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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
So is the latest version 0.41 posted in the OP?
Yes, the latest publicly available version is 0.41
Progress on 0.42 here:
http://b5-sotyr.origo.ethz.ch/blog
Thanks, if you ever need play testers let me know. I don't know much about modding but could help with feedback on balance and gameplay.
@Kenshirou
We always need playtesters, but we need ones that have good analytic thinking and can make well written error reports. Balancing will take place over time.
I can write error reports well, so if you're interested and need testers I'm game for it.
:EDIT:
Also when I go to enable the mod sins just hangs and nothing happens, you getting a lot of reports about that?
No, I've heard about that one for the first time. When enabling the mod, it usually takes a while. Does pressing Enter help? (Try to keep the key down until something changes)
Are you using Diplomacy 1.011?
As for official testers, if you register on origo and pm me your username I can give you access to our nightly builds for testing. You can post the bug reports in the origo forums then. But please take this as a serious job if you like to do it. It's not meant to be used just to gain access to the latest version.
I'm using Entrenchment 1.051
Well, as the title says, this is as of 4.x a diplomacy mod. Entrenchment is no longer supported. You need to upgrade I'm afraid.
I don't know if it is intentional or not. My EA cap ships don't regenerate antimatter, so their fighter squadrons never replenish. That is under the assumption that fighter construction costs antimatter, I'm not even sure if it does. I've just noticed that when antimatter is at zero fighters are no longer built.
Hi, just saying that the mod is awsome, love the work already even hough ive only played Earth Alliance so far.
@SPQRLegionnaireAlmost no ship regenerates antimatter which in turn means no endless producing of fighters while just sitting in the enemies gravwell. You need to use Hermes frigates or antimatter recharge stations to replenish your AM. The refuel mechanic is currently worked on, so that will change a little with the next version.
@Alpha_HammerI will probably use a installer sometime like ThrakaAndy's mod installer. in the meantime, put the folder "b5-sotyr"
using winxpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011using vista/windows 7C:\Users\'username'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011
For more info checkhttps://forums.sinsofasolarempire.com/300202/page/2/#replies
on installing mods
Alright, cool. I prefer it this way, I just wasn't sure if it was intentional, or if that was what was actually going on with my fighters.
I have a few suggestions/ some feedback.
1.The Omega Destroyers should be larger or the Hyperion Cruisers should be smaller. Right now the Omega is smaller than the Hyperion. Below is a screen cap size comparison.
2. Maybe make some of the cap ships for EA need to be researched to build. As it stands there is no reason to ever build some of the "older ships". The Nova, Hyperion, and Explorer could be available right away. Then group the others for research. For example one research unlock the Poseidon and Omega. And one research would unlock the Warlock and Marathon.
I had a few more I thought of while playing but cannot remember right now. I will list them if I remember.
1.) Is already done for 0.42
2.) Will be done when the research trees are made. Research will be like a timeline going forward.
Thanks for the testing and suggestions.
I played a bit of the Shadows and Vorlons this afternoon. Here are some points I found.
1. Neither have the colonize ability. This directly affects their ability to increase mineral/crystal income, and credits. Also, unless it is possible to increase the logistic allowance for these two races, their research is handicapped as well. This will prevent them from having large fleets. At least large fleets of capital ships, which let's face it: everyone wants to see the caps .
2. I like the large cost of their capitals, and the build time. It makes them feel very epic, like the show portrays. However, once they finally do get built, they die much faster than I would expect a ship of that magnitude would. This is crippling for both races seeing as they can really only have one to two capital ships out at a time.
Sidenote for these two races: Vorlon heavy cruiser dies to Shadow heavy Crab, I guess I feel like it should be fairly equal, but this is probably balancing that needs to be worked out.
3. Along the line of number 2, both appear to die to easily to lesser races frigates. This is probably balancing as well.
