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

 

14,173,838 views 5,473 replies
Reply #2951 Top

Quoting trekky_rudd, reply 2950
I'm just messing around with how the weapons are set up on various ships, one thing I definately recommend is setting the duration of beam weapons to only 3 seconds, this is long enough for a nice effect but doesn't have the problems of the 6 seconds - where the beam is still firing on destroyed ships that are no longer there, or ships that are warping away. I know in the series you saw alot of longer lived beams sawing through ships, but it does look better with shorter times, also helps when engaging a fast moving ship, since more often with 6 seconds the beam will go through teh ship that is firing it, which doesn't look right.



Also alot of ships with say, plasma weapons are using PointStaggerDelays of 0, I've increased it to 0.7 on my setup and it looks alot more natural than the 'broadside' kind of setup that was there before, produces a more constant barrage.

Good find. That are small details but should be included. I just need to find some time working on the mod again! Live is so busy (work) atm.

Quoting -Norbert-, reply 2949
Also we only know for sure that the sensors the EA used before it was upgraded in GROPOS can't penetrate the Minbari stealth technology. It was never mentioned how well the other races, or even the upgraded sensors work against the stealth.

Well, as the trugati approached B5 they were surprised to be able to target it at all, so at least till that time EA had no way of targetting Minbari ships.

Quoting -Norbert-, reply 2949
I'm also not sure wether the Victory should even be available to the EA. It was after all build by and for the ISA and the Excalibur was only borrowed to the EA to find a cure for the Drakh plague, but it was still ISA property.

Well, I am. 'nuff said

 

Reply #2952 Top

TobiWahn,

Thanks, that helped, if not a complete response... My only other concern relates to AI behavior. Request all ship designs indicate what AI role they are assigned either in the name or description. Scouts for example have predicitve AI behavior as does planetary bombardment, carrier, cruiser and frigate, etc. This will help identify why a ship is doing what it is doing and help with bug hunting.

Darvroth

Reply #2953 Top

Quoting Darvroth, reply 2952
Scouts for example have predicitve AI behavior as does planetary bombardment, carrier, cruiser and frigate, etc. This will help identify why a ship is doing what it is doing and help with bug hunting.

Darvroth

Perhaps i can compile a shiprole list but its easy to do yourself, just take a look at the entity files under

frigateRoleType

They need to be worked on/balanced as well.

Reply #2954 Top

TobiWahn,

Target count per bank seems a formidable way of buffing any ship particularly when the fleets are larger. I've noticed all the ships I've looked at are 1 per bank. Is this intentional or simply a by product of grinding through so many files to release V 0.43? I'm finding opening 4 or 8 entity files at once is a great way to do side by side comparisons for balance within a race and between the races. At some point I may need to figure out how to write a ship ability. Now if I could find some uninterrupted time....

Darvroth

Reply #2955 Top

Quoting Darvroth, reply 2954
TobiWahn,

Target count per bank seems a formidable way of buffing any ship particularly when the fleets are larger. I've noticed all the ships I've looked at are 1 per bank. Is this intentional or simply a by product of grinding through so many files to release V 0.43? I'm finding opening 4 or 8 entity files at once is a great way to do side by side comparisons for balance within a race and between the races. At some point I may need to figure out how to write a ship ability. Now if I could find some uninterrupted time....

Darvroth

Giving a ship more than one TargetCountPerBank severely changes the power of that ship. And it does not look good (as in Babylon 5 like) for Beam weaponry. And as we can only change that value per bank, not per weapon, I mostly not use it as it looks wrong in most occasions.

If you get into writing abilities, be sure to heavily test them before submitting them to the mod. I had many abilities included in a prior version but one of them (and I still don't know which one) caused a minidump minutes to hours into the game. So I want to avoid that.

Reply #2956 Top

TobiWahn,

I was aiming to apply it to the various (mostly older) ships using pulse, plasma and ion turrets. Prior to the increases in targeting and precision as seen in the Minbari, Vorlon and Shadow beam weapons there was a spray and pray mentality. Hence Narn, EA and to a lesser extent Centari used a volume of fire to hit what they could not automatically target. There are lots of canon examples of EA and Centari ships engaging multiple ships on the same facing.

Balance is a different problem. It is arguable that older ships use more but less powerful turrets to be effective. So my proposal is ships that have a canon example or can be extrapolated based on turret count. Increasing TargetCountPerBank to 2 is reasonable for some ships and within canon. Those ships may need to have their weapon damage reduced for the effected bank which will reduce the value of the ship in a skirmish but will tend to increase its value in a fleet engagement.

