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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Thnaks for letting me know. Are the planets still marked as Hyperspace entry / exit? this effect only lasts a limited amount of time, after which the ships travel at their normal phaselane travelspeed
That might it right there... I'll double check it when I get the chance and report back on it
Okay... not a play test update but a update at least on searching I did some more of it and found a few useful looking things here is the list of what I've found so far
First is a craft index
http://www.meshweaver.com/Craft_Comparisons/
well... thats the only meaningful one I've found. I've taken an interest in finding out what kind of ship one of the Vorlons have... in particular this one
you'll also be surprised that there are more concept designs on the shadows then what we currently have seen, I found this while searching through the X3 ship pics on the site that was listed not by me
now this gets me thinking, the shadows ships have an insect like appearance in a sense as some of the ships are CRAB like not entirely insect or more crustation like
Hey just wanted to let you all know that I am wokring on the changes recommended and am first getting detailed data on all EA ships. I think that if I have a better understanding of all the EA fleet in the years up to the EA-minbari war I will be able to structure the tech tree better and know what ships to make avalable when.
I found this site which seems to have some detailed history as to when some ships came out although I think some of the details on the ship abilities are less than accurate: http://www.smikesworld.dk/smworld/index2.html
These Vorlon ship don't exist... it is a artist creation... a mix of the planet killer ship ( http://kitsune.addr.com/SF-Conversions/Rifts-B5-Ships/Vorlon_PK.jpg ) with the Star Dreadnought ( http://kitsune.addr.com/SF-Conversions/Rifts-B5-Ships/Vorlon_Dreadnought.jpg )...
never the less it's a very interesting design for a ship
Okay update on the hyperspace jump point ability... it DOES not go as fast as when you use jumpgates. I repeat if you use the ability with a fleet or any ship for that matter it goes at roughly the same speed if not slightly faster than normal phase lane travel speed. It doesn't go as fast as it's suppose to go like when you have jumpgates between planets. I can confirm this after testing to see if what Tobi said about the jumpgates and the jump point ability, that the speed for both should be the same... simply put... they are not
OK. Could someone else verify this please. My own testing showed that it worked, so I would need some other data. Besides, there should be no logical reason as to why it should not work (they both just specify the systems as phase gates)
Thanks for the link ZEROibis, thoug for chronology there are lots of different sources, each with different times and dates for shipmanufacture! Most prominent example would be efni.org, but their ship dates greatly differ from other sources (efni says nova and hyperion existed in dilgar war - which might or might not be true, depending on who you listen to)
But efni.org is giving a good timeline in general, so you might look into that.
Works fine for me ... tested this using EA race.
Agreed at the start ... jumping from point to point is slower ... until you research faster jump speeds ... then jumps are dramatically faster.
Yea I am taking data now from all avalalbe sources and comparing them to eachother and then placing units in the position based off the most reliable data. So far the most intresting catch was that the nova was first but the hypernion was prefered when it came out durring the dilgar war due to low cost. The company that made the nova used the design to create the omega that became so pupular to compete and drive the hypernion model out.
Yep, Nova was first, but Hyperion was easier to produce and had enough power for most situations. Nova is stunning to watch though!
Intresting question: amy way to rename the shileds to "interseptor system". We know that the EA and likely other races used intersepters to prevent impact of enemy attacks and thus acted like shields. This way races like the EA could tech up their interseptors and increase restore rates or total capasity.
For example I saw that in the dilgar war it was the EA interceptor grid that caused the dilgar to come in close and lose to the EA in their first conflict. It would ne cool to see tech like this translate to the game.
Yes, that was my idea behind the shields, make them a replacement for interceptors/stealth (in case of minbari).
As to the test, I will look into it another day. You can however call it interceptors in the tech tree. I will change the strings.
EA might not have a speed problem. I haven't tested them yet for any of that stuff I'm testing the Minbari right now. From what I see there is barely any noticable speed increase with jumps except when there is a jump gate present in both planets. The open jump gate ability though doesn't take into account the 6000 x times normal hyperspace travel that comes with the lvl 4 upgrade. I think it's completely ignoring it and basically working like the base skill used to make it... which is the Vasari open phase lane skill. Yes I have tested it and got the fleet to use it before a time limit on it runs out and still no increase in speed besides a slight increase from normal phase lane speed.
