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 #3251 Top

Rhapses,

0.43 (the next update) will have some adjustments to the tech trees, partially as course balancing and partially due to new content. Updated string files should help but there will still be a sharp learning curve till all the content is in place and the coarse adjustments give way to more fine tuned adjustments.

+1 Loading…
Reply #3252 Top

I do not like the "upgrade" bitbucket just implemented!

Reply #3253 Top

FWIW: The dependency of one tech to unlock them all, including techs on other trees, seems to cause problems with the AI too.

If an AI builds the wrong type of lab it cannot research this founding tech, eg Minbari "The Early Years" or EA "Dilgar Spec Ops", and then cannot research anything.

AIs in this situation tend to just dig in at their homeworld.

Reply #3254 Top

Quoting Darvroth, reply 3252
I do not like the "upgrade" bitbucket just implemented!

After working with it for a while I've come to like it actually.

Reply #3255 Top

Quoting NewHorizons, reply 3253
FWIW: The dependency of one tech to unlock them all, including techs on other trees, seems to cause problems with the AI too.

If an AI builds the wrong type of lab it cannot research this founding tech, eg Minbari "The Early Years" or EA "Dilgar Spec Ops", and then cannot research anything.

AIs in this situation tend to just dig in at their homeworld.

Need to look at that. After my last cost adjustment the AI seemed to better build up though. But I always play on the hardest difficulty with SOTYR.

Reply #3256 Top

G_Bison, thanks.

Reply #3257 Top

Quoting Darvroth, reply 3257
G_Bison, thanks.

Anytime, I may not have play your mod but I due respect you guys hard work to make a great experience. The time, effort, you guys have put a lot of work and should be proud of your accomplishments.

B5 and it's spin offs were great shows, so any reference that I can add to help, I'm more than happy to do... :grin: :thumbsup:

Reply #3258 Top

Quoting G_Bison, reply 3258
Anytime, I may not have play your mod but I due respect you guys hard work to make a great experience. The time, effort, you guys have put a lot of work and should be proud of your accomplishments.

B5 and it's spin offs were great shows, so any reference that I can add to help, I'm more than happy to do...

Thanks, that's very welcome

Reply #3260 Top

A few ideas for artifacts

  • The Great Machine : -15% research cost & time taken, large increase to that planet's health
  • Triluminary : +2 or +3 relationship bonus, +3% growth rate for all planets in your control.
  • Ikarran Vault: +10% hull, +2 armour, large bonus to hull regen rate (maybe Sins rate) to reflect organic tech , -1 relationship (Ikarra was somewhat xenophobic)
  • Eyes of Z'ha'dum : Crews of hostile ships entering this planet's grav well are enticed into perpetual service to your empire. (10-20% chance say)
  • Forge of the First Ones : An ancient, but highly efficient, Quantium-40 refinery reduces jump-gate construction cost by 20%

My initial thought was that The Great Machine could also use the Revelation's Clairvoyance, emulating the occupant's ability to "walk among the stars" with his mind. But I don't think planets can have abilities like that.

Forge of the First Ones could also reduce the cost of cap ships by 15% to reflect the lower price of expensive jump engines.

Is it also worth looking at fleet supply/cap ship crew numbers?

If you max out your cap ship crews there's not much fleet supply left for frigates/cruisers.

 

Reply #3261 Top

Quoting NewHorizons, reply 3261
A few ideas for artifacts

The Great Machine : -15% research cost & time taken, large increase to that planet's health
Triluminary : +2 or +3 relationship bonus, +3% growth rate for all planets in your control.
Ikarran Vault: +10% hull, +2 armour, large bonus to hull regen rate (maybe Sins rate) to reflect organic tech , -1 relationship (Ikarra was somewhat xenophobic)
Eyes of Z'ha'dum : Crews of hostile ships entering this planet's grav well are enticed into perpetual service to your empire. (10-20% chance say)
Forge of the First Ones : An ancient, but highly efficient, Quantium-40 refinery reduces jump-gate construction cost by 20%

I like the ideas, except

Quoting NewHorizons, reply 3261
Ikarran Vault: +10% hull, +2 armour, large bonus to hull regen rate (maybe Sins rate) to reflect organic tech , -1 relationship (Ikarra was somewhat xenophobic)

as that would be immensly overpowered.

 

Quoting NewHorizons, reply 3261
My initial thought was that The Great Machine could also use the Revelation's Clairvoyance, emulating the occupant's ability to "walk among the stars" with his mind. But I don't think planets can have abilities like that.

Forge of the First Ones could also reduce the cost of cap ships by 15% to reflect the lower price of expensive jump engines.

Not sure, but perhaps someone very good at buffs/abilities can look into this.

Quoting NewHorizons, reply 3261
Is it also worth looking at fleet supply/cap ship crew numbers?