I'll be making additional .entity suggestions seperately in PM.

Darvroth

Reply #2957 Top

Davroth,

I understand the intentions, but for beams it just looks odd and not B5 like. And I want to recreate the feeling of the show. For ships that have only projectile weapons it will be possible (or when u just adjust the banks that have no beams) but this must be done very carefully. I'm looking forward to your test results!

Reply #2958 Top

TobiWahn,

TargetCountPerBank applies to all weapons on that facing. That is so frustrating! Nova already has count 2 for left and right bank. I'm still tinkering but the limits with mixed beam ships is annoying at best.

Darvroth

+1 Loading…
Reply #2959 Top

Quoting Darvroth, reply 2958
TargetCountPerBank applies to all weapons on that facing. That is so frustrating! Nova already has count 2 for left and right bank. I'm still tinkering but the limits with mixed beam ships is annoying at best.

Yes, it's freaking awful! Sorry for the lack of updates lately. I won't be available the next 5 days but then I will do more on the mod again, I promise. I have Vorlons and Shadows running internally, but I need to restructure their research a bit.

And thanks for all the input Davroth!

Reply #2960 Top

TobiWahn,

http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1219036p1.html

Highlights:

The artifact world might make a good proxy for Zah'ha'dum,

Titan as mobile homeworld...

Rebel faction making good with the pirates... Opens up a whole new level of diplomatic mayhem,

Summon Dark Fleet, sounds like a Shadow or Drahk raid to me...

Multiple star bases in a gravity well from one faction,

Capturing planets!!!!!!!!

Fleshed out boarding pods which can either capture ships or blow them up,

"a Rebel player can even stash valuable ships smack in the middle of the Pirate base for safekeeping." Sounds like they may have solved the Shadow planetary implant feature we seek.

It is going to be a long time till the B5 vision is complete unless there is a lot of help in the wings. Balancing is also going to be a pain. I'm reminded of a relay marathon.

Darvroth

Reply #2961 Top

Thanks for the link! Good news mostly. But Artifac World is a game mode and I'm not sure one can specify which world it will be. If it is possible that would be awesome. Zah'dum or the great machine, which will it be?

Mobile Homeworld might be the key to making the Drakh work.

Capturing planets, how long have we waited for that :')

Boarding pods - lets see if they are better than what we can do already!

P.S.: Will take a look at the contents of your email this weekend, thanks again.

Reply #2962 Top

Quoting Darvroth, reply 2960
Titan as mobile homeworld...

let see...

First, start with Epsilon III as homeworld... build the B5 station as a no mobile titan ( sure that entity files can be edited in the same waty that actual files ) with homeworld capability...

Result will be Earth alliance and the rebel faction called Interstellar alliance...

For ship, some earth ship, plenty of ship from the former league of non aligned worlds... each non aligned worlds have not a lot of ship type, range from 1 to only a few but there is over 12 non aligned worlds ( one have become extint during the serie due to a plague )...

Quoting Darvroth, reply 2960
Capturing planets!!!!!!!!

More interesting is that rebellion allow to destroy planet too... welcome to the fully functional Vorlon planet killer and the shadow/drakh death cloud...

Well, there is plenty of thing who look very exciting in Rebellion... will be best to wait beta/release before have too much hope...

And if all the promise change are in rebellion, it will be a real nightware for tobi to upgrade the mod... somebody will need to invent the day with 36 hours for him :p

Reply #2963 Top

Quoting Thoumsin, reply 2962
And if all the promise change are in rebellion, it will be a real nightware for tobi to upgrade the mod... somebody will need to invent the day with 36 hours for him

Might be a nightmare for some files, but most of the entity files are all in my database editor. Should be just some new fields ^_^ and a bit of rearranging  :| as well as adding support for titans  :( and corvettes o_O   and then overhauling all the other files X| ...

Damn, that will amount to an awful lot of work! :waaaa:

 

But destroying planets will be mightily cool!

Reply #2964 Top

Quoting TobiWahn_Kenobi, reply 2963
Might be a nightmare for some files, but most of the entity files are all in my database editor.

Well, imagine that with the new shader, they  make something similar to sins 1.1... switch again the cl alpha with a da channel... hope that you have the texture in tga for all models, ... or a psd/xsf with a layer for color, a layer for team, a layer for light, a layer for bloom, a layer for...

