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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Hi,
our newest addition. And yes, it rotates
Where do I put the update?
What update?
TobiWahn,
Nice! Can't wait to see it in-game. I'm wandering through the tickets. I redid the ability and buff entity files you indicated had problems so they should upload properly in the next commit. Once you tell me they have all cleared and we haven't introduced any minidump issues there are a lot of tickets I'll start closing. That should clear out a lot of underbrush and make it easier to see the real issues and work still to be done.
I still have some EA tech to clean up and the starbases all need work but I'll prioritize titan abilities.
Sent you another commit. The Centaury colonization doesn't work, it is still a work in progress.
ZombieRus5,
If I recall the BSG mod has you hand in it, would you mind sharing how you worked the colonization ability creating planetary defense modules? I'm toying with it, I know it can be done, but I'd rather not reinvent the wheel if it can be helped.
Darvroth
You can, it is committed to the respository
Sent you an answer. Christmas is almost upon us now.
Most important to-do's for the next release:
add Titan Upgradesadd Flagship Frigatesfix event problemsfix other victory condition
I would imagine he made a buff which spawned those structures and in the colonization ability file referenced said buff in the afterColonizeBuffType line.
Lavo_2,
Thanks, the issue is how many buffs to string together what I want...
Where in the DB are the following defined:
AbilityALevel
AbilityBLevel
AbilityCLevel
AbilityDLevel
AbilityELevel
They are referable but I can't find where the actual files are to know what is being referred.
They reference the abilities 0-4
AbilityALevel = Ability0...AbilityELevel = Ability4
As for stringing the buffs together, use a periodic action to control the number of spawned structures
can anyone tell me why sins insists that OnlyWhenAttackTargetIsInFiringSolution is no longer a valid enum?
Thanks
OnlyWhenAttackTargetIsInFiringSolution is valid, or should be.
I get
Failed to convert 'OnlyWhenAttackTargetIsInFiringSolution' to an enum value.
Hmmm.
If all else fails use: OnlyWhenManyTargetsInRange and set target count to 2.
Sent you another small commit with the Neroon upgrades, let me know if I hit the mark...
See latest comments in ticket 142 for issues with the EA tech refresh.
0.44a01 sneak preview, also found under the wiki section of BitBucket:
https://mega.co.nz/#!xNR3jSII!F13vqktM27pYxNF4doP8Ps5P43gUOIJISiPRKH3-85c
Latest DB: Factions, Woot! Planets, yeah but it will take a time to populate..... so much to do and so little time in which to do it.
I won't dabble in the factions till the titans are done, but I really, really want to...
Open question on titan upgrades: do the values in the upgrade need to reflect the upgrade desired for that level or the total value with the upgrade included?
Example: Current Hull 8k, desired upgrade 600 hull. Should the value listed for that titan upgrade level be 600 or 8600?
Edit: Looking at the Rebellion files it appears Titan abilities are grouped like a starbase but upgrade like a ship. So to answer my own question above the titan upgrade would be 600 but "MaxHullPoints" would need to be listed in every additional upgrade level in the same file. This would be so much easier if modding didn't have a constant learning curve... Forward ho!
I think if the base is 8k Maxhull, and you have 2 Upgrade Stages with a desired total of 9200 Maxhull (600 per Upgrade Stage), the first upgrade stage needs 600, while the second needs 1200 (me thinks)
Yes, exactly. I've tweeked Naroon, completed Victory and Adira, working on the Ka'Bin'Tak. I'll commit then and start on the Elder race titans.
All,
Is there a big difference for an ability levelSourcType: Intrinsic vs TitanUpgradeLevel? I haven't observed were Intrinsic doesn't work but is TitanUpgradeLevel preferable for AI behavior or some other reason?
TitanUpgradeLevel is the only way for abilities to work on Titans as the Titans' upgrade system is the same as the star base's.
Thanks, I was afraid of that.... well better to find out now while I'm still working the drafts than after when the clean up is much more difficult.
I will need to rework the jumpengine abilities for the titans, as well as some others like the Narn energy mine. Grrr, the commit I was going to send you tomorrow will be at least a week after the New Year.
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