If you max out your cap ship crews there's not much fleet supply left for frigates/cruisers.

As said before, this is intended (not set in stone though). It is up to the player to decide how to assemble his fleet - only the best capitalships, mixed capitalships and a few frigates, huge numbers of small frigates,...

It's the players decision how to best use the fleet supply, not the games decision. It would be almost impossible to balance otherwise I think.

Reply #3262 Top

NewHorizons,

EA Hyperion BlackStar Killer mine ability uploaded.

I'm not sure where the artifact data is stored. I suspect in a planet bonus .entity but haven't had the chance to dig through and find out. I'm sure several experienced modders could point the way. Fellows?

Recommend opening tickets for each idea to be closed when populated and accepted or closed as unexecutable.

So much stuff to test and tweak... TobiWahn is making good headway clearing out or updating status on open tickets.

Reply #3263 Top

davroth the artifacts are 'hidden' by a leading 'RESEARCHSUBJECT_' in the file name

eg

RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL.entity

RESEARCHSUBJECT_ARTIFACT_HULLREPAIROVERTIMEINCREASE.entity

RESEARCHSUBJECT_ARTIFACT_HYPERSPACESPEED.entity

RESEARCHSUBJECT_ARTIFACT_ORGANICAI.entity

RESEARCHSUBJECT_ARTIFACT_PASSIVEREGENANTIMATTER.entity

RESEARCHSUBJECT_ARTIFACT_PLANETBOMBINGSHIELD.entity

RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE.entity

RESEARCHSUBJECT_ARTIFACT_SHIPBUILDTIMEREDUCTION.entity

RESEARCHSUBJECT_ARTIFACT_STRONGCULTURE.entity

RESEARCHSUBJECT_ARTIFACT_TRADEINCOME.entity

RESEARCHSUBJECT_ARTIFACT_WEAPONBOOST.entity

&

RESEARCHSUBJECT_ARTIFACT_WORMHOLETRAVEL.entity

hope this helps

harpo

 

Reply #3264 Top

Quoting harpo99999, reply 3264
davroth the artifacts are 'hidden' by a leading 'RESEARCHSUBJECT_' in the file name

One question Harpo, are the Artifact entity names hardcoded or can they be changed? Thanks

Reply #3265 Top

GoaFan has altered and expanded the selection of artifacts in his Enhanced 4X mod, so I don't think they're hardcoded.

Reply #3266 Top

Harpo and SpartaSon21,

Thanks.

 

NewHorizons,

Feel like trying your hand at artifact .entity files? They look straightforward and ZombieRus's site: http://code.google.com/p/soaseplugin/wiki/ResearchSubject

Will serve as a good guide as to the parameters of the possible.

 

TobiWahn,

Recommend giving NewHorizons the researchWindowLocation fields or just code that part when adapting the new artifact entity file. From where I sit a productive week. Go team! Go!

The Planet files have an artifact path section but the mechanic of the random assignment to any particular planet is not obvious and could be an integration spot.

Reply #3267 Top

Considering that the only Ikaran units utilizing organic technology (which where absolute cutting edge technology for them) where the "infantry" guardians, maybe the Ikaran Vault should work like the current Ion field generator.

For space-ship armor and/or regeneration, maybe you could take the secret laboratories that the EA had working on adapting shadow technology.

The majority of them was destroyed during the EA civil war, one was destroyed when the Hybrid they build went out of controll and in the script of a not-filmed episode of Crusade, Galen and Gideon where to infiltrate a still working shadow tech research base (which Galen would have ended up destroying).

 

Another idea I had might be the "Vault of Souls"; one of the places the Soulhunters use to store the soul globes. The accumulated knowledge of all those great people there could give a culture  or research bonus.

Reply #3268 Top

I like the Vault of Souls planet bonus idea. I also like the Ikaran Vault idea ... though it would need to be nerfed quite a bit I believe we should keep it in.

Reply #3269 Top

Quoting Darvroth, reply 3267
NewHorizons, Feel like trying your hand at artifact .entity files?

Guess I did sort of drop my self in it there. X|

Norbert's secret Shadow tech lab has merit - you'd get ship bonuses, but at the cost that everybody else hates you 'cause you've turned to the dark side (or nicked their tech).

Ikarran Vault could apply a bonus to planet health (empire wide) to reflect improved emergency facilities and/or improve the hulls of defensive structures like turrets & starbases :- "Protect!!" :cylon:

The intent of EA would have been to incorporate this tech into their ships & structures.

Not so sure about the connection of organic armour for infantry - troops aren't a lot of use against the orbital bombardment that's employed in Sins & B5. ;P

I've no skills for 2D art-work, so any entity files I create would use existing Sins icons - just like the few planet bonuses I did. However, it shouldn't be too hard to change the artifact's entity file if/when new icons are created.

