TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

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), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If 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

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

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:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "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

 

14,152,943 views 5,473 replies
Reply #3951 Top

TobiWahn,

Possible mitigation to the vagueness of the black cube ship models. Would it be easy to replace the black cubes with a cube of a different color for each faction still requiring cubes, that way at least a player could tell which cubes were from his race? It would not help if there were two or more of the same race but otherwise would address some concerns from the forum.

Thoughts?

Reply #3952 Top

Quoting Darvroth, reply 3951
TobiWahn,

Possible mitigation to the vagueness of the black cube ship models. Would it be easy to replace the black cubes with a cube of a different color for each faction still requiring cubes, that way at least a player could tell which cubes were from his race? It would not help if there were two or more of the same race but otherwise would address some concerns from the forum.

Thoughts?

 

Just link the color to the player color you choose at the beginning of the game?

Reply #3953 Top

Quoting Darvroth, reply 3938
When there is consensus the proposal is complete TobiWahn can do his magic.

I will do my best!

Quoting NewHorizons, reply 3939
BTW: any ideas what the tier-3 'Labour for Honour' tech on the Religious cast tree does?

Improves the "Labour for Honour" Ability, used by the Repair Platform ability of the Minbari

Quoting Lavo_2, reply 3940
After some more thinking, I believe that this method can be tweaked, instead of Ship A casting buff Repair B, it fires off a buff which is ApplyBuffToLastSpawnerNoFilterNoRange (for Trinity, in Rebellion this can work for sure with ApplyBuffToFirstSpawnerNoFilterNoRange) which in turn casts Repair B which would make the ability function in it's originally intended function.

Sounds reasonable. I might try this, it should work as expected. Thanks!

Quoting boshimi336, reply 3944
Well, as always I would challenge the notion of whether or not each race needs to be split into two factions. In some cases (for example: Narn or Centauri) might not have enough content or material available to truly make splitting them into two factions worthwhile from a game standpoint. On top of this, not every faction (or sub-faction) necessarily needs a Titan though this point I feel is much more contested.

Good point. I too think that EA and Minbari are the ones who benefit most from having different factions. I wouldn't rule them out for the other races though if someone has a good idea. Vorlons and Shadows do not need them though, it just doesn't fit I think.

As for the Titans, every race gets one. It's just more fun that way (at least for me it is)

Quoting SG23, reply 3948
Is there already a rebellion release that I've missed?

Only internal builds at the moment.

Quoting Darvroth, reply 3951
Lavo_2 Thanks. I never would have figured that path out on my own...

I had to search for quite a while too, but in Sins you can click a button to show the current mod path :grin:

 

Quoting Darvroth, reply 3951
TobiWahn,

Possible mitigation to the vagueness of the black cube ship models. Would it be easy to replace the black cubes with a cube of a different color for each faction still requiring cubes, that way at least a player could tell which cubes were from his race? It would not help if there were two or more of the same race but otherwise would address some concerns from the forum.

Thoughts?

I will have a supplement texture in the next commit which uses the TeamColor to specify the owner. Good idea!

Quoting boshimi336, reply 3952
Just link the color to the player color you choose at the beginning of the game?

Exactly.

 

 

Sorry to have been absent again. I have fallen ill again (the third time in 3 month that I've had the cold, with fever and all) and so kept myself away from the PC.

I will now try to get the proposed tech changes done for EA and then Minbari so we can move forward with a Rebellion compatible build. As a addition to the mod I've been working today to get some sort of manual/documentation out of my database. It lacks many ability entries that are not yet in the DB but will provide an overview of all the researches, Fighters, Frigates, Capitalships and Titans. The rest is to follow in time.

SOTYR manual

Reply #3954 Top

TobiWahn,

I keep getting encryption errors between 11-24 % of download with the SOTYR manual.

Hope you feel better soon.

Reply #3955 Top

Quoting TobiWahn_Kenobi, reply 3953
I will now try to get the proposed tech changes done for EA and then Minbari so we can move forward with a Rebellion compatible build.

Keep in mind the Rebellion mechanic has not been implemented for SOTYR yet and I don't know when Rodney will upload his solution so there are still SoaSE placeholders. Looking forward to the revised tech trees and the implementation of the civil war pathing.

Reply #3956 Top

Quoting Darvroth, reply 3956
I keep getting encryption errors between 11-24 % of download with the SOTYR manual.

Hmmm, please try again. I can download it without a problm. What do you mean with "encryption error" btw? Does the file download but the fonts do not display? Or does it stop downloading halfway? What browser are you using?

Quoting Darvroth, reply 3955
Hope you feel better soon.

Thanks!

Reply #3957 Top

Successful using Chrome. I could see where it would be a nice reference once fully populated and updated.

Reply #3958 Top

TobiWahn,

It would be useful knowing the damage type as well as average damage for each weapon, and the arcs. A light pulse gun and a composite beam are not equal even though the light pulse may have a higher average damage.

Reply #3959 Top

Darvroth, that's defined in Gameplay.constants

Reply #3960 Top

Quoting Lavo_2, reply 3959
Darvroth, that's defined in Gameplay.constants

I know but it is not in the SOTYR Manual TobiWahn just published in draft.

 

Reply #3961 Top

I can add the damage types i think, the Arcs probably to since it is all in the DB. The damage values are the same as in the game itself, which calculates it by using the sum of all banks divided by the preBuffCooldownTime.

