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

 

14,165,907 views 5,473 replies
Reply #3401 Top

NewHorizons,

Suggestions sound good. I'd point out Shadow and Vorlon both have passive AM and hull regeneration and the Minbari have it at a lower level due to late game tech. Also not sure if it will impact intermittent regeration provided by star bases and dedicated planet modules so there might still be some value but it will primarily be for the benefit of the elder races.

Agree planetary bombardment is less than in SoaSE BUT most of the abilities are still not in place yet and I have several approved abilities that will change the calculus of planetary bombing at least for those factions (Shadow and Centauri thus far). Planetary defense will be an issue! As a result once various abilities are in place the ability to reduce or more quickly recover from bombing will be very important. I agree with dumping Ion Field Generator as it could potentially give the posessor an keen edge.

How about making a ticket mapping out the artifacts, both the retained and the new ones and where the substitutions are so the complete picture is easy to ref and as each is submitted and accepted marked off till that project is done. Thoughts?

Reply #3402 Top

Quoting Darvroth, reply 3401
Thoughts?

 

I propose leaving the option of increasing the number of artifacts beyond what is in vanilla SoaSE:R entirely on the table. If we have more artifacts / planet bonuses that can be found, lets add them in. GoaFan77 has already done this in his own mod so we know it can be done.

 

Also ... :'(

 http://www.huffingtonpost.com/2012/09/30/michael-ohare-dead-heart-attack-babylon-5_n_1925947.html?utm_hp_ref=mostpopular

Reply #3403 Top

 

          May He Rest In Peace....

Reply #3404 Top

RIP

Motivation rather than mourning.

Reply #3405 Top

Sad news indeed.

Would an "In memory of Andreas Katsulas, Michael O'Hare & Jeff Conaway" tribute in the B5SotYR loading screen be appropriate?

Reply #3406 Top

Quoting NewHorizons, reply 3406
Would an "In memory of Andreas Katsulas, Michael O'Hare & Jeff Conaway" tribute in the B5SotYR loading screen be appropriate?

Nah, I think that would be great...

Reply #3407 Top

You should also include Tim Choate (Zathras) on such a screen.

Reply #3408 Top

Quoting Lavo_2, reply 3397
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.

Correct, I noticed this years ago when I first made the JumpPoint ability. I had to live with that.

Quoting Darvroth, reply 3400
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.

Many thanks. I still want those abilities (some) to require research. Hmmm, perhaps I will accept defeat but I'm not sure I will add these fixes into 0.43. Might use 0.43 as a test of sorts as to how many ExperiencePoints tha AI really wastes that way.

Quoting NewHorizons, reply 3401
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?

Sounds reasonable. Thanks. Please make me a ticket ;-)

 

Quoting boshimi336, reply 3402
I propose leaving the option of increasing the number of artefacts beyond what is in vanilla SoaSE:R entirely on the table. If we have more artifacts / planet bonuses that can be found, lets add them in. GoaFan77 has already done this in his own mod so we know it can be done.

It is still on the table, but not for the current release (0.43). As we gain more artefacts we will need to use GoaFan77's modification.

 

Quoting G_Bison, reply 3403
May He Rest In Peace....

:(O Damn, I could cry. He was a fine actor and one of the reasons I stayed with B5 during the first season. May the stars look down upon him with love.

Quoting NewHorizons, reply 3406
Would an "In memory of Andreas Katsulas, Michael O'Hare & Jeff Conaway" tribute in the B5SotYR loading screen be appropriate?

Quoting -Norbert-, reply 3408
You should also include Tim Choate (Zathras) on such a screen.

Anyone who can do a dignified Loading screen honouring these brilliant souls is more than welcomed. Please do one and send it to me or post it here. Thanks to whomever feels skilled enough.

 

As for my lack of presence here, I'm really sorry about this. I'm pressured to make a Photo Album with my journal entries of my vacation by my love and also have lots of work in my day job (new DB project, needs to be finished completely in 3 weeks) so I hereby apologise for my lack of updates. I would want to release 0.43 around the and of the month (whatever state it is in at that time) to gain a bit more widespread insight and field testing.

 

Thanks to all of you for the help and information and I've added myself a reminder to add those who are contributing information, coding and such to the Credits as well. You deserve to be mentions as well.

@boshimi336, NewHorizons and Lavo_2 - if you want early access to the sources you can create an account on BitBucket and send me a pm/mail so I will add you as a dev (just please dont mess the repository up :grin: )

Reply #3409 Top

Quoting TobiWahn_Kenobi, reply 3409
Sounds reasonable. Thanks. Please make me a ticket

Done, also uploaded entity files for Triluminary, Forge of the First Ones & Technomage Coven.

Reply #3410 Top

New Horizons, when tickets are ready for review and closure please indicate at the bottom of the ticket. This will help prompt. TobiWahn has been good about explicitely stating "closed" before closing the ticket.

Reply #3411 Top

Quoting Darvroth, reply 3411
New Horizons, when tickets are ready for review and closure please indicate at the bottom of the ticket. This will help prompt. TobiWahn has been good about explicitely stating "closed" before closing the ticket.

mostly, sometimes I just press resolve :sheep: (<- sheepish me)

Reply #3412 Top

New Centauri Balvarin ticket ready for review and approval.

Reply #3413 Top

New ticket Narn Thentus Frigate is ready for review and closure.

Reply #3414 Top

Quoting Darvroth, reply 3411
... when tickets are ready for review and closure please indicate at the bottom of the ticket.

Done.

