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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Team,
I've been mucking around the planet files and it seems the easiest course of action is to upload the new files so TobiWahn can enter the data rather than going to the effort of modifying the DB.
TobiWahn,
Pick an option, upload files or modify DB... I'll work accordingly. The easiest method is to upload the new files for inclusion in our build. In either case the tech path for all the races will need correction. I'll volunteer to do the base planets, (but work could be assigned in ticket 167) tech edits will need to wait till our build includes the new planet files and the DB has bee corrected to account for them. Once the new planets are in, I'll propose tech path corrections for each of the races.
Thanks, will look at them this week.
I've now almost all abilities I've mentioned (the ones already used in the mod) in the Editor, excluding a few vanilla abilities (one I know of, may be more). I'll distribute the new ModEditor to you this week, sorry for taking so long. Had to watch Hunger Games 2 today, really good book adaptation. Better than the first.
I've committed your changes to the repository now, including all the changes I made to the name syntax of the existing abilities and the planet bonuses.
@Darvroth
I've sent you a mail with the new DB link. Also, I've begun to incorporate the Planets into the Database, to be followed upon finishing by the planet bonuses.
It is clear there are multiple planet types under the same researchable tag: planetTypeForResearch "Asteroid". Regardless of what we call our files I suspect the hard coded stuff will still remain but the various planet files will allow us a lot of flexibility. What I don't know are the constant files and some of the various player entity files. Ideally, we can create a unique player start planet using the "Home" label. I'm uploading new planet types into ticket 167, note I'm not adjusting planet bonuses.
Some planet types will lead into others for example:
Terran leads to ocean
IceWater leads to IceCryo - cryo being a new B5 planet type, Ice water being the old tundra. I've not yet found the planet descriptions in the text converted files Harpo maintains though those would all need to be updated as well.
I look forward to the inclusions of planets in the DB, I'll tinker from there.
davroth, I think that the descriptions are in the string file
harpo
Harpo,
Thanks, that makes it easy, those were going to be changed anyway.
Most peculiar thing, on occasion I can't get the various ship/ability/buff/buff to link. Each file shows in the respective place but on occasion doesn't show in pull down menu where I'd select to make the proper selection. Almost done with the Narn abilities we have built, then I'll commit. If there are still persistent breaks in the linkages I'll denote in the commit e-mail.
There are some places where I did not implement the drop down menus, out of sheer diversity of the selection possibilities. I might enhance them in the future. As of now, you need to enter the name of a buff in the ability screen in most of the fields by hand. Sorry.
I'm working on finishing the planets in the db. Then I'll take a look at the bonuses. They should be far simpler.
NP, the difference between a bug and design decision or "feature" is expectation. Knowing it is a design decision and not an unexpected glitch is easy enough to work around. Good luck on the planets. They seem simple enough...might be worth a quick comment in a ticket or e-mail so we know your design compromises and assumptions.
Would be good, but there are so many of them
EA Hermes uses the ability AntiMatterRechargeModule which does not effect Titan or corvette (yet). One of the impacts of this ability is if two or more Hermes are in proximity they will recharge each other significantly reducing EA need to visit bases for refit. I recommend changing Hermes to a corvette from a frigate so one Hermes cannot resupply a second in company Hermes which would force EA players so more frequently resupply at a planet or starbase.
Good one, agreed.
I've got the planets almost complete, just missing the bonuses integration (and the PlanetBonuses). Should be finished next weekend.
Ship type is one of the hard coded types in the DB, you'll have to make the Hermes conversion. Sending you my commit data shortly for the easy Narn abilities.
Which one do you mean? The Corvettes are still entityType "Frigate", the only difference is the statCountType and the frigateRoleType. It is that way in the vanilla files. I have no idea which flag the targetFilter needs to be set. Can anyone be of help here? Thanks
I relooked at it and changed statCountType to FrigateCorvette and changed frigateRoleType to Support. With luck the role and AI have been corrected. I can't find AbilityAntiMatterRechargeModule to update it to effect titan class ships.
Edit: Fighter / Frigate, amazing how similar they look when tired.
Agreed, but that particular ability while referenced still isn't in the DB. I'll go ahead and build one for the Hermes as the original ability also services the starbases and AM orbitals and need to service corvettes while the Hermes will not.
Having fun building Centauri abilities and buffs should commit the next batch by this weekend. I've included some of Hot Rod's complicated and original builds.
Found another gap in the DB sent you an e-mail with the specifics.
Thanks, yes, a few vanilla Abilities are still not in the Database. They need to be added/replaced over time.
Hope that is all the AI/engine needs to know. Thanks
Update to all.
Just ran through the capital ship abilities and the developer build of the mod is looking in pretty good shape. About 20% of the Caps have all planned abilities, a few still have only one with the bulk having two or more. I still have EA, Shadow and Vorlon to work through for already designed abilities, then it will be matter of closing the remaining ability gaps. Not sure how close we are to a new public release as we are reworking planets in response to the DLC 1.5 which unbalanced our mod.
Thanks for the update. Yes, we should rework the planets, but even more important would be implementing the necessary Titan Upgrades for our Titans me thinks. I'm working on a new ship at the moment, Model finished (it is a partial rework of a ship of one of our modellers, about 75 percent rework), UV underway, texture about halfway ready.
Already on my list. I'll work titan abilities as their own commit. I wanted to get some experience building abilities and buffs which I now have and we discovered several additional DB issues which I also expected. Now that we have several ability commits under our belts I have confidence the titan builds can be done.
There is a bit of cleanup to be done as there is after every major overhaul. At some point we'll need another round of mod team testing and bug fixes then we can publish another public build.
Title says mod is for Dip 1.34, Can I still use it on 1.37?
Yes, the only change between Dip 1.34 & 1.37 were fixes to multi-player support, IIRC. None of those changes affected mods.
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