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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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,
Vorlon Heavy Drone and Shadow Assassin both don't show in the ship build options for the frigate factory of the respective races. Vorlon (all AI types) opens much more strongly than the Shadow. I'll work to partially address in my next export but New Horizon's work on the planet preference will also influence the race expansion rate.
Attempted to open the research tree tab in the sync tool and ran into a slew of errors which crashed the tool. I concurrently had IE and Rebellion running, Norton anti-virus was in silent mode.
boshimi336, we test on hard AI or harder and run multiple samples to verify observed AI behavior. Thanks for the observation though, keep them coming.
Can't wait to see the results of the Rebellion version of the mod once you guys work out all the kinks, bugs and issues you've found.
Hi, sorry for my absence. Many birthdays and work changes as well as private jobs I have to do.
@Darvroth & NewHorizonsDoes the DB still not work for you? Have you tried reinstalling (reextracting) from the archive?
I've yet to learn how to fix the lightning on the DagKar. It seems sins has a problem with very flat ships. I do not remember how I fixed this on the GQuan, and recreating the DagKar from scratch didn't solve the issue...
Nice, thanks!
Works fine though I'm still learning how to navigate it and change things. Parts of the research tabs crash the system and I haven't figured out yet how to reassign the x/y coordinates (they seem to be locked). I'll be uploading another export shortly. Little new content but I completed the shield mitigation and Shadow armor modifications to the planet orbitals and reworked the Shadow techs for the purpose of stripping shield modifications. Several other misc modifications will be included as I found the issues/errors.
Could you tell me what action crashes the Research for you? I've found a bug and think that it might be the problem, but I have yet to find were it happens (upon opening the research tree a script runs on a record that should not exist in the first place, causing problems)
As for the x/y coordinates, they are automatically assigned, depending on what box you put a research on.e.g if you click on the number next to the research in one of the research tree views (e.g. combat), you can select the research for this box. Same with empty boxes. if you click on the name of the research subject you select it. If you then ctrl-click on another box, that boxes research subject will become the prerequisite. If you shift-click on a name, it will take you directly to the researchsubject. JKust hover with the mouse over the ? at the top-left of the screen to see a tooltip for shortcuts. Example video:
https://mega.co.nz/#!sQZmwSAa!NuE0xTMRui-cRRj-7Y6kPWm6ybR7oGomlr6j9qdYHaI
The entire research tree tab upon opening used to crash the sync tool with a never ending string of errors but I just opened it and it opened without issue. That should make reworking the EA and Minbari tech trees easy...I'll let you know if I run into more problems.
I'm about 30% done with the EA tech rewrite for Rebellion and so far things are progressing smoothly. Question: How do I edit/create groupings within the tech tree? Example: under EA Defense there is a single grouping and I need two. I broke all the tech linkages which wasn't strictly necessary but found it easier to start with a clean slate than work through the jumble that was made when I was reworking things.
Question: Do you have a solution yet for the branch path to separate the tech paths for the two EA factions?
Given my rate of progress I should be able to send you the revised EA tech tree with all associated revised techs late next week. Undoubtedly I'll hit a few minor walls and will annotate where to focus attention when performing the sync.
Abilities, tech, ships, and orbitals are so interconnected, making the necessary adaptations is taking longer than I anticipated. Mapping is done, but the details.... oh, the details....
How do I safely remove duplicate or no longer needed techs in the sync tool? I've dabbled, but have too much work invested at this point to take unnecessary risks.
Steadily working on updating EA tech and hit a solid wall with ticket 160. I can accommodate the values posted easily enough but and this is where I need your assistance, I'll assume all the new DLC planets require additional tech to use. That means some planet types will NOT be available to all races.
On a separate note I'd love to see volcanic changed to irradiated.
I completely agree on this (or at least one of the new DLC worlds), as there have been plenty of wars previously.
Ultimately ... a question has to be answered on whether or not this will be a +DLC mod or whether the mod efforts will be split between the full set of tools or just some of them.
Colonize Hot Worlds: Ferrous & Greenhouse (same as Volcanic)
Star Bourne: Barren & Dwarf (same as Desert & Asteroid)
I would treat Oceanic the same as Terran, ie no habitation tech required but occupied by a formidable neutral militia.