The easiest artifacts to implement would be Ikarran Vault / Shadow tech lab, Triluminary & Whisper Gallery (soul vault) as they just apply straight bonuses.

The others require mechanisms that I'd have to research, eg ZombieRus's site, and, as I am the modding noob here all this may take some time to learn....

Should we add, or replace, artifacts? Some of these proposed B5 artifacts are similar to those in Sins itself.

Eg

Triluminary ~= Manifest Dominion

Ikarran Vault (MkI) ~= Resilient Metalloids

The Great Machine ~= Data Archive (with added clairvoyance)

Any suggestions, eg  bonus values, are welcome, so that I don't unbalance things.

Reply #3270 Top

Some Minbari AI player names.

Fragment of English.str:

StringInfo
    ID "IDSPlayerAINameMinbari2"
    Value "3rd Fane of Chudomo"
StringInfo
    ID "IDSPlayerAINameMinbari3"
    Value "8th Fane of Tredomo"
StringInfo
    ID "IDSPlayerAINameMinbari4"
    Value "10th Fane of Elleya"

Fragment of PlayerMinbari.entity:

aiNameData
    nameCount 5
    name "IDSPlayerAINameMinbari0"
    name "IDSPlayerAINameMinbari1"
    name "IDSPlayerAINameMinbari2"
    name "IDSPlayerAINameMinbari3"
    name "IDSPlayerAINameMinbari4"

I've used "3rd" instead of "Third" etc to minimize the overrun in the diplomacy screen.

I would have liked to have used clan names from the Warrior Caste, but they're already used for names of techs.

Maybe when SotYR moves to Rebellion this could be changed as these two castes would be logical factions for the Minbari.

Not sure (lore wise) how the Narn, Vorlons & Shadows would be split up, but the EA (Clarke vs Sheridan) & Centauri ('reformers' - Turhan, Vir, Urza vs 'hawks' Refa, Catagia) are believable.

Reply #3271 Top

Narn would have a militant revenge faction and a fatalistic faction.

I don't see either the Shadow or Vorlon having factions as they are their own mutual enemies.

Reply #3272 Top

Artifact suggestions

A technomage coven - a diplomacy bonus and a modest research time bonus.

An abandoned elder race colony world, oh the wonders... several possible combinations of weapon speed, damage bonuses, armor bonuses, bonuses for ship tactical speed or turning rates. Many possible things.

Not all artifacts need have benefiticial properties or are a mixed bag.

A plague world would be a good reason to abandon an otherwise useful world.

Reply #3273 Top

Still working Narn Thenta Makur but I don't think the mechanic I'm exploring will work. After that need ideas for ship abilities. Narn and Centauri are the least complete. 

Reply #3274 Top

Quoting Darvroth, reply 3272
Narn would have a militant revenge faction and a fatalistic faction.

I don't see either the Shadow or Vorlon having factions as they are their own mutual enemies.

The Vorlons do have two factions.

There is the one faction that Kosh Naranek belonged to, that want to protect and guide the younger races. Since this was the original goal of the Vorlons, they would naturally be the loyalist faction, or maybe "Guardians".

And then there are the extremists, like Kosh Ulkesh, for whom prooving the Shadows wrong has become more important than their role as teachers and protectors. Since these Vorlons lost sight of the true purpose for which they remained in our galaxy, they are the natural rebel faction. Maybe you could call them "Extremists" or "Fanatics" (blowing up planets and all that does sound pretty fanatical to me).

While this split is only hinted at in the actual series, the second and third books of the "Passing of the Technomages" Trilogy "Summoning Light" and "Invoking Darkness" specifically mention this division, with one group being more moderate, while the other is demanding the outright and merciless destruction of anyone touched by the shadows, with the latter faction gaining more and more support and ultimately gaining the majority with Kosh's death.

 

For the Narn, there would be those that prioritise rebuilding Narn and those that advocate the destruction of the Centauri above all, though it's hard to tell which ones are the rebels in this case. Maybe they could be called "Militarists" and "Preservers".

 

For the Centauri, the "Old Guard", lusting for a return to their old glory would make up the loyalist faction (Londo during the first three seasons, Cartagia and Refa being good examples), with the more peacefull faction (like Turhan, Londo between "And the rock cried out no hiding place" and his surrender to the Drakh or Emperor Cotto) making up the rebels.

 

The EA is pretty obviously split between the democratic pro-alien group and the xenophobic dictatorship of Clarke. The problem is, which are the rebels. In the series itself, Sheridan & Co where the rebels, but they remained true to the actual mandate of earthforce, while Clarke betrayed everything Earth and Humanity stood for, which would make him the rebel...

 

If there is ever going to be a Drazi faction, they would obviously be split into green and purple. :P

Reply #3275 Top

Quoting -Norbert-, reply 3275
If there is ever going to be a Drazi faction, they would obviously be split into green and purple.

:grin: