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

 

14,181,168 views 5,473 replies
Reply #3176 Top

OK, I've had a bit of play around and I think I'm getting a grasp of the entity files.

What stumped me at first is that B5SotYR appears to be using the PlanetBonus*.entity files from Sins itself - I'd assumed all entities were self contained in the b5-sotyr directory.

After grabbing the decompiled reference files I can now see how things are implemented.

So an initial stab at the Brivari Distillery planet bonus would be to add the line

entityName "PlanetBonusBrivariDistillery.entity"
to b5-sotyr/entity.manifest and increment the entityNameCount value.

Then drop the file PlanetBonusBrivariDistillery.entity into the b5-sotyr/GameInfo directory, contents of which look something like

TXT
entityType "PlanetBonus"
minUpgradeLevelNeeded 0
maxUpgradeLevelNeeded 1
nameStringID "IDS_PLANETBONUS_BRIVARIDISTILLERY_NAME"
descStringID "IDS_PLANETBONUS_BRIVARIDISTILLERY_DESC"
floatBonus:AdditiveCultureSpreadPerc 0.000000
floatBonus:AdditivePopulation 0.000000
floatBonus:AdditivePlanetHealth 0.000000
floatBonus:AdditiveSlotsCivilian 0.000000
floatBonus:AdditiveSlotsTactical 0.000000
floatBonus:AdditiveTaxIncome 0.000000
floatBonus:AdditiveTradeIncomePerc 0.200000
floatBonus:MetalIncomePerc 0.000000
floatBonus:CrystalIncomePerc 0.000000
floatBonus:GravityWellRadiusPerc 0.000000
floatBonus:ModuleBuildCostPerc 0.000000
floatBonus:ModuleBuildRatePerc -0.350000
floatBonus:PlanetUpgradeBuildCostPerc 0.000000
floatBonus:PlanetUpgradeBuildRatePerc 0.000000
floatBonus:PopulationGrowthPerc 0.000000
intBonus:ModuleConstructors 0
intBonus:SpacePonies 0
hudIcon "HUDICON_PLANETBONUS_PENALCOLONY"
smallHudIcon "HUDICON_PLANETBONUS_PENALCOLONY"
infoCardIcon "HUDICON_PLANETBONUS_PENALCOLONY"

Next apply the bonus to the planet type(s) by adding

bonus "PlanetBonusBrivariDistillery"
to the appropriate Planet*.entity file, in this case b5-sotyr/PlanetTerran.entity and then increment the possibleRandomPlanetBonusesCount value.

Finally add

StringInfo
      ID "IDS_PLANETBONUS_BRIVARIDISTILLERY_NAME"
      Value "Brivari Distillery"
StringInfo
      ID "IDS_PLANETBONUS_BRIVARIDISTILLERY_DESC"
      Value "A distillery that uses traditional techniques for producing some of the finest Brivari in the quadrant"
to b5-sotyr/String/English.str and increment the NumStrings value by two.

 

 

Reply #3177 Top

TobiWahn,

Down loaded and installed. Looks nice but I'll have to spend some time playing with it. I have a series of out of town visitors this summer that will consume much of my available bandwidth os my contribution will slow for a while but who knows Eureka moments are still possible.

NewHorizons,

I responded to your Centauri diplomacy post @bitbucket and it might be feasible if a bit convoluted.

Darvroth

Reply #3178 Top

NewHorizons

Sounds very good. Will have a look at it tomorrow (hopefully, family duties need to be taken care of first)

Davroth

Yes, just have a bit of playing time with it now and then. FileMaker needs some getting used to but it should help you design abilities/Buffs from ground up.

Reply #3179 Top

Darvroth,

What about envoy abilities?

Certain frigates in the Sacrifice of Angels mod have race specific (eg anti-Borg) capabilities.

Could an envoy have an ability to improves relations with a specific faction?

 

Reply #3180 Top

That's dependent on some entity file trickery.  I haven't looked at their files, but best guess says their method targets only ships and races that have the IsPsi line.

Reply #3181 Top

Quoting SpardaSon21, reply 3181
That's dependent on some entity file trickery. I haven't looked at their files, but best guess says their method targets only ships and races that have the IsPsi line.

Very likely. Though as we have no IsPhase and IsTech descriptors (after begging the devs many times by many people to have such a distinction) we are very limited on how to use this. It's a shame that abilities cannot target specific races.