4. All cap ships that I've played have a talent for "Open Jump Point" Which once chosen, is not available. I haven't really played around much with your jump point features yet but if they all have the ability to open jump points, it seems a bit silly to have it be a talent that is inaccessible, over say talents that bolster the ships power/defense/neat ability.
5. More with Shadow/Vorlon, none of the capital ships I played on them are allowed to train higher levels, that might be intended? Again I was looking to mitigate the dying factor coupled with the small fleets. I should really just mass produce the frigates as that appears to be what does the most for your fleet.
Ok there is probably more I've found, I'll add more as I find it. Also I'll probably register on that link you gave me.
OK bye!
6. I've had it happen once where I was in the process of building the Vorlon heavy cruiser, and during the time it takes to build, someone came in a destroyed the factory in a few hits. Probably more balancing. It feels like the two Elder races should have greater resistance to death than currently available.
7. Similar to my problem with the Narn Regime, neither elder race starts with the "quick start" feature like some of the other races, eg I have no construction frigates, factories or mineral nodes.
just a note there... Shadow and Vorlons are not complete, and it's possible they will be the last races to be complete in the mod. But this is just what I'm thinking, I have no idea what the mod teams objective is right now regarding those two races.
Well, the mod have "...younger races..." in his name... Vorlon and Shadow are bonus... like any ancient ship who can be added at a later stage...
Very possible that at ship level, ancient races ( 7 races ) will be finish before the younger races ( there is already 15 races in the league of the non-aligned world )....
Balance is something who will be made when a minimum 2 full races are done... but work is far to be done... same a bunch of models need to be finished for Earth...
@ThoumsinThanks. And glad you are still around!
@EternalRequiemYep, thats the case
@Xak021.) Gameplay mechanics for Shadows and Vorlons are not in there yet, so the colonizing feature of them is missing at the moment.
2.) Balancing will take place later (especially concerning Vorlons and Shadows, but Vorlon Heavy Cruiser should actually beat a Battlecrab I think. We will look into that when we do the balancing)
3.) Same as 2
4.) The Open Jumppoint ability needs no experience but research (though Vorlons and shadows should have it from the start). Look at the EA for how it will be done (EA defensive research tree). I can't prohibit clicking it as an experience upgrade though, but it wont do anything
5.) Will look into this when there is time
6.) The modules need to be made and adjusted accordingly of course
7.) Will be adjusted in 0.42 but still needs testing
I'm aware, as well as aware that most of it will be worked out when things are complete, and balancing commences. Those are just who I happened to play yesterday. I will focus on more of the finished younger races.
TobiWahn,
Since last we last exchanged pleasantries my employer had me pack up the family and moved to Hawaii. My efforts on the tech tree are not nil but the timeframe to complete a usable product will be considerably longer than I had at first envisioned. I'll let you know when I have something worth reviewing.
Darvroth
@DarvothIf you can get yourself an account on danmangames forums or on origo, you could make some brainstorming with Rodney HotRod Jenkins on the tech trees. He's helping us out now and is also very B5 literate
Thanks
TobiWhan,
Already have one, and can do. Thanks.
@Darvroth
I pm'd you!!
I was wondering, I expect the EA will get a custom starbase model before others since EA starbases are the most prominent of the series, when that happens will the Centauri get the TEC starbase? I was just watching the first episode of the series since I cant sleep, and the Centauri starbase above that agricultural planet that gets attacked looks of a reasonably similar design to the TEC base.
also a suggestion, I've modified my own build to only use the ship models that your team has created rather than any of the vanilla stuff, would be awesome if this was done to an extent as a standard, such as with the figher craft, having starfuries alongside vanilla fighers looks a little odd, you could perhaps give the pirates their own figher craft using TEC fighters since they look generic. Its ofc not a perfect solution since ships with vastly different weaponary look the same, but its certainly more immersive.
Also, is it me or is the omega incredibly sluggish, if there are a number of space stations etc in a gravity well they seem to get stuck alot.
Anyway, loving the mod as usual, can't wait for the new additions.
There are many great features available to you once you register, including:
Sign in or Create Account