Quoting TobiWahn_Kenobi, reply 3409
... if you want early access to the sources you can create an account on BitBucket and send me a pm/mail so I will add you as a dev

Yes please - see PM. :grin:

Reply #3415 Top

Query regarding the Narn research tree:-

Infocard for tier 3 tech 'Alien Trade' claims to unlock Orbital Tradeport - however it doesn't.

Inforcard for Orbital Tradeport states that it require 'Credit Maker' tech - which is tier 8. 

Seems a bit harsh for the Narn that they can't setup a trade network until mid/late game.

Reply #3416 Top

NewHorizons,

All the tech trees will receive modest overhauls in 0.43 and I'm pretty sure that one was already addressed. Sadly the history of what was already proposed and integrated while we were using origo didn't transfer... So it is difficult to say exactly what was tweaked when. Since TobiWahn is proposing to release 0.43 at the end of this month in an as-is condition we can then use that as the new baseline. One of my first tasks will be to create race 0.43 master tickets once the build is out after some play testing to see if all the previously proposed fixes worked as designed. The current build has some wonky AI behavior in places and various approaches have been adapted to correct but, if you dig through bitbucket you'll see many are still open. A bonus to dev rights is you get to see the pages of closed tickets which will give a more detailed insight to what we've been up to for the last year or so.

I'm blazing away on ship abilities as I fear my contribution will noticeably slow for the next 4-5 months or so due to competing life commitments.

A growing number of the string files are out of touch with the current progress, this will sadly be obvious in the next build. Research and ship descriptions are the worst offenders; if you want it is good for several days of work cataloging and proposing replacement text.

Reply #3417 Top

TobiWahn,

I uploaded a nice mix of frigate/cruiser abilities that can be tailored as required under this ticket; 110 Frigate weapon type variability Abilities.

Forum users,

Mechanic allows for a fixed random chance of additional weapon damage by weapon type. See ticket 109 for an example application. Open to suggestions where specific ships would benefit, please specify weapon type, % chance and ammount of additional damage. My thought was this should be reserved to buff mid-to-late researched ships and as a means of later balancing. Thoughts?

Reply #3418 Top

Quoting Darvroth, reply 3418
TobiWahn,
Forum users,

Mechanic allows for a fixed random chance of additional weapon damage by weapon type. See ticket 109 for an example application. Open to suggestions where specific ships would benefit, please specify weapon type, % chance and ammount of additional damage. My thought was this should be reserved to buff mid-to-late researched ships and as a means of later balancing. Thoughts?

 

In my mind this sounds like it would be a cool ability for the Humans & possibly the Narn. Basically 'Improved Gunnery' where they have fought in enough nasty battles where they've lost to be open to idea of advanced tactics & tricks when fighting enemy ships. More or less, they've lost enough that they have to be more attentive of where to target on an enemy ship, when to focus fire at a location on a vessel etc to get that extra chance of a cascading system failure or detonating a ship's systems. The other races such as Minbari and Centauri are used to being technologically advanced where they just shoot everything until it explodes. 

Reply #3419 Top

boshimi336,

That is pretty much what I had in mind. I didn't want to over due it and some frigate/cruisers are already maxed out on abilities but thought it would be good to introduce another element of chance into combat. 'Cause sometimes that lucky shot makes all the difference... The extra damage isn't all that much but in a longer fight or against already damaged foes will make a difference. A secondary consideration is the Minbari, Shadow and Vorlon capital ships have a good chance of one shot kills and every little bit helps!

Version 0.43 will have some shield MaxMitigation adjustments and it is really hard to judge how things will balance out with all the other adjustments....

Reply #3420 Top

Centauri Octurion is ready for review and closure.

Reply #3421 Top

Quoting Darvroth, reply 3421
Centauri Octurion is ready for review and closure.

Any thoughts on adding

Quoting NewHorizons, reply 3276
3) "Grand Fleet Admiral" Re-use 'designate target' from the Ceilo, maybe include Akkan's 'target uplink' for a range increase. Probably fits the Octurian best.

Seemed to fit well with the 'fleet command' role that the Octurian serves.

 

Reply #3422 Top

I put a nerfed version of that on the T'Loth. I gave a buffed version of Incendairy shells to Octurion as a random damage enhancer. Octurion suffers from relatively short range weapons but when they hit....

I'm still toying with a more buff version of designate target and specified in the string that the T'Loth version was a badly copied Centauri technology... A really buff version would fit the Adira well...

TobiWahn is always free to insert a given ability to more closely align with his Canon ideal, won't hurt me I'm striving to fill the ability void and to the extent that any given idea is shuffled around is fine with me.

Reply #3423 Top

Designate Target like some other abilities uses a percentage of additional damage which for SoaSE damage is fine but becomes very powerful with the weapon damages found in SotYR. Allowable for a short period of time but such damage fields distort things with 1k+ beams slicing through things. Some of the researchable techs only offer 3% gains for tha reason. Overall balance is a big concern and as abilities are added allow for more mechanisms to tweak things. We'll all see what 0.43 offers and can adjust from there.


 

Reply #3424 Top

Quoting Darvroth, reply 3424
Designate Target ... damage fields distort things with 1k+ beams slicing through things. 

 

Could this be considered a late game ability for the Shadows then? 'Battle Hatred' or 'Sinister Targeting' could be something worth researching for them very late game. They seem to do this on a regular basis when they feel like it in the series, just watch them rip apart the Narns! :-)

Reply #3425 Top

It could, but Shadow and Vorlon Capital ships already have one-shot-one-kill against most things. The metric I proposed is a level 1 Young Battle Crab should be able to one shot kill 1/3 of the younger races frigates not counting for any tech advancement. I've played a bit with the Shadow in the latest build and they make short work of most things.