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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Always great to have an extra pair of hands to help move us closer to the completion line ... thanks for your offer!
Thanks for the ideas. I will however keep tight control over the initial values and types of ships available. So for now I plan Shadows on only having the following ship types:
Shadow FighterShadow ScoutShadow Stalker (Scout Variant)BattleCrab YoungBattleCrab Ancient
And also I plan to have some affiliate envoy ship (a Mr. Morten transport.)The Shadow Death Cloud
Ships that might be added (but are not planned for now):
Shadow CarrierShadow Helix
I don't want shadows to be given a broad variety of ships, they should be more focused on using abilities to gain influence.I will take a look what Diplomacy brings to the table to see how we can use that for them, but I intend to let culture be a very big part ofthe way shadows play.
Hmm now i have the problem that the game crashes when appling the changes after activating the mod in entrenchment.
Only reboot does help after that. Are there any more restrictions i should be aware of ? ^^
Don't have the AI on random ... don't have the AI as Shadow .. = mini dump
Edit: PreAlpha 0.35 is for
Just simply out of curriorsity, why didn't you guys set the shadows as not being selectable?
For fighter need 3-4 types of explosions [because 2 standart types too primitive].
And need remake missile mesh [standart missiles too big and have only one type]
For "Warlock" i try make new missiles ["blue phoenix" - side missiles box]
We know about White & Bluestars, but we add this ship in very far future - now our team working about EA and Narn ships. About LONAW {League of non-aligned worlds} - in future too [or not[e digicons]:karma:[/e] ].Whitestar nice ship but very difficult for modelling [in polycount limit, of course].
I have only been useing the tabletop game as resourses, what are u useing? We are probaply talking same ships just difrent names.
ShipsShadow (medium)FighterShadow ScoutShadow Destroyer (scout variant / anti fighter), Stalker?Shadow Cruiser, young? Has Vortex Disruptor.Shadow Carrier, has usualy telepath pilot for handling mental stress from so meny fighters. In size/mass just about 10% bigger than cruiser.Shadow Drednought, ancient? Powerful ship needs a powerful pilot, like P10+? as they are sed to be rare among the younger rases. Wields 2 molecular slicers and Vortex Disruptor. In size/mass 50% bigger than Cruiser.
Energy Cloud/shadow cloud. Energy damping field and planetary core missiles.Regeneration Outpost. Used to repair and re-energize ships and rest for pilots. Cannot Half-phase or move on its own needs dregnought and special docking manuver to do so.
AbilitysHalf-Phasing, is state between normal and hyperspace. In game stast -30% acelerate / max speed, needs some engine power to maintain. gives a 40/20% ballistic/all miss chance, only coded the all for 40% (looking how to add damage or weapon types to that). 50% harder for u to hit and cant use vortex disruptor( also looking how to disable just 1 ability)
Fighter Bomb, in thinking prosess. Like work as Temporary fighter squad, or insta lounch for your docked squads to designated point in sertain range.
Vortex Disruptor, pretty much star bases ablity to do damage whan enemy ships leave gravwell but to just 1 jumppoint and haveing range.
Energy Damping Field, slows non shadow ships and drops non shadow ROF and enables been targetted by Planetary Core Missiles.
Planetary Core Missiles, can target all but fighter squads. slow ROF but should be able to 1 shot almost anything should be made to prioritize smaller ship first and work up to capitals and lastly planet? to represent the posibility of ships jumping front of the missiles.
well theres what i have had in mind, also building some kind of research tree.
Fist, I'm using mongoose A Call To Arms as a reference, since it is easier to work with than B5Wars, because it has less complexity thus fitting sins better.
Second, I'm not fully understanding everything you mentioned (might be my english, might be yours ) but the most important thing is to not make the shadows the Uber-Race that plays like a piece of cake.
I'm looking forward how you're doing at implementing the stuff you set out to do.
Another ability I certainly want to have for Shadows, but do not know which way I'll implement it is the ability to seed a planet with shadow ships.
U know meny ways to balance things like costs, build / research times, + shadows way of getting resourses is a bit question atm. Do they work like a pirate player? takeing missions from npc/players, Diplomacy expansion would help there alot. steal money or a innate ability to get resourses from every ship killed like vasari have for capitalships?
In b5 wars shadow ships has very little hull, like 20% of Omegas. Instead they relay on the energy diffuser tendrils that works like SINS shileds (without dam migitation) absorbin grat number of damage and healing that fast. In numbers perspective 150 hull and 300 shield that heals 30 per round.
and beeing vulnerable to telepathic atacks drops theyr speed, cant use weapons, abilitys, hangars and stops shield healing. literaly sitting ducks.
maby put them as planet abilitys? so only shadow player can go pick up a ship from there useing some ability?
Or u mean like landing a ship to planet (even populated)makeing a foothole for shadows?
How about using a Shadow vessel, lands on a planet, consumes the vessel, it becomes a planet based shipyard, that makes ships continuously, using the resources on the planet so none goes into the shadow players bank, the ships it continously spawns take no resources to build, but have a lot higher build time, like for example, 15-20 mins for a battlecrab, nothing else can be done with the planet, except to guard it and wait for it to spawn the ships, 5 or 6 plaents is like 5 or 6 ships every 15-20 mins.
Capturable extractors can fuel the metal/crystal requirements for new ships to be transformed into shipyard bases and credits come from some unknown source i havent thought about yet
Not the idea I had in mind, but could be considered one way or the other.
As most of us understand only english and their mothertongue (I think few of them understand german) lets keep this discussion in english.
And please call me by my Nickname.
I do think that shados will be able to take colonies, but I've not yet decided how to allow them to do it. Their role should e to mostly pull the strings behind the scene ithout haveing a huge empire, but when the time comes for all out war, they can help their allies and themselves using the shadow death cloud to eradicate whole empires from the map.
For Drahk and Shadow may add weapon [as ability - nanotechnological virus]. When player use this weapon against enemy planet, planet slowly lost population - for "zero". But we may add in research tree "cure" against this virus.
Probably we may add special "medical" ship with "Cure" ability.
Nice Idea.
This ability more simply then i think. Now i use this ability in battle - worked.
When i use "poison" ability - planet start loss population, when i use "cure" - population now grow [with loss as early].
Need only fix few parameters. How many times need for totally dead all planet [terran type -280", and i calculate grow] ?
10-20-30 minutes ?
Interesting direction my mind - nuke mine for EA, energy mine for Narn, viruses for Shadow and Drahk. Need only Centauri mass-driver for full collection
P.S: main particularity - planets loss population, but not damage for her. This weapon mainly as "economical" weapon - player loss population on planets - and credits. "Medical" ship must have very high cost.
I like this idea. Also -100% to trade income since the planet would have to be quarentined
Great work on those abilities! Adds a lot to each race to make them more unique and more B5!
Yes, congrats! That really sounds nice. Though one question, can we prohibit the medical ship from becoming a population booster when it is used on a planet with no virus on it? Or is one of the finishing conditions of the virus fullfilled when the medical ship uses its ability
When medical ship use ability, virus totally disappear [i must change few "bugs"]. Virus must killl slightly more population then he grow [but is the small problem]. Sorry, hard say about another detail - after finish work i upload "beta" version this ability.
P.S: virus maked, but cure not yet
Sharlin Tex early WIP - ingame screenshot
Model by Fileosoft
New model "Warlock" V2.0 Have 10.700 tri {i know, more then 10k limit } Gun turret and other weapon eat 30-35 % limit on tri.
nice
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