The damage per bank could also be included, but I want to keep it as simple as possible while still being useful.

Reply #3962 Top

And why are is my Avatar now so fat? Why change the working system which adhered image proportions and ruin it?

Reply #3963 Top

They're probably trying to tag along with the google methodology of "keep changing it and making it worse as often as possible", likely because interns get paid by the line.

 

Reply #3964 Top

Something different every day ... I can no longer edit posts ... interesting. :-P

Reply #3965 Top

This layout was tried before. It didn't last. No idea why it's back for another run.

Reply #3966 Top

Quick edit, the beam on the Minbari fighters is too wide. Also, duration of Minbari Kenet 6 beam is too long and could be reduced by half adjusting cooldown to keep current firing sequence interval.

Reply #3967 Top

Quoting Darvroth, reply 3966
Quick edit, the beam on the Minbari fighters is too wide. Also, duration of Minbari Kenet 6 beam is too long and could be reduced by half adjusting cooldown to keep current firing sequence interval.

Yep, I fully agree.

 

On the development side I have to say I've worked on my Mod Database this weekend, so it is now easy to see the techtree links inside the db and adjust the tech layout more easily. I'm evaluating adding a distribute/sync function so I can give out a copy to Darvroth for adjusting and testing changes and submitting them back to me. That way I could review the changes and incorporate them much faster while Darvroth could make changes to the subjects and tech trees and abilities much faster and more comfortable. That needs a good concept though (which I've worked out mostly) and some development time (the syncing from an offline copy takes some time to develop).

Darvroth - what say you? Would you even want to work in the ModDB environment? I do fully understand if you say you'd rather work the old way. On the other hand we could progress much faster because the changes you propose/make need not be done by me again, I'd just review them and adjust where necessary/appropriate/wanted(by me).

 

Hope you all had a nice weekend! :digichet:

Reply #3968 Top

Quoting TobiWahn_Kenobi, reply 3967
Darvroth - what say you? Would you even want to work in the ModDB environment?

I'd be willing and agree it would speed things up...but I would require some guidance and specific installation and set up till I became familiar with how to do things. I'm old and set in my ways but still willing to learn new tricks.

Reply #3969 Top

Quoting TobiWahn_Kenobi, reply 3967
Hope you all had a nice weekend!

Happy and sad, fulfilling. Now back to the cruel world...

Reply #3970 Top

Quoting Darvroth, reply 3969
Happy and sad, fulfilling. Now back to the cruel world...

Such is life :grin:

Quoting Darvroth, reply 3968
I'd be willing and agree it would speed things up...but I would require some guidance and specific installation and set up till I became familiar with how to do things. I'm old and set in my ways but still willing to learn new tricks.

That's no problem, but the best would be to familiarise yourself with Filemaker (downloading the user manual for example. http://www.filemaker.com/support/product/docs/fmp/fmp11_users_guide.pdf )

Also you can download the last released version of the moddb and just browse through it (though the current version has much more functionality)

And I will always provide you with help if needed.

Reply #3971 Top

Quoting TobiWahn_Kenobi, reply 3970
Also you can download the last released version of the moddb and just browse through it (though the current version has much more functionality)

I've dabbled since last year but couldn't seem to import the complete database which limited the utility. Give me a few weeks and I'll be able to devote more attention to the task. That way you'll have time to wrap up the latest round of DB improvements before I attempt to set up, learn and then commence file swapping.

Reply #3972 Top

Sorry for my absence - my laptop died x_x . Good news I've just got a new machine - just downloading Rebellion onto it now ... so I should be back in action shortly.

While without anything to run Sins on I've been watching Babylon 5 again and Darvroth's

Quoting Darvroth, reply 3966
...  duration of Minbari Kenet 6 beam is too long ...

comment also applies to the Minbari ships - there's several scenes in the series where they fire a salvo of 2, 3 or 4 short duration shots, mainly against fighters but also against EA frigates & cruisers (eg the Drala Fi ambushing Sheridan's fleet from In The Beginning)

Maybe leave the primary weapons firing the long duration beam (scary anti-Shadow beam), but change the lighter weapons to fire salvos.

 

 

Reply #3973 Top

Quoting NewHorizons, reply 3972
Sorry for my absence

Glad to have you back!

Reply #3974 Top

Quoting NewHorizons, reply 3972
but change the lighter weapons to fire salvos.

Lightest Minbari weapon is medium...(there is an exception). I see where you are driving and wonder if you mean multiple short duration beam pulses per firing cycle per target or if you mean multiple targets per cycle. Both are achievible but the second is way overpowered. Using 2-4 pulses would also help to distinguish the ships by era. Thoughts?

Reply #3975 Top

Quoting Darvroth, reply 3973
Glad to have you back!
Cheers! :grin:

Quoting Darvroth, reply 3974
...if you mean multiple short duration beam pulses per firing cycle per target or if you mean multiple targets per cycle.

The former - each individual firing cycle should still only affect one target, basically just break up the continuous beam into a series of pulses. I agree that we don't want to increase the weapon's effectiveness.

Quoting Darvroth, reply 3974
Using 2-4 pulses would also help to distinguish the ships by era. Thoughts?
Maybe, problem is that we never saw any of the older ships (eg Tinashi) open fire, but I suppose you could argue that later techs improved efficiency, cooling & heat tolerance to increase the duty cycle to a point where a weapon could fire continuously.