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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Bounty?
tobi, I think you are being to mild on spamers and virus/trojan writers, I think that they AND all their FAMILY should be incinerated(yes that is burnt to total destruction), and could even extend it to their friends as well.
harpo
That might be a bit harsh, as their friends and family members might not even know about. But you are right, shooting is to humanitarian. How about listening to austrian volksmusik for 20 hours a day, for a few years, while getting served traditional british food?
Thats sound resonably horrific (at least to me)
But my favorite is the old american indian style, roll them into wet leather and hang them in the sun to dry!
then again there is the african bushmans trick of burying then in the sand up to their neck standing up in the sun.
the reason for the family and friends being added to the punishment is that their genes will be removed from the gene pool, and most people would try to protect their family and friends from harm(i admit that there are psycholicaly deranged people that would stilltry to do those acts), but as there is a suspision that genetics/upbringing does have an effect in creating such problems the removal od the possible cause is worth it.
and I am still FUMING about the shear workload of the removal of such software on my customers computers( i average at least 4-5 calls a week from this cause alone.
All,
In an attempt to get us back on track....I will preface by saying only TobiWahn may speak authoritatively on completion rates or what will make it into an update but the EA, Centari and to a lesser extent Minbari and Narn tech trees are largely fleshed out though a lot of coding and balancing remain. These younger races will progress in a fairly typical fashion what is more conjecture at this point are the two possibly playable First Ones, the Vorlon and Shadows.
TobiWahn has stated in the past that their mechanics and victory conditions will be different but should include cultural influence as one possible approach. Since the First Ones already start out in a very powerful condition and have significantly fewer ship designs and standard tech progression, building relavant technologies, pacing, balance and progression are proving quite the challenge.
With the premise that cultural influence should feature as a central path to one (of several) First One victory paths; I'd like to solicit ideas from the wider audience. This especially applies to the many well informed lurkers out there. If you have an idea on an individual tech or better yet a game mechanic other than traditional territorial conquest that could form the basis of either a Vorlon or a Shadow tech path or means of victory please post it. The small tech cell currently laboring will liberally cherry pick the best ideas and see if we can advance the First Ones into more playable races.
With luck a few of you will cross over from observer to active participant in this mod.
Darvroth
Very well said, well said indeed! So please adhere his bidding and rush to our rescue
As far as the pirate functions in Sins are concerned, have you thought about setting up different fleet sets for the 'level' of the pirates so that at different levels either the Shadows or the Vorlon are the pirate raiders? (obviously in fairly small setups of x number of ships.) If this is not an option perhaps there are a few other alternatives from different races. What is the ultimate plan for the pirates?
Well, i cannot reply for Tobi but i know that he wish to remain the more canon that it is possible... and for people who know B5 series, there is already a raider faction... they have a fighter, raider carrier ( i think, already done by someone ), battlewagon and a starbase ( old EA starbase who was abandoned, called Freedom )...
They have more ship, mainly stolen/captured ship like the rare Belt Alliance heavy Cruiser, or a few old hyperion, or a dreadnought who is a heavily modified Narn T'los, or a battlecruiser who is from the Markab ( wiped out by plague ), or ...
Shadows and Vorlon have no place as being pirates raiders, not their style...
http://www.agentsofgaming.com/ob5rp.htm
Sounds good then! I just wanted to ask and see what the general feeling towards it was. I have seen all five seasons in their entirety, just picked up all the movies and the Crusade series so ... that is next on my agenda.
Well, if you wish, take a look at http://planetside.firenebula.com/greatmachine/ and you will find 19 old magazine issue related to various sci-fi ( Robotech, Babylon 5, Star Trek, etc ... )
If wished, i can upload one by one the 23 issue from Babcom ( internet site is long time dead )...
Once your are done with crusade, i can e-mail you ( if you wish ) some of the missing material, like the season finale script "The End of the Line" by J. Michael Straczynski who was never filmed...
I would love that! I'll keep it in mind for when I get caught up. Thanks Thoumsin!
@ Boshimi336
About your "all the movies", do it include the "The legend of the rangers" from 2002...
By the way, these is a not well know direct to DVD series from 2007 called "The lost Tales"... first DVD called "The lost Tales : voices in the Dark" with 2 episodes was released in 2007 ( have miss it )... HD version was released exclusively on the Xbox Live Movie... a second DVD was planned in 2008 but the author guild strike have kill it...
http://www.youtube.com/watch?v=jr-EiUSUnhw&NR=1
http://www.youtube.com/watch?v=v1emoP8Xh1k
From http://features.cgsociety.org/story_custom.php?story_id=3971
Straczynski... “We created the show initially, then the fans created their version, then we had to go to the fans to make the show again.” Full circle...
Who know, maybe some day, the work from Tobi will be used for a new B5 series/film...
I have the Lost Tales collection which has three movies on it as well as the rangers movie (which I have read some reviews on ... I will watch it anyways). Everything I have is DVD version.
The silence is deafening....
Silence is golden, golden,...
We are hard at work, I just have so much extra work to do at the moment and was kept back by illness the last 2 weeks, that I didn't have anything groundbraking to report.
