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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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 need also a list of stations and ships you need. I have alot of models I can send you.
TobiWahn,
The link you sent me has the following error msg: "The file you are trying to download is no longer available.
This could be due to the following reasons:
X The file has been removed because of a ToS/AUP violation.
X Invalid URL - the link you are trying to access does not exist
X The file has been deleted by the user."
I've seen some "String not found" messages appearing when random events happen, looks like we were missing a few
HI,
I've been playing this mod for a few weeks now and i really like it. I haven't looked into modding sins before i played this mod,but i've been looking at the files for a few weeks now and it seems fairly strait forward. I tried altering some of the stats and i can do that just fine,but all my added abilities crash.
I was thinking if i changed the EA explorer ship to have the ability to repair and resupply nearby ships (as well as itself,) then upped the fighter count to 8 or 12, it would make the ship a lot more balanced. I was also trying to add cruise missiles. The idea would be to turn off auto attack on the explorer ship, then have it launch a few missiles to help the fighters kill larger ships or structures while still keeping the explorer ship out of range of most of the combat.
I would upload my code, but i keep getting mini dumps whenever i add abilities. I think it has something to do with the names, but i'm not sure yet.
I agree, giving Vorlon/Shadows a full-blown Capital Ship at the start of the game would make them kill the others in seconds. Since we have to make additional Entity files for the Flagships, we need to adjust them to be of equal value.
Agree to a point. The YBC and Vorlon Light Destroyer already dominate early game, but they can't bomb planets and they can only be in one system at a time which is a sort of balance. The amount of resources required to produce a second Elder capital ship cannot easily be mustered in the early game so even a "normal" Vorlon or Shadow Flagship is ok with me provided you aren't trying that victory condition on a small map. If players want to crush AI players that way, many find that fun at least for awhile.
CalmLlima,
Appreciate the interest but be aware the team has spent years of effort trying to create a good B5 mod and there is not balance by design, some factions are stronger than others at different points of the game generally grouped as early, mid and late reflecting progress on the tech tree and resource availability.
Abilities are difficult to master and frequently lead to mini-dumps. ZombiRus5 published an excellent resource on creating and modifying abilities and the associated buffs but even so there is a bit of trial and error. Always test abilities modifications one at a time to help isolate bugs.
Please see the readme file of our mod for further restrictions.
Thanks Darvroth! Those tutorials are extremely helpful.
Eg Flagship Victory Condition + Quick Start enabled
Destoyer
Later on, after they had done research, the Shadows & Vorlons would still be able to build their first capital ships for free, so you would be up against two of them (sort of).
I could still live with that. I've taken both out, not easy but doable. Cat and mouse is authorized, and while they chase you, colonize what you can.
Edit: This does bring up an issue I attempted to address in ticket 131, the starting ships for each faction need revision. Not only for starting position, early, normal, late but also for ship selection relative to the tech tree and for victory settings.
Back in business, thanks. Expect my first commit shortly.
Ran into this error when attempting to repair the upgrades for the EA diplomatic station:
"This operation cannot be performed because one or more required related records are not available and cannot be created."
Hitting this roadblock I'll see if abilities work and commit a small data set for test.
Edit: A lot of abilities still don't seem to have made it onto this build.
Been thinking about starting capital ships myself, and given Lavo's AI insights, would suggest making them colony capitals** like the Explorer. That then shuffles around roles to other ships and so on...
Turning the Sharlin into a colony ship may sound a bit weird but it is less expensive and scary as it used to be plus it's still big enough to carry the settlers & supplies to establish a new colony.
Any thoughts?
** I even had a look at a colonize ability for the Rothan, but I'm not sure if it's possible to have one ability spawn different structures at different levels.
In the B5 series didn't they state that the shadows and the vorlons had helper races that acted on their behalf before the outbreak of open hostilities? Could this be a solution to the vorlon/shadow cap ships early in the game?
I'm at this moment working on putting all our abilities that are in the repository right now into the ModEditor. I've got all buffs in now, working on the abilities and expect to have them finished by tomorrow or the day after.
agreed
Ships should be the first ships available (from a historical perspective - regarding the commissioning dates), but perhaps adjust the amount of ships given when Quickstarting?
Could you tell me what exact action you where trying to do (button clicked when selected what kind of things - perhaps a screenshot) when that happened?
Sharlin as colonisation ship might be interesting, though for the carrier, I consider that one of the few disadvantages of Minbari, not having a capital carrier. For that they need the Neroon Titan.
Well, the only interesting are the Drakh, and they are just skimmed over in the original series. But considering their mothership they might be considered another race at some future point (very future, perhaps sins 2 when memory does not limit us anymore).
The Drakh would be a good race. The vorlons had an ambassador in an encounter suit and the shadows were invisible, what about some sort of civilian ship with abilities that would substitute for being well armed or armored?
Please make your proposal a ticket and I will look into it and try the changes.
Already commented. The current statCountType is a result of earlier balancing work accounting for AI behavior. I'm leary of the Minbari having a capital colonizer. Using a colony frigate with high fleet logistic use is a good balancing technique to slow early expansion. Much like the Shadow and Vorlon which have significant impediments to early expansion the Minbari are scary once they get going.
You mean all the stuff uploaded into the various tickets? If so I'll start working on addressing the gaps. Let me know if my last commit was good or if I missed some vital detail. It took a little while to get used to how it was organized. Let me know so there is no duplication of effort.
No, the stuff that was already in the repository and already assigned to ships, but not included in the mod editor.
No duplication of effort, though the Rothan ability was missing it's instant action (due to a bug of mine that should now be fixed). I've completed the ability using the information in the ticket. I've encountered a few other bugs that should be fixed in the next update and the build is playable again, but still gives errors. One in particular which I do not understand:
Sins complains that the file BuffDestabilizeHyperspaceSelfNeutronStar can not be found, but that file is not included in any entity of mine, nor in the manifest or in any other file that I could find. And the file itself is nowhere to be found...
The neutron star hyperspace debuff was fubar'd by SD. Best bet is manually fixing it, or not including it until it's fixed in the next patch.
Ahh, thanks. How do I fix it? (I can just ignore it if it is too hard)
Hotfix just came out recently, should work fine now.
Team,
Tickets 160, 166, 131 all have an aspect of the planet issue resulting from the DLC V1.5. New ticket 167 proposes new planet types but requires additional input from the mod team.
There are many great features available to you once you register, including:
Sign in or Create Account