Reply #3182 Top

Having played a bit with Rebellion ther are some obvious adjustments once 0.43 is out and the Rebellion. I'm not sure every race will have a corvette or even should. Several of the existing frigate types would be improved as a corvette. Titan is easy for every race. I've not looked much past that but I'm sure there are lots of gems.

Darvroth

Reply #3183 Top

Myrmidon is the perfect example of a corvette. The others have such a thing as well I think.

Reply #3184 Top

Just gave the new planet bonuses a test and they seem to be OK, so far I've found the G'Quan Eth plantation, still haven't found the Brivari distillery yet.

BTW: The 5th ability of the Neroon Carrier War Cruiser has a "String not found".

Looking at the entity files this is for "Weapon Cooling", the end of AbilityWeaponCooling.entity has no string IDs:

...           ...

ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
        NumResearchPrerequisites 0
nameStringID ""
descStringID ""
hudIcon ""
smallHudIcon ""
infoCardIcon ""

Reply #3185 Top

Quoting NewHorizons, reply 3185
Just gave the new planet bonuses a test and they seem to be OK, so far I've found the G'Quan Eth plantation, still haven't found the Brivari distillery yet.

Cool!

Quoting NewHorizons, reply 3185
BTW: The 5th ability of the Neroon Carrier War Cruiser has a "String not found".

Looking at the entity files this is for "Weapon Cooling", the end of AbilityWeaponCooling.entity has no string IDs:

This will all be rectified once I addded the abilities do my DatabaseEditor. But you could file a Issue with BitBucket O:)

 

I'm in a bit of a stress lately (many birthdays, gf, planning holidays, job, doing work for friends) so it may still take a little while till the next release, sorry.

Reply #3186 Top

Quoting TobiWahn_Kenobi, reply 3186
could file a Issue with BitBucket
Done.

Just found some Na'Ka'Leen Feeders - Euurrrrgh!! Hideous creatures, hideous. 

However, it looks like I've got the wrong bonus factors in the entity file, I'll upload a fix to BitBucket shortly.

Reply #3187 Top

Quoting NewHorizons, reply 3187
Just found some Na'Ka'Leen Feeders - Euurrrrgh!! Hideous creatures, hideous.

:grin: wonderful. I'll better stay in my quarters then

Reply #3188 Top

NewHorizons, Woot!

My out of town visitors arrived today so productivity is nearing a cliff... :(

Darvroth

Reply #3189 Top

You guys are just awesome!!!!! Keep up the great work!! I wish there was something I could do to help you guys, but i have no skill in modding. X(   Good luck gentlemen.

Reply #3190 Top

Quoting crazyninja1313, reply 3190
I wish there was something I could do to help you guys, but i have no skill in modding.

Can you do graphics? Abstract ones for Research items?

or sounds?

We have use for many a thing

PS.: Thanks for the flowers  :blush:

Reply #3192 Top

Quoting NewHorizons, reply 3192
What is the legality of using sounds from the series?

Sadly, don't think we can claim fair use. While there is place holder and some original work. TobiWahn has stated the final product will only have original though themed music. Sounds from SoaSE are different as it is a mod and fair use applies there.

Darvroth

Reply #3193 Top

Carrier cruisers in B5SotYR are respectable combat vessels - strong hull & a decent amount of weaponry with abilities that are suited to being at the heart of an attacking fleet, eg Embolden.

Would it be worth setting them to auto-attack by default?

They would be more likely to move with the fleet and be able to use their abilities, instead of sitting at the edge of a grav well out of harm's way.

Reply #3194 Top

NewHorizons,

It depends. Each entity file will identify the cruiser/frigate role that ship is assigned and yes there are some less than optimal assignments with 0.42. Some adjustments are included in 0.43 (the master at bitbucket will have any adjustments to date). Flag settings also can make a big impact on ship performance when under AI control. Best advice and it is a bit time consuming is to review the entity files of the ships that are performing poorly in combat, test their performance with either different flag settings or new ship roles. Then when happy with the result, create a balance report at bitbucket with specific recomendations. All the Capital ships and many others already have entries. We found it easier in many instances to track completion by ship.

Darvroth

Reply #3195 Top

Quoting Darvroth, reply 3193
Quoting NewHorizons,
reply 3192
What is the legality of using sounds from the series?

