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

 

14,168,470 views 5,473 replies
Reply #3376 Top

Yey!

As for the spawning ships, I generally like the idea, I like it a lot. I'm just not sure how well it would fit with a Centauri player using it against Shadow Player. But still, I love the idea.

 

Reply #3377 Top

Quoting TobiWahn_Kenobi, reply 3376
Yey!

As for the spawning ships, I generally like the idea, I like it a lot. I'm just not sure how well it would fit with a Centauri player using it against Shadow Player. But still, I love the idea.

 

 

Maybe that could be rolled into the ability? Where the target planet must not be owned by a non-Shadow player?

Reply #3378 Top

Badger Starfury now finished. Will be in 0.43 :D

Reply #3379 Top

NewHorizons you still with us? If so what is your next project?

Reply #3380 Top

Quoting kosh,
I have always been here
;P

I was away last week visiting family - only web access I had was via public area network which was very flaky.

At some point I'll upload some more artifact entity files to bitbucket.

However, the Artifacts research window looks a bit of a mess now as there's not really enough room for the new & old artifacts.

There's two options

1) Rescale the artifacts icons to a smaller size, adding new icons for the B5 ones, eg Triluminary

2) Replace some of the original Sins artifacts with the new B5 ones, keeping the layout the same.

Looking at Goa's E4X mod (which has additional artifacts), he's implemented (1) with a new E4X_New_Artifacts.tga sheet of smaller icons, which looks pretty good.

Sadly, I don't have those kind of skills - I only installed Gimp a couple of months ago, so any attempt by me would probably look like it had been done by 5year old with a crayon! :blush:

However, IIRC, TobiWahn may have preferred (2), but we (any volunteers?) probably ought to do some B5 artifact icons at some point.

Reply #3381 Top

I have run across some fan art on the web that could be used within the fair use rules provided the artists were properly cited in the mod credits. TobiWahn will not allow copyrighted work and for good reason but fan art in my mind at least could be used as above. Thoughts? This won't help with layout but 1:1 substatution of the SoaSE artifacts would be better than additions alone.

Reply #3382 Top

http://www.firstones.com/wiki/Fan_Art

Be wary, some of the links are broken and some are to commercial sites but there are some gems and various links may lead to other useful places.

 

Reply #3383 Top

TobiWahn,

Minbari Sharkaan ticket is ready for review and closure. I've set up the Sharkaan as a fleet support capital ship and as proposed has 10:10 ability levels though many come from research and are not intrinsic.

Sharkaan string needs an update, I'll upload one this weekend.

Reply #3384 Top

Quoting Darvroth, reply 3384
Minbari Sharkaan ticket is ready for review and closure. I've set up the Sharkaan as a fleet support capital ship and as proposed has 10:10 ability levels though many come from research and are not intrinsic.

Just a heads up; the AI will sink upgrade points into these researchable abilities, effectively "wasting" ability points.

Reply #3385 Top

If it hasn't changed (between 0.42 &  0.43) the Sharkaan itself requires a tier-7 tech which in turn requires lots of research in other trees, eg Civil War.

There's not much left for the Minbari to research at tier 7, so the AI going after ability techs, hopefully, shouldn't be that much of an issue.

It will be nice to have some more ships with support abilities. :thumbsup:

Edit: Suggestion for Vorlon scout/envoy: re-use Seeker Vessel's 'Lingering Presence' ability. Description would use the B5 lore of the Vorlons being able to detach a portion of their consciousness so that they could covertly keep an eye on what the younger races were up to. :ninja:

Reply #3386 Top

Quoting NewHorizons, reply 3381

However, IIRC, TobiWahn may have preferred (2), but we (any volunteers?) probably ought to do some B5 artifact icons at some point.

True, as long as we have less than the default setup I prefer replacing the existing ones.

Quoting Darvroth, reply 3382
I have run across some fan art on the web that could be used within the fair use rules provided the artists were properly cited in the mod credits. TobiWahn will not allow copyrighted work and for good reason but fan art in my mind at least could be used as above. Thoughts? This won't help with layout but 1:1 substatution of the SoaSE artifacts would be better than additions alone.

I'd only use them if we had written permission from the artist to do so. That way we have less to worry about.

Quoting Darvroth, reply 3383
http://www.firstones.com/wiki/Fan_Art

Nothing in the links is really of value I'm afraid. Most links are broken, and the few icon-Sites all just use footage from the series, which I'm trying to avoid.

Quoting Darvroth, reply 3384
TobiWahn,

Minbari Sharkaan ticket is ready for review and closure. I've set up the Sharkaan as a fleet support capital ship and as proposed has 10:10 ability levels though many come from research and are not intrinsic.

Sharkaan string needs an update, I'll upload one this weekend.

Thanks, I will try to resolve some tickets this weekend.

Quoting Lavo_2, reply 3385
Just a heads up; the AI will sink upgrade points into these researchable abilities, effectively "wasting" ability points.

I know, but there is no way around that, or is there?

Quoting NewHorizons, reply 3386
Edit: Suggestion for Vorlon scout/envoy: re-use Seeker Vessel's 'Lingering Presence' ability. Description would use the B5 lore of the Vorlons being able to detach a portion of their consciousness so that they could covertly keep an eye on what the younger races were up to.

