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

 

14,170,737 views 5,473 replies
Reply #3226 Top

Hi Guys,

Sorry for my continued lack of presence. GF's birthday, mothers birthday, birthday of a good friend, private work and my day-to-day job are killing me. I need so set aside a few hours this weekend to work on as many BitBucket-issues as possible. Hopefully I will have Saturday mostly for myself.

@Davroth
I've uploaded a new version of the mod editor. I had a major screwup in the last version, forgot to include the value list data so no wonder you weren't able to use it for abilities/buffs. Sorry for that.

Reply #3227 Top

Some more Minbari diplomacy strings to replace the Advent ones.

IDS_TAUNT_PSI_AllianceAcceptCeaseFire:-

<       Value "You are wise to avoid the wrath of the Unity"
---
>       Value "You speak like a Minbari. Perhaps there is some small wisdom in letting your species survive."

IDS_TAUNT_PSI_AllianceOfferPeaceTreaty:-

<       Value "The Unity requires more from you"
---
>       Value "Will you follow me into fire? Will you follow me into darkness? Will you follow me into death? Then follow ..."

IDS_TAUNT_PSI_AllianceOfferPeaceTreaty:-

<       Value "We require further assurance of your dedication to the Unity"
---
>       Value "We stand between the candle and the star, between the darkness and the light. Will you stand with us?"

Although I think I may have already mentioned the first one.

Are the IDS_TAUNT_ strings only limited to PSI, PHASE & TECH race variants?

Would be nice to be able to define your own race's string IDs.

Reply #3228 Top

I've added the strings.

We unfortunately cannot add Race specifiers for these Taunts, they are hardcoded.

Reply #3229 Top

Quoting NewHorizons, reply 3221
Some more Centauri cap ship names, taken from Londo's list of gods, shortly before he passed out during the feast in Parliament of Dreams :-




> StringInfo
>       ID "IDS_CAPITALSHIPNAME_CENTAURI05"
>       Value "Benzen"
> StringInfo
>       ID "IDS_CAPITALSHIPNAME_CENTAURI06"
>       Value "Li"
> StringInfo
>       ID "IDS_CAPITALSHIPNAME_CENTAURI07"
>       Value "Morgoth"

> StringInfo
>       ID "IDS_CAPITALSHIPNAME_CENTAURI08"
>       Value "Ilaros"




Val-Too!

Thanks, added

Reply #3230 Top

Quoting TobiWahn_Kenobi, reply 3230
Thanks, added
:grin:

I was thinking of using G'Kar's "matter, energy & enlightened self interest" phrase into a trade alliance offer, but couldn't find any IDS_TAUNT... strings for the Narn, shame those string IDs are hardwired.

It appears that the hull points bonus of the EA's Trade Pact only applies to frigates/cruisers and not capital ships, is that intentional?

If you get that pact you can have Tinashi & Morshin cruisers with stronger hulls (8092 -> 9918) than Sharlin/Sharoos/Sharkaan war cruisers (9660), which is a bit odd.

Reply #3231 Top

HullPoints/Armor bonus should only apply to cargo ships. Not frigates/cruisers (which are the same btw, cruisers are just frigates that show up on the second screen)

love G'Kars phrase too. Maybe we can use it for the description of the trade pact? Will look into this once time permits

Reply #3232 Top

I'm still testing but I'm coming to the conclusion that negative XP for a ship doesn't actually do anything. I'd love for a more knowledgable chap to chime in and prove or disprove the statement. What I really need to do is set up a multiplayer game and test that way so I can controll all the variables.

Reply #3233 Top

Quoting Darvroth, reply 3233
What I really need to do is set up a multiplayer game and test that way so I can controll all the variables.

Use the dev exe. With that you can switch between the players and take them over, spawn ships, give XP and so forth. After starting a game in the dev exe just press ctrl+shift+"." (or was it ctrl+shift+",")? after that you can use a menu to access all the functions. (Hope I gave the right key-combo)

Reply #3234 Top

Is there a reason why stealth & the Sharlin's tractor beam abilities cannot be toggled to auto-cast?

Would be nice if stealth, for all Minbari ships, was auto-triggered when the ship takes a certain amount of damage or loses its shields.

Reply #3235 Top

Stealth was already fixed, should be in 0.43.

Reply #3236 Top

TobiWahn,

Uploading requested files. Use the string suggestions to align the .string, .entity, and master files in the database master file.

