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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Please be sure to use the latest build to minimize duplicated effort and thanks.
https://bitbucket.org/TobiWahn_Kenobi/sotyr/overview
Download 41db07b
The mod leader TobiWahn will need to confirm access level and he won't be available till Thursday.
Edit: A warning though, it is an internal build and still has a few lingering stability problems, though we haven't had a reported crash in several weeks.
TobiWahn,
I rewrote the Titan tech pathways and the AI was ignorant of the change. It continues to blaze the shortest tech path for "the" tech that unlocks the titan ship. Given my numerous other attempts to influence AI behavior I see no alternative but to tweak the existing tech paths. The EA and Centauri are in the best shape but could use a couple tweaks. When in possession of the next DB I'll make that a priority.
Wow, big thanks for your kind words!
Problem is, on the free plan from Bitbucket, we can only add 5 users to a repository. And we are already full. So here is a sneak peak for all to enjoy
https://mega.co.nz/#!1UgCWSpI!ncyhi8hTc-dcMXbJezJduW9dKX-hCQnk5krr5U-o-RI
it is the latest build
OK. I've sent you another link now, hope that one works (it does for me at least)
I'll clarify, the AI (every race) takes the quickest research path unlock the titan ship. The AI is ignorant of perquisites to actually build the titan, the game designers apparently did not conceive or care enough to account for this in AI behavior. This leads to many problems for AI players but doesn't hinder human players. SotYR titan unlike SoaSE are very late game accomplishments epitomizing the height of technological fusion. I see two options and would appreciate feedback:
1 - Re-write the tech path for each race to force the AI to research certain techs on its quest to obtain the titan. This will significantly increase the length of the tech path and will increase the cookie cutter aspect as the AI will research the same techs in the same order every game. This will also remove human player choice to some extent.
2 - Move the titan unlock to a more mid-tier level to satisfy the AI requirement and specifically label those additional techs that will satisfy the build requirements for the titan. I don't yet know if the AI treats the titan factory as a priority or it is assumed it is just another planetary structure. I can adjust as this is determined.
i've played the first sessions now and the build seems stable until now. The only thing worth mentioning: Sometimes the fighters (In the special case I encountered this problem now about 2 times it were earth-alliance Tiger Starfurys) tend to fly off into space, not staying in the gravity well of a planet and leading everyship following them into nowhere.
It seems to be happening when the mothership of a squadron got destroyed.
I know this is a problem in some mods, but I don't remember seeing it in this mod before so often.
Sadly yes, it has bedeviled us for about two years now. I've taken several steps to mitigate and we were discussing additional measures just last week. We'll see if the next several builds can reduce or eliminate the problem.
Okay, last one for today: When played in window mode on a max resolution of 1366x768 the research screen seems to be cut-off: http://www.mediafire.com/convkey/b9cf/rye6mgla8bz6hijfg.jpg?size_id=8This seems to be only the case when this mod is installed. Other mods or the vanilla game don't have a problem like this. A friend of mine found out when playing the sneakpeak1. I don't know if it has been fixed already, but it seems a bit odd, because I personally never had this problem. But we are pretty sure there is nothing messed up in the settings, so I just wanted to let you know. Maybe it is something that can be fixed.
You're the first to report this specific problem. If you could provide resolution settings it might help, others on the team may need additional data to either replicate or make a recommendation to mitigate.
There are two flavors of jumpgate, a planetmodule and a starbase. The AI will make and use the planet module but I have never seen it use the starbase variety. To be honest I've not played that much with the jumpgates or the capital ship jump engine aside from making sure the ability works. Lightning raids were a part of B5 warfare which is way most races have two tiers of orbital guns and it is good the AI makes heavy use of mines.
Use of ship equipped jump engines come with a hefty AM fee, while the jumpgates are free to use (from an AM perspective) they also only jump to allied jumpgates. If you have found this not to be the case please list instances in detail and I'll look at the code and see if that is expected or not.
The pact allows a faction to use a different races jumpgate network. There are different combinations of Jumpgate network access, if you were allied there is tech in the EA tech path that will allow allied use of jump gates. The gate pact allows use of a different races jump gates without being formally allied, say merely at the level of non-aggression. If you and and the other EA human player were not allied and still able to use each other's jumpgate network that would be new and I'll have to look into it. Can you confirm if you were allied or not?
Question, were you playing a network or internet MP game? There is a sync error in the network MP we have been unable to isolate.