Hope that they use the geometry instancing who have become available with shader 3.0 ( http://msdn.microsoft.com/en-us/library/bb173349(VS.85).aspx ) ... can greatly improve the performance, specialy with a game like sins where you can have hundred of identical fighter onscreen... more, it can use multiple texture for make each model look a little different ( remember my various starfury skin http://babylon5ins.blogspot.com/2009/09/fileosofts-b5-starfuries.html )... well, it is maybe to much ask for now...

Quoting TobiWahn_Kenobi, reply 2963
But destroying planets will be mightily cool!

Well, the exact words are :

the hyper-aggressive Loyalists can no longer sit still and wait for the still-unnamed threat that chased them into TEC space to catch up with them, so they're focused on mobility. They can upgrade their capital ships to produce money, supply, and research, and their Titan can function as a mobile capital world (and also summon Dark Fleet ships). Once they have that, they have no more need for planets, so they can strip them of every shred of resources and leave behind nothing but a dead, uninhabitable asteroid. They're the only faction that's able to keep on fighting with no colonized planets at all.

Will be your job to find the section of new code who allow to transform a planet in a dead uninhabitable asteroid and include it to the planet killer or/and the death cloud...

Lucky that you have not yet work greatly on the mod balance because all the news think can only break a mod balance...

There is the titan and the corvette but don't forget the new capitalship, the troop transport... The nova class can become these new capitalship type for the earth alliance, remember the episode called Gropos and the EAS Schwarzkopf from the father of doctor Franklin... i bet that in Rebellion, it will be the capitalship who allow boarding party...

 

Reply #2965 Top

TobiWahn,

Digging further through the ship entity files I've noticed there are inconsistencies between some of them. I haven't looked heavily enough yet to deterime if it is due to roll type or some other issue. Once I figure out if it is beneign or not I'll address specifics.

I have noticed however that capital ships uniformly lack:

formationRank

ExperiencePointsForDestroying

maxMitigation (guessing at this point this is shield mitigation but would need to compare to unaltered SoaSE entity files to be sure)

There are likely others but it is growing late and my eyes are bluring.

I have some data base questions I'll PM later.

Darvroth

Reply #2966 Top

TobiWahn,

I've been beating my head on the best way (without actually having access to the DB) to sort out the complicated arrangement of shield vs armor vs armor type vs weapon type vs damge rating vs cool down vs shield mitigation vs you get the idea. Here are several links that may or may not help fill in blanks in your already extensive knowledge:

https://forums.sinsofasolarempire.com/177335/page/2/#replies

It seems each point of armor effectively adds 5% to the ship hull (mechanics are fuzzy), though I don't know yet if there are weapon selection modifiers to that general observation. Armor type is more important than armor points. Weapon type (not weapon ie laser, pulsegun) is applied against armor type to apply a multiplier ranging from 2 to 0.1. The information is dated but I haven't yet found anything more comprehensive yet. Also, not at all sure the to hit is correct based on previous discussions.

https://www.sinsofasolarempire.wikia.com/wiki/Shield_Mitigation

Ooooooo... very helpful. So depending on how tweeked in the entity files single large hits with slow PreBuffCooldownTime on the same target are better than lower damage with quicker PreBuffCooldownTime... I'll send my considered thoughts in PM.

https://forums.sinsofasolarempire.com/305565

More difinitive data on combat mechanics although a bit aged WRT the current SoaSE Trinity standard.

A lot to consider.

Darvroth

 

Reply #2967 Top

Quoting Darvroth, reply 2965
ExperiencePointsForDestroying

This is defined in Gameplay.constants for capital ships, and not their entity files.

Reply #2968 Top

Lavo_2,

Thanks. I suspected some such. Is the XP fixed or a variable dependent on several inputs, ship level being the most obvious?

I spent most of yesterday trying to figure out the combat variables. There are many and the relationships are not always obvious. What I can say conclusively is shield mitigation has the biggest impact on damage dealt and received.

Darvroth

Reply #2969 Top

Quoting Darvroth, reply 2968
Thanks. I suspected some such. Is the XP fixed or a variable dependent on several inputs, ship level being the most obvious?

Variable based on ship level. Unfortunately, it's the same value for all capital ships.

Another thing that you might be interested in are these values, present in the race Player files under the shieldData section:

shieldAbsorbGrowthPerDamage - How much shield mitigation increases per damage
shieldAbsorbDecayRate - Assuming it's how fast shield mitigation decays by; not entirely sure what this is.
shieldAbsorbBaseMin - The basic shield mitigation values for all ships. This overrides the "maxMitigation" value set in a ship's entity file; ex. if this value is set to 15% and the ship's maxMitigation is set to 0, the ship will have 15% shield mitigation regardless.