Reply #3237 Top

Quoting Darvroth, reply 3237
Uploading requested files. Use the string suggestions to align the .string, .entity, and master files in the database master file.

Thanks.

Quoting NewHorizons, reply 3235
Would be nice if stealth, for all Minbari ships, was auto-triggered when the ship takes a certain amount of damage or loses its shields.

Please file with BitBucket. Should already be solved but better to document it.

Reply #3238 Top

You closed Minbari Stealth months ago, however it was a simple AM adjustment and I recall having to rebuild it due to the AM/sec drain. I'll repost with adjusted .entity. Also, have incomplete documentation on my end so I'm having to test/retest before posting additional entity files just to ensure there are no problems.

Reply #3239 Top

Do you have any "missing ship" models you need?  If you have a list I might be able to start putting the meshes together for some.

Reply #3240 Top

 

Quoting Darvroth, reply 3236
Stealth was already fixed, should be in 0.43.

Quoting TobiWahn_Kenobi, reply 3238
Please file with BitBucket. Should already be solved but better to document it.

If it's already fixed for 0.43 that will be fine - I think its better just to keep the one bug ref.

Also looks like TobiWahn has been busy too with lots of recent bug fixes - keep up the good work! :thumbsup:

One suggestion for an EA cap-ship ability could be "Overload Interceptors" - provides a brief reduction in damage from incoming fire - perhaps emulated by boosting shield mitigation temporarily.

Could also damage strike-craft (re-use Kol's flak burst?) - IIRC B5's interceptors were also used a flak cannons against hostile Starfuries.

It could have 3 levels of increasing duration, % damage blocked & flak output, with maybe lower AM cost and/or cooldown.

 

Reply #3241 Top

NewHorizons,

Yes he has been busy. :)

Different from most of SoaSE which has dedicated anti-fighter frigates, in SotYR there is a more general mix of ships that can fire on fighters and abilities that either specifically target strike craft or include them in the effect. Not all ships have anti-fighter abilities which is where a balanced fleet comes in and some ships rely on their own fighters for protection.

As to the overload interceptors, it is doable and I'll apply effort toward. Shield mitigation is a good analogy for interceptor effectiveness and shields for ECM. EA is the worst and Minbari the best. Vorlon and Shadow are better still and balancing all this is still an idea. Decisions of where to bend cannon for playability have yet to happen though some coarse balancing will be evident in 0.43.

Reply #3242 Top

For the EA it had been mentioned that the 'shield' effects could be retooled for point defense cannon fire and as described, 'shield mitigation' could be used for 'intensified / improved defensive systems such as ECM etc...'

Reply #3243 Top

Hi guys,

lots of things going on at work for me so I've had little time. Yes, I did some bugfixing (past midnight, the only time of day I got left for SOTYR at the moment)

Quoting Sinperium, reply 3240
Do you have any "missing ship" models you need? If you have a list I might be able to start putting the meshes together for some.

EA:

Orestes
Warlock
Delphi
Chronos
Myrmidon

 

Minbari:

Leshath
Morshin
Neshatan
Tigara
Torotha
Troligan (Mongoose Version)

 

Centauri:

Adira
Altarian
Balvarin
Corvan
Dargan
Darkner
Haven
Kutai
Maximus
Morgrath
Octurion
Primus
Sulust
Sentri
Razik
Rutarian

 

Every model does need to come UV-Mapped and optimised for texture space and AO/lightning compatibility. (If you need advice or help with that just pm me). Thanks for any and every effort you make!

 

Quoting NewHorizons, reply 3241
One suggestion for an EA cap-ship ability could be "Overload Interceptors" - provides a brief reduction in damage from incoming fire - perhaps emulated by boosting shield mitigation temporarily.

Could also damage strike-craft (re-use Kol's flak burst?) - IIRC B5's interceptors were also used a flak cannons against hostile Starfuries.

It could have 3 levels of increasing duration, % damage blocked & flak output, with maybe lower AM cost and/or cooldown.

Sounds good.

Quoting Darvroth, reply 3242
As to the overload interceptors, it is doable and I'll apply effort toward. Shield mitigation is a good analogy for interceptor effectiveness and shields for ECM. EA is the worst and Minbari the best. Vorlon and Shadow are better still and balancing all this is still an idea. Decisions of where to bend cannon for playability have yet to happen though some coarse balancing will be evident in 0.43.

