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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
new link should work now. The "manual" is exported from our database. If you want to make a really nice Manual you are welcome to do so. It will be an awful lot of work though
Thanks for your testing efforts.
I've been digging into overall balancing between the races and there are some huge disparities. Some should be there but others strike me as unintentional. When done the races will not be balance for many reasons but they will be more balanced than they are now.
Also, if a planet is unlocked and I assign a populationcap bonus or penalty from that point then I have effectively customized the planet types for that race which has been a discussion point for a while AND I can do this without having to make or modify the existing planets which would otherwise be a lot of new work. Short of a eureka moment but nice all the same.
TobiWahn,
Digging through the research trees there are some significant differences. Some I've already adjusted and others I will but have yet to in the name of overall balance. The biggest and most egregious is ShipMaxslots as illustrated below:
Narn Centauri EA Minbari Shadow Vorlon
1978 2028 2338 2078 2090 2280
This means the EA can field a fleet some 360 logistic points larger than the Narn which explains in part why the Narn are so much harder to play. I propose to adjust the ShipMaxSlots from all sources to the same number giving each race the same maximum potential fleet size.
There is also a delta in the IncomePercLost which is reflective of the overall drain of the fleet on the race's economy. This is potentially very unbalancing but there are lots of other variables to consider so I'll table this till I can do more comparison.
I'm also stripping out the various unlock redundancies of which most races had several.
The various planet research is still required and I'll add initial PlanetPopulationCapAdjustment bonus or penalies to make some planets more or less valuable to each race. All races will be able to colonize each planet type though some may be later in the tech tree.
We had another, very enjoyable multiplayer session against minbari. narn and EA vs minbari. This time, we has no minidump, but a runtime error (R2025 if anyone knows what that means) "pure virtual function call" We are not entirly sure, no reasearch was made by that exact point. the narn research was on its way to get the supportive research in the military tree, the EA research was just about to start the carrier cruiser one. I also played a session narn vs narn against the AI. the AI seems not to build any missile frigades or destroyer. It was odd to see it using every other ship type but not THEM. Otherwise, nothing happened, no crash or something like that. maybe the next one will be more useful.
As long as you are having fun. The runtime error is the one we haven't been able to islolate. I normally see it when exiting a game, which I can in the short term live with. Runtime errors mid-game are a different issue and will require some effort to track down.
Thank you for the kind words. Improvements come is spurts but progress never stops.
It's working now.
My offer still applies.
downloading current manual. sorry for double posting.
mea culpa
Many thanks for the words and to Darvroth for making it that fun to play (and to all the others helping him of course!)
How would you go about making that manual? You are invited to do it (I'd love to have a nice manual), but what do you need to do it?
Thanks
Tobias
Thanks. Agree, though ShipMaxSlots is only part of the formula, since it entirely depends on the buildSlots of the ships of each race.
P.S.: I've received my new Cinema4D R16 discs. Diving into the new functions...
NP. Build slots are only a capital ship function and there are good reasons which we have already discussed for the current limitations. I was thinking more to frigates. This esp helpful on the larger maps. As to the other variables on ship toughness I've built a paper spreadsheet and am making some tweaks but the races will have strengths and weaknesses relative to each other. I'm also only looking at the total bonus/penalty assuming all techs are researched, there are times along each races tech path were they are advantaged or disadvantaged. EA civil war for instance applies some significant penalties to the EA, all are resolved eventually but the research path to do so is up to the player depending on their area of focus.
If you accept the task, it will be a challenge to outline how uneven the tech path is. Some techs offer almost trivial adjustments, others are huge. The civil war techs in particular are have very negative impacts.
I've had some nice matches on smaller maps, mostly against the same faction. No crashes so far and no obvious bugs to report (only usual cosmetic stuff like unfitting textboxes or effects). The only thing possibly notable was my own experience when playing the narn. I can imagine, this stuff is one of the less finished work, but at the moment the narn capital classes seem mostly a bit "useless" compared to different classes in for example the earth alliance. I just get the feeling that the research for these ships is just an "addition" to other useful stuff, but not really nescessary itself. Most of the times I play, it is enough to just rely on the first capital ship class and simply wait for the g'quan to come instead of using the the two or three classes in between in the meantime. If the paths in the tech tree would be less "parallel" and more bottom-up, maybe with some more specialization in the classes, the narn gameplay would become more complex and with that- more interesting. Also, just as a question: are vorlon ships meant to use shields? Maybe I completly miss something in the lore, but as far as I know their ships are mostly described using organic armor wich is more regenerative.
The Narn haven't had any TLC since the tech trees were built 2-3 years ago. I'm in the midst of a major overhaul of the tech tree for most races with a focus on course balance. The Narn in particular were deficient in several ways which was making them harder to play than intended. Here is a brief rundown of strengths and weaknesses of the Narn capital ships:
Rothan - short range weapons fwd and aft arcs only - capital colony ship
Rongoth - Short range, all round weapon coverage, excellent at thinning fighters and good against light frigates and corvettes - will not fare well against most other capital ships and heavy frigates.
T'Loth - Good bombing, good short range all round weapon coverage. On review I need to increase the forward arc hitting power.
G'Quan - Long range beam, good forward, L & R short range weapon coverage, decent bombing, energy mine (not available till level 3).
G'Vrahn - Good Fwd & Aft beam, weak bombing, excellent all round weapon coverage (2x L & R), excellent anti-fighter coverage, best fleet brawler.
Bin'Tak - Good Fwd beam, weak aft beam, short range good all round weapon coverage, best bombing. (I need to improve this ship)
The Vorlon have and use shields. There is ample evidence of this from the show, they also have bio-armor and self heal quickly. Concentrate fire and kill them one at a time, wounding a Vorlon ship ensures you'll see it at or near full strength next engagement.
EDIT: just looked at the downloads.
So how would I go about downloading the 1.82 version of this to play/test?
Last publicly available build: https://mega.co.nz/#!1UgCWSpI!ncyhi8hTc-dcMXbJezJduW9dKX-hCQnk5krr5U-o-RI
There are lots of internal updates between public releases to increase stability, balance and add new content.
Appreciate the comment. We tried hard to make each race feel different and use different tactics to win. Minbari for example have long range lethal beams but comparatively fewer ships among other weakness' (if you can find them). The Narn use a mix of short range and long range weapons (this disadvantages the AI which tends to stop once any weapon comes in range). The Centauri use weapons of middle length and tend to favor forward weapon arcs, they also use fewer fighters but have many frigates in the 4-6 logistic point range. Centauri ships are either a bit ponderous (with very heavy weapons) or agile with correspondingly lighter weapons. Adjusting the mix of a Centauri flee is a constant challenge. EA are the most overall balanced and have the largest selection of ship types. Shadow and Vorlon ships tend to have only a single beam or pulse weapon but have awesome hitting power that frequently auto-pops frigates.
play with the parameter "m_weaponIndexForRange" to adjust which weapon(range) is responsible for the distance a ship keeps when attacking. If you want the Narn to get closer, do not use weapon 0 (mostly the weapon with then longest range), but one of the shorter range weapons.
e.g. the VarNic could use m_weaponIndexForRange 1, because Weapon 1 has a shorter range than Weapon 0 but is still highly effective against most ships. Weapon 2 on the other hand while having an even shorter range is just an anti fighter weapon, so there is no advantage using m_weaponIndexForRange 2.
I'll look at this but it is a significant effort if applied to every ship. I'll work it after the titan issue is addressed.
So when will this be Rebellion ready and playable? I've looked forward to this mod forever...
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