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

 

14,166,068 views 5,473 replies
Reply #3426 Top

Narn Bin'Tak is ready for review and closure.

Reply #3427 Top

Some B5 planet names.

StringInfo
    ID "IDS_PLANETNAME_297"
    Value "Earth"
StringInfo
    ID "IDS_PLANETNAME_298"
    Value "Minbar"
StringInfo
    ID "IDS_PLANETNAME_299"
    Value "Narn"
StringInfo
    ID "IDS_PLANETNAME_300"
    Value "Centauri Prime"
StringInfo
    ID "IDS_PLANETNAME_301"
    Value "Vorlon Homeworld"
StringInfo
    ID "IDS_PLANETNAME_302"
    Value "Za'ha'dum"
StringInfo
    ID "IDS_PLANETNAME_302"
    Value "Ragesh III"
StringInfo
    ID "IDS_PLANETNAME_302"
    Value "Coriana VI"
StringInfo
    ID "IDS_PLANETNAME_303"
    Value "Abba"
StringInfo
    ID "IDS_PLANETNAME_304"
    Value "Akdor"
StringInfo
    ID "IDS_PLANETNAME_305"
    Value "Beta Durani"
StringInfo
    ID "IDS_PLANETNAME_306"
    Value "Brakir"
StringInfo
    ID "IDS_PLANETNAME_307"
    Value "Cestus"
StringInfo
    ID "IDS_PLANETNAME_308"
    Value "Dross"
StringInfo
    ID "IDS_PLANETNAME_309"
    Value "Enphili"
StringInfo
    ID "IDS_PLANETNAME_310"
    Value "Epsilon III"
StringInfo
    ID "IDS_PLANETNAME_311"
    Value "Gorash VII"
StringInfo
    ID "IDS_PLANETNAME_312"
    Value "Proxima III"

However, because of the large number of SoaSE names, you'll usually only see a few of these in a map.

Reply #3429 Top

The intent was to just add a bit more 'B5 flavour' to Sins - I'm sure I've missed off lots of them. ;P

First B5 name that showed up during testing was Za'ha'dum, which oddly was an asteroid right next to a Minbari AI's homeworld and contained the Triluminary artifact. o_O

It's a shame that we can't specify lists of names for each planet type, eg IDS_PLANETNAME_TERRAN_123, IDS_PLANETNAME_DESERT_32. I always thought it was a bit strange that you could have a planet which sounded nice, eg "Utopia", but was actually a volcanic hell-hole with the 'Caustic Atmosphere' bonus.

Reply #3430 Top

Quoting NewHorizons, reply 3430
I always thought it was a bit strange that you could have a planet which sounded nice, eg "Utopia", but was actually a volcanic hell-hole with the 'Caustic Atmosphere' bonus.

 

Hey, maybe a race is allergic to air ... and loves a good lava bath every other Tuesday. :D

Reply #3431 Top

I was thinking Greenland...advertising for the ages!

Reply #3432 Top

It could also be satire. In Michigan there is a small town called Paradise, the next town over is called Hell. Hell is the livelier place.

Reply #3433 Top

Quoting Darvroth, reply 3433
next town over

 

That is a bit of an understatement ... two completely separate peninsulas. I live within 2 hours of Paradise, Mi. About 2000 people total live scattered about in the small towns between it and where I live. :D 140 miles of nothing ... filled with bears, moose, wolves, etc! Hell is downstate beneath the bridge ... way too many people.

Reply #3434 Top

So I approximated.... distance is all relative. B)

Reply #3435 Top

Hi all,

Sorry for my absence, so much to do. Workdays are getting longer and longer. Thanks for all the updates and work you've done.

Quoting NewHorizons, reply 3416
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.

Will look into that, just to make sure.

Quoting Darvroth, reply 3417
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.

Thats OK. You've already done so much for this project. Many a thanks to you.

Quoting boshimi336, reply 3419
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.

 I think that is wonderful! Lets do it.

Quoting Darvroth, reply 3424
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.

Agree!

Quoting NewHorizons, reply 3427
Some B5 planet names.

Quoting boshimi336, reply 3428
Did you need this compiled? I'm not sure how strict you would want the list.

Thanks for the planetnames list. If one wants to provide a full replacement list for SOTYR with all babylon 5 planets that would be very much appreciated. The more the merrier.

 

As for 0.43, I do want to finish adding one more model to the build an then publish the new version. After that it on to Rebellion which itself will be a big undertaking.

 

Again, thanks to all of you!