Update: Right... I've found that the Minbari hanger seeing as it has defensive beams don't fire at enemy ships not matter how close they get to it. Yeah sure the thing has a red line pointing at the ship but I don't see beams of any kind coming out of it. Also I don't see enemy ships HP going down at all when they are near it
Update 2: Okay I'm going to keep testing the Minbari with the jump point ability... I've noticed a increase in speed but I'm going to test it some more. By testing I mean doing a long range jump from one planet on the one side of the system and jump to anohter planet on the other side of the system and see if it has any effect at all. You guys might be right about what was said before and I was probably doing it wrong hahaha... @_@ I'll update this post once more when I have the info in hand
Update 3: Riiiiight... okay well I feel like an idiot now... the open jump point skill works just fine. A word of advise though if you want to use it properly. Get your ships close to getting out of the grav well and then use the skill from one of the ships in the fleet. Click the skill and choose the planet and use it on it, Once that is done move order the ships to that planet. As was stated you have a limited amount of time before the effects of very fast travel wear off... I'd say it lasts about 10 to 15 maybe even 20 seconds before you lose that bonus speed, after that though the speed is only slightly faster than normal phase lane travel means it'll take a few minutes instead of a few seconds to get your fleet from point A to point B
Update 4: SHEESH I thought I was done updating this... guess now Okay I found this little treat for you guys... though it only looks like some drawings a guy did but it might help you guys in the modeling department if you don't already know about it here's the link for you guys
http://www.wolfsshipyard.mystarship.com/drawings.html
I hope it helps some... though most of them are side drawings... don't even know if that will help
also... the Troligan Class cruiser is suppose to take 90 fleet supply, but there might be a mistake... if you look at queded ships... it says it takes 350 fleet supply... I'm gonna check out each of the capitals now that I haven't listed so far to see if the fleet supply they take is the same from what is said... after the ship IS built though I will notify in the thread if it takes the regular supply it is SUPPOSE to take or if IT is taking the supply of what the queded supply says
Here is my current EA ship and ability chart for those intrested. The main point was so I could understand the early dates better and what ships did what so I knew what to branch what tech from what:
Age of Expansion (2200-2230)
Hermes (available, (Missile cruiser) (transport))
Olympus (available (laser and missile cruiser) (can carry fighters) (very popular up until after ea minbar war))
Tiger 2205 (Fighter available though hanger tech)
Avenger (after hanger tech)
Oracle (available, Scout Cruiser)
Explorer (available)
Orestes (available predates hyperspace tech, holds fighters moves slowly, lot of armor and weapons)
Sagittarius 2225 (available, Missile cruiser)
Nova 2229(Abilities such as landing troops and lots of fighters this is the ship for a siege, Ground Attack Gunship)
Tethys (available, light Frigate)
-Dilgar War(2231-2232)
Hyperion 2231?
-EA Minbari War(2245-2257)
Aurora 2244
Badger sometime after
Poseidon 2247 (Lots of fighters, provides CnC operations) Omega 2255(Can carry 18,000 ground troops(less ground power than the nova))
-
Thunderbolt 2259 Warlock Destroyer 2261
Myrmidon 2264 Marathon 2266 Victory 2266
Apollo 2267 Chronos 2268 Delphi 2268
Firebolt 2268
@ ZEROibis
Looks very promising, though I would require a first Beam tech research for Tethy and Orestes (So that one actuall has a reason to use the Artemis, other than Hull capacity. Artemis is missing in your chart BTW)
@ EternalRequiem
Thanks for testing, and the link is very good. As for the Lenght of the Jumppoint ability, it should last 90 seconds total IIRC. But it is always wise to have the ships at the edge of the gravwell before activating!