Reply #2970 Top

All,

After a bit of research the SotYR mod is seeking to ascertain the accuracy of our combat variable calculations for initial set up and later balancing. Please comment if our model is wrong or is missing a non-trivial variable.

D = ((Dt *  d) * (1-SM)) * (1/(1+A*.05)) 
 
Dt = damage type 0.25 - 2.0 range vs an armor type
d = the listed interger weapon damage for that weapon on that facing
SM - shield mitigation minMitigation - max-Mitigation and will need both for final calculation provided first hit isn't fatal
A = the armor value (not armor type)
 
There is a complication, focus fire. I could not find a definitive answer if it is set TRUE. I will assume Focus fire simply directs all weapons on that facing to the same target and has no other impact. I do not know the formula the devs use for calculating damge, ours may be an approximation. Note armor = zero negates the math while in practice armor = zero is an acceptable value.
 
Example:
A level 1 EA Omega has just closed a non-upgraded Centauri Centurian. The Omega has Three weapons: beam 1 (composite), beam 2 (antilight) and pulsegun 3 (antiheavy) on the front facing. Assuming the Omega will delay firing till all three weapons are at range the first hit damage calculation is this:
Weapon 1 beam: ((1.25 * 1080) * (1-0.15)) * (1/( 1+5*0.05)) = (1350 * 0.85) * 0.8 =  1147.5 * 0.8
Note: Here is where it gets hard! Centaurian only has 350 shield points and armor only applies to damage to the hull so corrected the equation becomes:
(1147.5 - 350) * 0.8 = 797.5 * 0.8 = 638 applied to the hull by weapon 1 beam.
 
Weapon 2 beam: ((0.25 * 80) * 0.85) * 0.8 = (20 * 0.85) * 0.8 = 17 * 0.8 = 13.6 damage applied to hull
Note shields are already down and maxMitigation is already at 0.15 so damge is applied straight to hull after armor mitigation
 
Weapon 3 pulsegun: ((0.5 * 240)  * 0.85) * 0.8 = (120 * 0.85) * 0.8 = 102 * 0.8 = 81.6 damage applied to hull
 
So, after the Omega fired all three weapons the Centurian has its shields dropped and has sustainted (638 + 13.6 + 81.6) or 733.2 damage to its hull. I will note the damage type chart I'm using is dated and may not reflect the latest information and I don't yet know where to look. Also, note the armor type VeryHeavy mitigated the Omega's Weapon 3 as it is optimized against Heavy armor. A second set of calculations for maxMitigation is not required as they appear (in this instance) to be the same value.
 
Darvroth
Reply #2971 Top

Lavo_2,

Thanks. Yes I knew of all those variables and what they do, just not where they were located or if they were constant or a modable variable.

minMitigation is the minimium first hit shield mitigation it increases to the maxMitigation value according to shieldAbsorbGrowthPerDamage is held at its highest attained value for 10 sec if no further damage is received returns to the minMitigation value according to the rate set by shieldAbsorbDecayRate. Capital ships have another value to increase mitigation above maxMitigation that is tied to the capital ship level.

Darvroth

Reply #2972 Top

TobiWahn,

Another issue I've been looking at is experience for destroying a ship. Since the capital ships are set and based on the ship experience level I'd suggest we use that as the upper end. Some frigates being perhaps more than lower level capital ships on an as needed basis. What concerns me most however are fighter experience values. As found in 0.43 they are very inflated. Since fighters are far more common in SotYR than in SoaSE this is important so capital ships don't gain experience overly quickly.

I'm going to presume the capital ship experience level thresholds are also found in the race Player files or at worst are a game constant. This allows for some control of progression but those thresholds need to be balanced against the experience for destroying ships. Fighters die in droves hence my concern.

Darvroth

Reply #2973 Top

Quoting Darvroth, reply 2972
This allows for some control of progression but those thresholds need to be balanced against the experience for destroying ships. Fighters die in droves hence my concern.

Absolutely agree! Haven't come round to it though. Will need to be done for everything to work.

Reply #2974 Top

Quoting Darvroth, reply 2970
There is a complication, focus fire. I could not find a definitive answer if it is set TRUE. I will assume Focus fire simply directs all weapons on that facing to the same target and has no other impact.

When focus fire is set to TRUE, that weapon fires upon one ship and one ship only, regardless of how many targets per bank it has. Or in other words, you are correct in your assumption.

Reply #2975 Top

TobiWahn,

I have several abilities ready to test and have modified the ship entity files, but I still need to figure out how to add a correctly mapped button to activate the ability. Assistance would be appreciated.

Darvroth