look like to put it back. At this point I may just uninstall and reinstall due to the number of things I've screwed up.
I've just grabbed harpo's latest set of ref files for Rebellion v1.5, so I'll have a look at new planet types as well...
Hey guys can someone PM me a listing of icons that need pictures in a research grouping. Maybe with a quick description as far as what they do... I can start the pictures. I assume tobi will want to resize them or I can just figure out what size to make them. I will have loads of pictures to make lol so i need to a get startededededed
oFant0mo, if you have access to Bitbucket try this link: https://bitbucket.org/TobiWahn_Kenobi/sotyr/src/7457c706977642be6842c6a01741afc7ce218ca4/GameInfo?at=Rebellion
Includes all the current research files though there are many in revision it shouldn't change the graphic.
I do not have a log in
Try this as a starting point:
https://mega.co.nz/#!UcQjyRrK!U3dTMRCyIA6OFlJ6408kUUyeCgJFxGv2tp5LGI86MGE
edit: Had to party hard this weekend, so could not work on the mod. But I had a go at a game of Rebellion with the DLC and I think it's a nice addition.
NewHorizon's,
I looked at the statCountType and it is a mixed bag...some races (EA) are in good shape, some Vorlon and Shadow don't have enough ship classes to cover all types. I can see where the AI is using statCountType for resourcing decisions and some of the interesting behavior as a result. I'll make recommended adjustments and fire those back to TobiWahn in the sync as part of the ship balancing effort. Hopefully this will correct some of the odd fleet building AI behavior.
While it's best if the AI has one of every statCountType, in particular it needs a siege, colony, and scout statCountType in order to function at all. Mixing statCountTypes, roletypes, and having squadrons all has an impact on how the AI factors in build priorities.
Centauri & Narn should have enough types though.
For Minbari maybe the Tinashi could be promoted from light- to long-range frigate, whilst the Torotha (with short range weapons) stays as an LF. So that these cheap frigates are available early on (to fledgling empires with not much cash) maybe swap the Torotha's tech (tier 4) with that of the Neshatan (tier 1) - the latter is a more expensive unit more suited to a fair-sized empire that can afford to build them.
The only AntiFighter frigate is the EA Myrmidon, should the Narn, Centauri & Minbari have examples of these? These races are able to field quite large numbers of strike craft, so you'd expect them to also have a specialized counter in addition to their own fighter squads.
One capital ship entity must have a colonization ability. That's the only requirement; roletypes are non-existent.
I can not emphasize enough my hatred of the touch pad just below my key board. Now back to task (again)... Most ships in SotYR have some anti-fighter capability and with the Minbari adjustment of a couple months ago seem to be able to thin the clouds. That said, some ships are better than others at targeting fighters and I'll attempt to highlight that to the AI. For capital ships CapitalShipBattleship is by far the most used statCountType. Since many capital ships are obtained via research I don't know till mid-to-late game it matters, but I strongly suspect with reduced ship resource prices it may be more of an issue so I'll try and diversify that a bit as well, at least as far as the available hulls allow.
Should the envoy ships have a passive AM restoration rate? They by design will be operating away from areas of culture and support bases. I'll propose a modest rate for each race based on the AM cost of the abilities and the likey consumption/cool down rates.
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