Indeed it is wise to have ships at the edge of the grav well... though sometimes it isn't required as I found out I had ships use that ability and jump from within the middle of a grav well. Though it's better to be safe then sorry. I found this out after I had to do an emergency jump for my fleet to a colony under pirate attack. They proceeded to jump from within the middle of the gravity well and jump to the chosen planet under attack. It does concern me that the EA have upgrades for hull and shields and what not and the Minbari don't. That puts the Minbari currently at a disadvantage when you play them. Which also might I point out the Minbari ships use more fleet supply then the EA... but I can understand that very well considering how advanced the Minbari are with technology. Also one thing I noticed... the Victory class Destroyer for the EA... that is in concurance with the Excalabur being loaned to the EA after the plague starts correct? Cause normally the Victory class is designed to be the ISA fleet and not the EA... which makes me wonder... will there be White Stars? in the mod or not... though I know this is jumping WAAAAY ahead of the curve in the mod
about the jump point... it says it lasts 60 seconds in the game, but of course I believe you in what you say of it being 90 seconds and not 60... I do hope that it is fixed... lol it is quite confusing to see those tiny errors or otherwise things that haven't been changed yet and are still in the working out the bumps stage
Will look into the time (60 vs 90)
As for the Victory class Destroyer - you have to give EA something to compare against the other races. And Victory Class was after all built by Earthforce (with help and tech from Minbari and Vorlon remains)
Yes, you can jump from a bit within the gravwell using the Jumppoint ability.
EA Research tree is not yet finalised (not even begun to be implemented) so balancing is an issue at the moment.
Yeah... I'm gonna test the time frame of the skill and see how long it lasts itself... the effect at least. I'll check it in many forms... I'll probably test it in stages to make sure it's working correctly by using it at certain time intervals like 10 seconds after skill is active, 15,20,30,40,50 seconds and such. As I stated before I noticed a speed drop in the skill after a certain amount of time after it's use... it was before even a minute after it was activated passed... though I'll have to test it again to make sure and if possible I'll try to reproduce it and see if I can confirm it
deleted
Modeling reference ships for the Minbari, thanks Fileosoft(Thoumsin) for collecting these from numerous sources.
Also as for the shield idea, I was wondering if it could be made so that only beam based weapons are able to virtually negate shields. For example beam weapons should not be stopable by a EA defence grid.
Somewhere on the web there is a technical description of the interceptor technology (and the webshield technology) that explains how it is useful against beam weapons. Basically a small field on the outer hull disperses the single beam onto a greater area and therefore negates much of it's effect. Dunno where it was though, could be efni.org.
Oops I did not even notice the Artemis was missing, I just looked at the Artemis vs Tethys becasue the Orestes is very very slow so it will should not be used except for defence at the start anywyas.
Tethysis weaker than Artemis and aparently the Artemis cost as much to build as a Hypernion they both have the same hull strength but all the rail guns on the Artemis should give it higher shields. With rail guns and the particle beams the Artemis is a Heavy Frigate that looks good for stoping fighters and attacking light carriers. The Tethysis on the other hand is just a Cutter that uses pule canons and is probibly best suited for hunting down light frigates with speed and manuravability when used in packs as they are also very inexpensive to make.
Also logically I am not sugesting that we make the Artemis actually cost as much as a cap ship in game as logically real costs will be determined by balancing needs.
I can see this with the webshield but the interseptors that i know fire shots at incomming fire and cause it to explode in advance.
Found it "Earth Force is the only race to employ dedicated Interceptors. Highly advanced tracking systems and rapid rate of fire allow these defenses to deflect almost all incoming fire. While the initial efficiency rating is almost 100%, continuous use degrades its effectiveness. An additional component of the Interceptor is the generation of an energy web which, in connection with other Interceptor installations, surrounds the ship in a protective shell. Should the captain decide, Interceptors can also be placed in an offensive mode. When in this mode, Interceptors are dedicated fighter and shuttle defenders. Interceptors excel at damaging small-scale craft at close range since they travel much slower than weapons fire."
So beams can be stoped by not as easily as other types of attacks. It also looks like we will need to figure out of the narn/cintari have any shild type tech or just thick hulls. We know the minbari have jamers and the Vorlon and shadow organic tech can repel energy weapons like a real shield.
Don't know for the Shadow but the Vorlon hull don't repel energy weapons... the hull can repair itself but take the full attack effect on the hull when shoot the first time... After, hull adapt and damage is reduced...
Backing up this mighty armor are powerful shields consisting of interwoven energy fields and layers of gravitational distortion. These shields are capable of absorbing nearly any attack, be it pure energy or kinetic in nature. The only way to overload the shields is by pouring a massive amount of energy into them in a short time.
Never forget, Vorlon are a old race, not a new one...
Cool this means that the best way to do shields for the shadows and vorlons will be one that recharges very vast (like virtually instantly) forcing only attacks that completly overpower the shields to do dammage.
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