1. Some units still have vanilla phase-line effects (hermes transport for example) but I guess you already know that. 2. The Narn Rothan-Destroyer has some problems when attacking enemy ships. It just runs foward right into them. This just looks really really weird, not like something that should be that way. 3. The Narn G'Quan class capital ship tends to "glide" sideways or even backwards when used in bigger formations of 5 or more ships. When attacking the planet, the ships sometims don't line up properly and seem to collide with their hitboxes which causes them to move around very weird. 4. Also, the lasereffects of the G'Quan class are still not perfect. When the ship fires at a structure and the structure gets destroyed, the ship often continues to fire into nothing until the attack is done. Nothing important for gameplay, just for the looks. Finally, the game crashed before the glorious narn could destroy the enemy capital. It was a regular minidump, the game froze. I have the dmp data here, in case you can need it: http://www.mediafire.com/download/e4nksiesefdyw32/Sins-Rebellion+v1.82-2014-08-30-15-39-31-5456-4492.dmp I hope something of this stuff is helpful! still, it was incredibly fun to see the narn again. I love them. I just have one more question/suggestion: Do you plan to have fighter units aviable to build alone, without carrier? In the series they used their fighters often alone to attack enemy outposts (just thing about ragesh 3, some squadrons were able to take out a lot of civil structures). It would be really fun to use some frazi class fighters to raid the enemy.
SOTYR manual link is broken.
I used to be a board games designer (Fusilier Games) and would be glad to offer help with the manual. The IT stuff is a bit beyond me, I've only just begun to teach myself C++.
1. Some units still have vanilla phase-line effects (hermes transport for example) but I guess you already know that.
- Yes very little attention has been paid to visual effects. It has been more important to get the mechanics as close as we can and the ship models built.
2. The Narn Rothan-Destroyer has some problems when attacking enemy ships. It just runs foward right into them. This just looks really really weird, not like something that should be that way.
- The model is a place holder and is larger than the intended model, I also adjusted weapon 3 to match the albeit short range of weapon 1 in the forward arc to reduce this. Should see in the next build.
3. The Narn G'Quan class capital ship tends to "glide" sideways or even backwards when used in bigger formations of 5 or more ships. When attacking the planet, the ships sometims don't line up properly and seem to collide with their hitboxes which causes them to move around very weird.
- Various ships and planet modules have this problem, some of it relates to the particulars of the model "edge" interactions and AI route path calculations. The engine also has problems with large close formations, if you set formation to loose you won't see this as frequently, but there may be a tactical cost to doing so.
4. Also, the lasereffects of the G'Quan class are still not perfect. When the ship fires at a structure and the structure gets destroyed, the ship often continues to fire into nothing until the attack is done. Nothing important for gameplay, just for the looks.
- Current beam duration is 3 seconds which closely matches the show visuals. That the rest of the mostly vanilla Sins explosions don't correspond.... We haven't had the chance to do more than list these timing interactions as in need of work. Play enough and you'll find ability visuals, esp. missiles that are out of synch with explosions. If missile A and missile B use the same graphics and missile B has an 8k greater range than missile A, things get out of sync. The limits of the Iron engine drive many a modder nearly mad but we do as well as we have time and the knowledge capacity to do. Thanks for the input.
Finally, the game crashed before the glorious narn could destroy the enemy capital. It was a regular minidump, the game froze. I have the dmp data here, in case you can need it: http://www.mediafire.com/download/e4nksiesefdyw32/Sins-Rebellion+v1.82-2014-08-30-15-39-31-5456-4492.dmp
- I don't have the skills to deconstruct but I'll ask if someone else can. If you could state the factions and how far along on the tech tree the game had progressed that would help.
I hope something of this stuff is helpful! still, it was incredibly fun to see the narn again. I love them. I just have one more question/suggestion: Do you plan to have fighter units aviable to build alone, without carrier? In the series they used their fighters often alone to attack enemy outposts (just thing about ragesh 3, some squadrons were able to take out a lot of civil structures). It would be really fun to use some frazi class fighters to raid the enemy.
- Our pleasure, this has been a labor going on five years and we are still in the Alpha build...but from a functioning mod baring the 70 odd missing models it is close to beta.
it was a random small map (22planets) I played as narn vs an earth-alliance Hard AI. The AI and I had both about half of the planets. My research tree was far enough progressed to research the narn titan (the dreadnought) and the patrolship after it. I only had the higher techs nescessary for that and most of the lower tech stuff in all trees. By the exact moment when the game crashed, the bombardment of an enemy colony was finished.
So late game, the proverbial needle in a haystack. If you could run an EA vs EA and a Narn vs Narn... if only one race causes the crash that would help quite a bit.
Gah, the Narn tech tree has so many problems induced by earlier reform efforts.
There are many great features available to you once you register, including:
Sign in or Create Account