Thanks. And yes, playability is important but I will not sacrifice MJS universe for our sake :grin:

Quoting boshimi336, reply 3243
For the EA it had been mentioned that the 'shield' effects could be retooled for point defense cannon fire and as described, 'shield mitigation' could be used for 'intensified / improved defensive systems such as ECM etc...'

That's the general idea, thoaugh we cannot really change the graphical effect (easily)

Reply #3244 Top

When thinking of abilities I've tried to stick to the series, eg "Forward interceptors on the Clarkstown are down"

One possibility for the Narn is to use the example where a damaged G'Quan cruiser protected a refugee fleet from a squadron of Vorchans by manoeuvring in between (can't remember the episode - although I'm part way through watching Series 2 - Narn/Centauri war has just kicked off)

Not sure how to approach that though, maybe something like the Radiance's Animosity & Energy Absorptive Armour so that a G'Quan taunts a hostile fleet into targeting it and the incoming fire is converted into AM & increased armour/shield mitigation.

Sadly there doesn't appear to much scope, given B5's storyline, for support abilities like the Dunov's shield restore or the Skirantra's repair cloud.

Reply #3245 Top

sounds good to me newhorizons, the G'Quan ability could be something like 'draw fire' since physical blockage wouldn't really be doableingame

 

shield restore could just be renamed covering fire, treat it like a ship's interceptor/defensive systems are turned to help another ship, could even add a negative effect to any ship using it like decreased shield restore rate -> to show how the ship makes itself more vulnerable by helping another ship, would be fun for tactical battles.

 

You see a ship protecting another ship, so a clever commander would probably try and direct weapons on that other ship while its vulnerable or something.

 

keep it up guys!

Reply #3246 Top

Quoting trekky_rudd, reply 3246
sounds good to me newhorizons

Cheers.

Quoting trekky_rudd, reply 3246
the G'Quan ability could be something like 'draw fire'

I'd try to give their abilities more emotive names to reflect Narn culture, eg "Defiance" & "Honour of the Kha'Ri"

Maybe this will give Darvroth another idea or two. ;)

 Edit: Another Minbari cap ship name, actually that of Delenn's flyer, but hopefully it'll do:

StringInfo
      ID "IDS_CAPITALSHIPNAME_MINBARI08"
      Value "Zhalen"

 

Reply #3247 Top

NewHorizon, thanks.

 

TobiWahn,

I'll reopen the capital ship tickets recently closed. Recomend keeping each ticket open till the final ability is added, then close that ship ticket.

Reply #3248 Top

What ship class was CDR Sheridan commanding during the Earth-Minbari War?

Reply #3249 Top

Hey guys,

 

Been watching silently in the background for a while now. Just wondering if we have any update on when the next patch/update will be released and what will be some of the major additions (getting the shadows/vorlons playable to some degree perhaps?).

I considered having a look into getting the ancients able to at least build a couple of their ships (if they're even in there) but thought against it since i haven't got any experience in modding at all (maybe editing a few odf files back in armada 2 days but thats about it).

 

Anyway, keep up the superbly AWESOME work and let it be known you still have people silently and anxiously awaiting a more complete product :)

 

p.s. Maybe sometime if you have soemone with a bit of free time, a tech tree path or some kind of faq/help document would be cool too. Took me a bit to figure out what some prereqs were for some things. Think it was the minbari worker caste tree wouldn't let me research the first of the entire tree for ages then it eventually unlocked once i decided to research everything else in the other tree's. So still unsure what it was that allowed me to train it.

Reply #3250 Top

Quoting Darvroth, reply 3249
What ship class was CDR Sheridan commanding during the Earth-Minbari War?

                                                            Hyperion Class Heavy Cruiser

                                           Hyperion class Heavy Cruiser.jpg 

During the war Sheridan was the first officer of the EAS Lexington. Sheridan took command of the EAS Lexington when Captain Roger Stearns was killed in a battle with the Minbari Flagship. With the Lexington crippled and unable to fight, Sheridan mined several nearby asteroids with nuclear weapons and lured the Black Star back towards his ship with a fake distress signal. He then detonated the nuclear mines, destroying the Black Star and giving Earth its only real victory in the war. This earned Sheridan the name Starkiller, and was an event the Minbariwould not soon forget. Sheridan is the only human captain to have gone up against a Minbari Cruiser and won.