Work on the database is going forward, player.entity export support is almost finished which will provide us with testable research for EA, Centauri, Narn and soon Minbari (Rodney is working like a machine!)
When this is finished I need to implement Planetmodule support and Starbase support and after that adapt the ship entity files.Besides I'm going to finish the handmade Vorchan UV so that we can redo the texture for AO and light effects
Then I need to create entity files for Thoumsins (non-)canon Vorlons and import the models, render the AO and light effects and bring them ingame using XSI.
So much more to do...
Small update: Player and research support is in the database, so we are soon able to test the researchtrees. DB support for planetmodules and starbases is to follow, from there on it's focused on content again.
Hope you are not too disappointed by the delays, we are still working (but real life takes it's enormous toll at the moment)
TobiWahn
TobiWahn,
Many thanks. Rodney and I have been mulling over the Old Ones and may have hit on a partial solution. The Vorlon should play as a normal player with the following caviets:
1) As an AI it should turtle, until a late game diplomacy tech changes that tendency.
2) For either an AI or human the Vorlon should have a range tether to a planet and/or a starbase (perhaps with a module) to slow growth and keep the fleet near home.
3) Additionally, the colonizer ship should be very, very expensive in time, cost and materials and should be consumed by the act of colonizing. Techs may reduce this cost but it should still act as a drag on expansion.
4) Population growth should be very slow.
There may need to be additional constraints but I think that will make the race playable and restrained at the same time so as not to overwhelm the younger races. That said the Vorlon sphere of control will be very challenging to dislodge but doable with coalition actions.
BT
We still haven't cracked the nut on the Shadow but are still giving it thought.
Unfortunately, the Vorlons and Shadows were way more powerful than everyone else. In the "Shadow Dancing" episode the younger races lost 2 ships to every Shadow ship. And the Vorlons are even more powerful than the Shadows. The only way the shadows had parity to the Vorlons was through sheer numbers. Probably the only way to balance the two races is to either make them way more expensive or (even better) would be to greatly increase their ship construction times. The increased construction times would make more sense for the Babylon 5 universe since both races had living ships that were "grown" rather than built.
^ this is something I think has a lot of Merit. The Shadows and Vorlon would indeed have longer build times, the Vorlons much more so. One way to limit expansion is to have high tax costs with low population growth along with expensive and long build time vessels. The shadows should be along this line albeit a certain factor less. One way to possible help balance the shadows is think of an ability mechanic that would either affect weapons or movement etc. I know for some game-play considerations they did have to get their hands on telepaths or 'specialized' pilots for their technology to work properly. It wouldn't do well to have a Shadow vessel suddenly go 'rogue'.
im new at sins modding but i would love to help you guys on this project babylon 5 was the best and greatest show and i enjied it so much the show its story,characters and philosphy represented alot about how our lives are today
@jinakanishiThanks, what would be your objects of interest concerning helping in modding?
@allFor those of you who are into modding and like to do a little testing on a Sins Modding Editor, heres a linkhttps://forums.sinsofasolarempire.com/408652
Peter1x9,
There is a desire by the modders to have the Vorlon and Shadow both be playable races and you are right to point out their ships are much more powerful than any of the young ones. So the question is one of balance. It has already been discussed that the Vorlon and Shadow will have a different tech sequence and possibly victory conditions, their ships will be much more expensive in time, cost, and resources and additional constraints will be needed to keep them from running rampant, especially in the early game before the young races have access to much tech. Balance hasn't really been addressed yet, content is more important at the moment. But for the Vorlon and the Shadow balance is the problem. I offered a possible solution among many for the Vorlon's; the Shadow are still an opened ended question. As I asked the forum last month any ideas are welcome. Standing by for comments.
Hi all,
I have to offer a few solutions.
Vorlons
1. - Make the Vorlons only attack when attacked. At 0.01 damage, an ability makes a new version appear with fleet beacon, having auto-attack turned on. The Vorlon homeworld keeps building them but they all have auto-attack turned off till attacked. Needs two sets of ships and an ability for each of them. AbilityVorlonHeavyCruiser for instance, makes a meaner version appear. This would take a slot on the nice version, but not on the "kill’em all" version. If, for instance, a Vorlon fleet showed up, I’d hope you could move fast enough to disable your auto-attack, planet modules also. If not, you’re dead!
Shadows
1. - The Shadows can attack and then ShimmerJump after a set amount of time, back to their homeworld. We could figure out a way to put this on the Homeworld and have it activate at two minute intervals to keep them in check. They will move one planet at a time, then jump back and forth, but gain one planet each time as their jump engine will let them go anywhere they’ve already been. A player could disarm the ability in order to actually play, or we could have it on each ship (would take another slot though). AI would be forced to build forces, then take their time before reaching your planets.
These are possible scenarios, I have many others. On our wiki page at http://b5-sotyr.origo.ethz.ch/wiki/vorlon_and_shadow_mechanics. This is my first ever post! Thanks.
Welcome on our forum my friend!
Not sure 'bout the Vorlons, the Shadows seem doable but I've got no idea how many buffs we can run independently before the system is unplayable. We'll see though. If it would work that would make a fine AI modification
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