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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
No problem, have been away a few days and will not be fully accessible until second week of January, so no hurry.
Thanks Lavo!
TobiWahn,
In reworking the Narn Energy Mine abilities and buffs, added Titan and Corvette. Corvette was added to the Secondary buff set with the fighters because when I ran the numbers it was auto kill in many instances for the Centauri corvettes of which they have several. Since the Centauri would abandon that practice in the face of the effectiveness of the Narn Energy Mine it was apparent that the ability has a lesser effect on the corvette class ships. This works well in my quick modeling, we'll need feedback on the reality once the changes are in game.
Edit: Ability doesn't target corvettes but buffs will effect any in the AOE.
Another DB issue: under Abilities InstantActions SpawnShipsAtPlanet is incomplete. Refer to SoaSE Abilities:
DarkCapitalShip
DarkCombatFleet
DarkSupportFleet
PirateMercenaries
for examples of the missing fields in the DB.
Hi Darvroth,
thanks for the info, added fields
spawnShipsArrivalDelayTimespawnShipsHyperspaceSpawnType
to spawnShips, will be in the next build of the db, but untested for now.
Also, if the frigate field was attuned to the frigate section of the DB that would help a lot! One of the themes of the Shadow I'm working are a set of abilities to call either short term or permanent aid. In the show there were always a few extra Shadow ships just waiting for the right moment to slip into normal space and cause mayham... Should be a rude surprise once in game. The trick of balancing on my part is the quantity and duration of this aid...
Just tried the holiday release in MP with my son and immediately encountered a sync error at tick:100.
Medium random map with EA as AI, Minbari and Centauri as player controlled. All fast game options were maxed out and no victory condition was set.
Edit: Encountered an additional bug and opened a new ticket in response.
This does absolutely nothing in practice.
Hmmm. Sync errors? Anybody experience in this? Are these stemming from abilities? Or rather other things?
Really? Odd...
All,
The research tech StripToTheCore is an obvious mechanic to destroy a planet via substitution of another planet type. However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff. Rebellion has two buffs: buffStripToTheCoreSelf and buffStripToTheCoreTarget but they just clean up the planet orbitals and have function to adjusting the planet type itself. Various other known modders have stated in the forum there is no ability to destroy a planet. Modders are a smart resourceful bunch. Has anyone figured out how to link the StripToTheCore mechanic to an ability/buff combination and posted their results? In SotYR both the Vorlon and Shadow have the ability to destroy planets, however the mechanic in our reference material doesn't have either faction controlling the planet before destruction but I imagine it would be possible to have colonize then immediately scrap the planet if a mechanic to do so exists... Any help would be greatly appreciated. The Titans for both are fleshing out but the ability to destroy a planet is THE key core mechanic that differentiates the elder races from the younger... Many thanks.
Darvroth
This cannot be done. SttC is tied to the scuttling of a planet, not a buff.
Update on AI info. Some new stuff has been learned. https://forums.sinsofasolarempire.com/451274/page/1/
Wow, thanks for the link
Ditto
The AI discussion brings to light some interesting things. We have multiple techs with AiAutoUse set to false, perhaps that needs to change. I also haven't checked the tech priority but none should be zero... The bit about resourcing would also explain why the Vorlon and Shadow never acquire more than the first capital ship, the AI can never afford it. Much to think about.
Hi Guys,
I'm on vacation at the moment, so won't be avail till Saturday. Hope you have a nice week.
tobias
Have fun. I should have some integration work ready when you get back.
The revised EA tech tree has an issue that leads a minidump. I haven't isolated it yet but based on game progression when the AI was EA speculate it is a tech in tier 3-5.
Tech and planet module "orbital turrets" were all kinds of messed up but I don't think is the cause of the minidumps. I may have to send a commit to correct the minidump issue before finishing the Elder titans.
Ability DeployDiplomaticOutpost on EA mobile constructor is incomplete. Additionally, EA tech Babylon Defense Grid and Babylon project aren't complete. EA diplomatic station upgrades are incomplete.
My best guess is an AI attempts to deploy a mobile constructor to build a diplomatic station which won't work for the above reasons; which leads to a minidump. I'll complete and include as part of the Elder titan work. The quickest fix in the short term is to remove ability DeployDiplomaticOutpost from the EA mobile constructor.
I haven't found any other EA tech issues that would lead to a minidump. I'll perform other clean up work noted in the last comment in ticket 142.
Vorlon and Shadow require additional work as well as outlined in ticket 168 some of which I've already done.
Thanks for all your work. I've had little time the last two weeks, and will be able to commit to the project by end of February. Lots of stuff going on, both work and privately. Raider Carrier model is done, still misses UV and texture.
Found another DB bug. Under abilities useCostType the selection HullandAntimatter doesn't reveal the expected drop down menus. If this option is made available apply as you see fit to the Shadow Death Cloud Ability "D".
Note on the Shadow Death Cloud, abilities won't activate often but when they do, wow.
Another DB limitation, it doesn't have the capacity to build cannonshells. I'll attach the needed file when I send the next commit and explain the linkage. Necessary for the DeathCloud sterilize planet ability to function properly.
I beefed up the Younger races mines. Using a capital ship to plow through a minefield to clear it is now a bad idea. Most races have two ships with mine detection/clearance abilities, their use is recommended.
Cool. Does the AI use them too?
Could you elaborate? I'm not sure what is missing where. But if you tell me, I'll try to remedy it
Will look into this.
There are many great features available to you once you register, including:
Sign in or Create Account