I agree the DLC planets should all require research to include ocean. An all ocean world would have awesome storms requiring submersible settlements. Each race will have a variety of techs and not all races will have access to all planets. That will change the colonization and competition dynamic a bit which seems to me a good thing.
No, sorry. What exactly do you need?
Hehe, always the details.
There should be a delete button. That way it is marked for deletion. Upon accepting your commits and redistributing the ModTool to you and NewHorizons the entries marked for deletion will be removed.
In the Research Subjects under Research(Bool/Float)Modifiers there is a field LinkedPlanetType. This contains a dropdown list with all available PlanetTypes. We either need to add modifiers to existing research subjects or create new ones for the new planetTypes.
Sounds good. That way some planets would have no value to some races. Or we can make some planettype colonisation abilities Tier 8 techs.
As a side note, I'm currently very busy with my job and another job I have to finish in the next two weeks, so I cannot invest much time in the mod. But I am watching. IskatuMesk has sent me an awesome amount of textures to be used as animated particletextures, all of them weapon hit effects (upon a short look). If someone thinks he could incorporate the textures as animated particles into the mod, and can make a list which particles should be used for which weapons, that would be great.
Thanks
Tobias
This is a very bad idea; it will cripple the AI. I find tier 5 to really be the limit before the AI is seriously hampered.
What do you mean by hampered? Will it give up and stall or will it just not colonise the planets?
I've updated the sotyr manual, it now includes the tech trees:https://mega.co.nz/#!kUImxCKJ!fwy1ySTj-Ym9SeS1itLfzGSTq5lx9Y0V4emLwtdcz-I
I'm curious as to which specific examples Lavo_2 may be able to reference but in general what I've heard for many years is that the AI when faced with a planet it is unable to colonize (due to lack of research) or if it is too high in the tech tree (usually above tier 5) it simply stalls out dramatically and shortly thereafter simply stops responding to anything. It just sits there.
For each race, I believe bundling or separating planet colonization techs may be a fair representation of the technology that they natively have versus what they need to develop/invent in order to expand throughout the universe (just as long as it isn't too convoluted as this can strangle the AI). Omitting things completely (at least to my knowledge) usually kills the AI eventually.
boshimi got it; the AI will basically no longer expand until it is able to colonize that particular planet, save if it has multiple expansion routes, which sometimes mitigates this. Even then, a high-tier uncolonizable planet has an undesirable impact on the AI's performance. This was observed many times in SoGE, where a category of planets was at tier 7, later tier 6, for the longest time until I dropped it to tier 4.
You hit the nail on the head Lavo.
Distant Stars did this, though their gas giants had like 20 population when colonized (equivalent to an asteroid) and didn't get much better at all after research. It played great in the game that way as getting the tech wasn't a huge advantage. If you set it up like this I do not believe it will have an adverse affect on the game play balance (I believe they had this as a Tier 5 colonization tech in Distant Stars so as not to stall out the AI. Gas giants aren't crazy common in the random maps so the AI will usually find alternative colonization routes until they get the tech) and it will be more of a novelty and an occasional minor advantage in game (great for fluff!). In my mind I see these planets as being perhaps a bit resource heavy (mostly on crystal) with normal tactical structure slots and perhaps a below average number of logistics.
[Double Post]
I would check out the DS team's setup for their Gas Giants if you're interested. It works very well in their setup and the AI handles it just fine.
All, good conversation. TobiWahn has purposely not added some files to the releasable sync tool, but I won't plan on a researchable colony tech above level 4 per your collective guidance. That may also explain some of the lackluster starts for Minbari, Vorlon and Shadow.
Team,
I'll propose in ticket 160 initial planet access and the rough upgrade path. With luck the races can each be customized to that desire.
Very good. Sorry for being absent time and again, had to finish a private job, and work kept me very busy as well. I will be on vacation for 2 weeks soon, so do not expect to hear from me often. I will share some work with you though - Thoumsins Minbari Culture Center, adapted slightly and texture effects added
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