Sadly, don't think we can claim fair use. While there is place holder and some original work. TobiWahn has stated the final product will only have original though themed music. Sounds from SoaSE are different as it is a mod and fair use applies there.

Darvroth

I concur. On the website it reads

All sounds files contained within the Down Below Sound Archive For Babylon 5 are Copyright Sci-Fi, TNT, PTEN, Warner Brothers, & Babylonian Productions, Inc.

Clearly there is nowhere a disclaimer giving us a license to use the sounds in our product. Sorry. At the moment the only sounds in the mod that come from the original are the shadow sound and the ion cannon. And the music from the main theme 5th episode. But we need to change them all for the 1.0 release as we could get legal notice because of this (though unlikely)

 

Quoting NewHorizons, reply 3194
Carrier cruisers in B5SotYR are respectable combat vessels - strong hull & a decent amount of weaponry with abilities that are suited to being at the heart of an attacking fleet, eg Embolden.

Would it be worth setting them to auto-attack by default?

They would be more likely to move with the fleet and be able to use their abilities, instead of sitting at the edge of a grav well out of harm's way.

Whatever testing results in. But it depends on the individual ship.

Quoting Darvroth, reply 3195
NewHorizons,

It depends. Each entity file will identify the cruiser/frigate role that ship is assigned and yes there are some less than optimal assignments with 0.42. Some adjustments are included in 0.43 (the master at bitbucket will have any adjustments to date). Flag settings also can make a big impact on ship performance when under AI control. Best advice and it is a bit time consuming is to review the entity files of the ships that are performing poorly in combat, test their performance with either different flag settings or new ship roles. Then when happy with the result, create a balance report at bitbucket with specific recomendations. All the Capital ships and many others already have entries. We found it easier in many instances to track completion by ship.

Darvroth

Agreed. Also the master on bitbucket is not completely up to date. I've adjusted almost all of the cost parameters of all ships (mostly down) and will notify you once BitBucket is updated.

 

Thanks to you all and hope you had a nice weekend

Reply #3196 Top

Quoting Darvroth, reply 3111

I'm looking for possible ideas to use as ship or structure abilities for the 6 major races.
Darvroth

Hyperion cruiser, currently only has the jump engine ability, how about these

1) Lay mines - drops 10 nuclear mines

2) Send distress signal - which acts like the the Radiance's taunt ability

With those two you might be able to use Sheridan style tactics to kill a Sharlin, although you'd have to use the Hyperion's superior acceleration & speed to keep out of range of the former.

 

 

Reply #3197 Top

NewHorizons,

Hyperion was actually the first ship I tackled and if TobiWahn has accepted them all, that one at least is done. 0.43 actually has a lot of new content. I have not touched the Narn and only lightly the Minbari and Centauri. The issues tab at Bitbucket for each ship is reasonably close to what abilities have been created for each ship. We have not touched structural abilities other than what is in the tech tree. That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet and it has not been properly documented and to my thinking warrants a bug report where found.

Darvroth

Reply #3198 Top

Guess who watched In the Beginning last night? ;-) Thoroughly enjoyed it, I might dust off the series DVDs.

I saw the bug report for the Hyperion, but it looked a bit blank.

Quoting Darvroth, reply 3198
That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet

I'm guessing things like Ranger Espionage etc.

Quoting Darvroth, reply 3198
...I have not touched the Narn...
.

Description strings for G'Quan & Dag'Kar mention energy mines, but how are these implemented in B5SotYR?

I couldn't match them to a weapon type, perhaps a potential ability?

Reply #3199 Top

Guess who watched In the Beginning last night? ;-) Thoroughly enjoyed it, I might dust off the series DVDs.

I saw the bug report for the Hyperion, but it looked a bit blank.

Quoting Darvroth, reply 3198
That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet

I'm guessing things like Ranger Espionage etc.

Quoting Darvroth, reply 3198
...I have not touched the Narn...
Description strings for G'Quan & Dag'Kar mention energy mines, but how are these implemented in B5SotYR?

I couldn't match them to a weapon type, perhaps a potential ability?

Reply #3200 Top

NewHorizons,

Updated Hyperion issues tab...I thought I had three working abilities but my files showed only 2. I'll need to check my e-mail with TobiWahn to see if I forwarded a third.

Not sure who built the Energy Mine abilities, but they are nice, there are several distinct abilities lumped under that heading.