Sounds good to me!

 

Reply #3387 Top

Vorlon Envoy is packed with 5 Abilities, scout is also packed. The Vorlon need another utility ship in the frigate range to balance out fleets and the various utility functions. Shadow's have the same problem for the same reason. To be Vorlon or Shadow like eats up 2 or 3 of the available ability slots which doesn't leave much room for variability. This will force us to have a dedicated ship or two in the frigate range that can support other useful functions to help balance out both those factions.

Reply #3388 Top

Add Minbari Tigara to the list of tickets to close.

Reply #3389 Top

Minbari Troligan is ready for review and closure.

Reply #3390 Top

Quoting TobiWahn_Kenobi, reply 3387
I know, but there is no way around that, or is there?

The only way "around" it is making all of the ship's abilities either unlocked by research or fixedlevel0. Titans don't have this limitation as you can make the abilities' upgrades require research in order to be "purchased".

Reply #3391 Top

Lavo_2,

So what you are saying is for a captial ship ability list either all or none of the abilities must be researchable to prevent an AI priority problem?

Reply #3392 Top

Quoting Darvroth, reply 3392
So what you are saying is for a captial ship ability list either all or none of the abilities must be researchable to prevent an AI priority problem?

Yes. Researchable, or is automatically unlocked with a single level on ship build/completion.

Reply #3393 Top

Quoting Lavo_2, reply 3393

Quoting Darvroth, reply 3392So what you are saying is for a captial ship ability list either all or none of the abilities must be researchable to prevent an AI priority problem?

Yes. Researchable, or is automatically unlocked with a single level on ship build/completion.

 

... maybe I'm misunderstanding but for the AI this shouldn't necessarily be a problem ... right? They're so handicapped in general as it is already.

Reply #3394 Top

Quoting boshimi336, reply 3394
... maybe I'm misunderstanding but for the AI this shouldn't necessarily be a problem ... right? They're so handicapped in general as it is already.

You are misunderstanding. If you have an ability that is unlocked by research on a capital ship, you can still sink ability points into it, even though those points will not actually do anything to the ability, essentially throwing those points into a black hole of sorts. A human player understands this; the AI does not. Thus the AI wastes points whenever they "invest" in this ability.

Reply #3395 Top

Quoting Lavo_2, reply 3395

Quoting boshimi336, reply 3394... maybe I'm misunderstanding but for the AI this shouldn't necessarily be a problem ... right? They're so handicapped in general as it is already.

You are misunderstanding. If you have an ability that is unlocked by research on a capital ship, you can still sink ability points into it, even though those points will not actually do anything to the ability, essentially throwing those points into a black hole of sorts. A human player understands this; the AI does not. Thus the AI wastes points whenever they "invest" in this ability.

 

Ah I understand now. So they could sink points into an ability that does not function until at some point they 'might' research and unlock the ability that they sunk points into. Hmmm, is there any pattern with which the AI put points into abilities? I mean, like Ability 1 versus Ability 2 etc?

 

Reply #3396 Top

Quoting boshimi336, reply 3396
Ah I understand now. So they could sink points into an ability that does not function until at some point they 'might' research and unlock the ability that they sunk points into. 

You still are not understanding. The points do absolutely nothing for the ability; they are ONLY affected by research. A player can sink 4+ points into the ability, and even if it has multiple levels, it will only be at level 1 once the first research item is done.

Reply #3397 Top

I'll look at what we have done to date and correct to intrinsic for capital ships. I will likely nerf the abilities and repackage for use by frigates as a related but lesser effect. Grrr, this may also require a slight change in the research path for some factions.

TobiWahn I'll make a new ticket and upload recrafted capital ship abilties unless you want to make those corrections. They are straight forward enough but may require changes to the buffs and to the string files as well. The most difficult to implement will be the Sharkaan Shield ability though it could be made a passive ability... Let me know your thoughts.

Reply #3398 Top

Quoting Lavo_2, reply 3397

Quoting boshimi336, reply 3396Ah I understand now. So they could sink points into an ability that does not function until at some point they 'might' research and unlock the ability that they sunk points into. 

You still are not understanding. The points do absolutely nothing for the ability; they are ONLY affected by research. A player can sink 4+ points into the ability, and even if it has multiple levels, it will only be at level 1 once the first research item is done.

 

Hmmmm. That sucks. :annoyed:

Reply #3399 Top

TobiWahn,

I uploaded corrected files there weren't that many and found another problem while I was looking, opened ticket to address. Should be able to put this to bed without too much fuss.

Reply #3400 Top

Quoting TobiWahn_Kenobi, reply 3387

True, as long as we have less than the default setup I prefer replacing the existing ones.

OK, I propose getting rid of the following SoaSE artifacts as they have far less value in B5SotYR.

1) Power Core Relic:- +15% increase of zero AM regen is still zero.

2) Resilient Metaloids: +50% increase of zero hull regen is still zero.

The +10% AM capacity of PCR isn't really worth an artifact anymore. I could probably apply the +1 ship armour of RM to Ikarran Vault.

I also suggest replacing Manifest Dominion with Triluminary as that has similar bonuses.

Maybe get rid of Ion Field Generator as planets seem more siege resistant in B5SotYR than SoaSE - that would free up a slot for Technomage Coven.

Any thoughts?