Tobias

Reply #3436 Top

TobiWahn,

Glad to hear from you. At this point there may be more tickets ready for close than not... Unsure to the extent abilities will make it into 0.43 but there are many ready for inclusion should you get the chance. Many of the proposed abilities are stat tweaks of existing SoaSE ability/buff and are denoted by "minor"; if I used any other qualifier in the write up modification is more extensive. I've tried to explicitely state if an ability is tested or not, if I missed one ask and I'll correct. My recommendation on effort given your stated goal is:

1) Vorlon and Shadow Master tickets and any other work to ensure prerequisites are met,

2) Planet module mines ticket(s),

3) Scout corrections tickets(s) (if not already done),

4) Gravity well and starbase corrective action tickets,

5) Tested capital ship ability proposals in the ship tickets,

6) Tested frigate ability proposals in the ship tickets,

7) Planet artifact tickets,

8) "Minor" ability proposals in the ship tickets,

9) Envoy ship tickets,

10) New models (nice but I value content more and I'm growing fond of "cubes in space!")

 

For the forum,

There are a bunch of ability proposals (with files) in bitbucket that are explicity untested, most should work fine but I do not want to introduce bugs into the mod and frankly haven't and won't have the time to test each, esp given the patchwork nature of my current build; any assistance would be most appreciated.

Reply #3437 Top

TobiWahn, Darvroth,

   How up-to-date is the git repository with your recent fixes & developments?

I've just downloaded the current version and found various problems.

1) Vorlons & Shadows still not playable as they start with no constructor ships nor shipyards.

2) Minbari 'Open Jumppoint' ability doesn't work as it depends on EA(?) 'Hyperspace Jump Engine' tech.

3) Sharoos warcruiser: 4th ability (name & desc) are 'String Not Found'

4) 'Using: String not found' in infocard for Minbari colony frigate when colonizing a planet.

5) Minbari jumpgate constructor: infocard description states "...at the Explorer Survey Ship's location..."

Should I log these (individually or collectively) on bitbucket?

Edit:

6) Jumpgates now appear to be a starbase module - they have a starbase name. This prevents the construction of a jumpgate and a starbase in the same grav well.

7) Mesh for the Omega appears to be wrong: there should be a section of hull (with 4 turrets) forward of the rotating habitat section leading up to the hangar section, but it's missing. Habitat section also looks too large.

8) Olympus corvette doesn't appear to fire long-range missile weapons:- no visible sign of weapons firing &  target which takes no damage.

9) Multiple bombardment beams on EA Hyperion

I do like the model for the Aegis (G.O.D) satellite, nice!

Should the 'Major Refit' ability of the Hyperion be called 'Midwinter Refit'? IIRC that's the class designation for the MkII Hyperion.

Reply #3438 Top

Bitbucket is only as recent as what TobiWahn last uploaded. I have lots of proposed abilities in the various tickets but they are not yet encorporated in the Master database. You are also finding as I've mentioned there are lots of string file issues. A lot of fixes are proposed but until TobiWahn can get to them...

If you are good at updating the master lists you could add some of the untested proposed abilities to your own build (which will then begin to look like the Frankenstein my build is) and validate the proposal.

Reply #3439 Top

Minbari Capital ship abilities appear to be complete. Woot!

Reply #3440 Top

Is anybody still out there?

Reply #3441 Top

I suppose?  I'm just waiting on the new release since its been so long since the last one.

Reply #3442 Top

Quoting TobiWahn_Kenobi, reply 3436
If one wants to provide a full replacement list for SOTYR with all babylon 5 planets that would be very much appreciated. The more the merrier.

List of 162 planets filed on bitbucket, not sure if that is enough to completely replace all SoaSE names (Diplomacy & Rebellion have 296).

On large maps we might start to get duplicated names.

There are various B5 maps on the internet that contain more names, but copying that content is probably frowned upon, I'm also not sure how canon some of those names are.

Quoting Darvroth, reply 3441
Is anybody still out there?

Knock once for "yes", twice for "no" ;P

Reply #3443 Top

Knock!

Reply #3444 Top

Is it possible to 'add' these new B5 names to the currently existing Sins names, rather than replace them? If possible, I feel that might make it cooler to suddenly run across one of the cannon names and go 'whoa!'. Just a suggestion though.

Reply #3445 Top

It's very easy to append the B5 names to the existing list of SoaSE planet names - that's how I'm currently testing the new names and it does work quite nicely.

I compiled up a text file of names and then used a shell script to convert that to a Sins "StringInfo" list which can then be inserted into English.str.

The only change to the script is the value of the starting index: 0 to replace, 297 to append (to the standard 296 Sins names) - see reply 3427 for an example.

Reply #3446 Top

Knock! Haven't got much time, just got promoted (without pay-raise ^_^' ) so have less time and more work. Working on one final addition for 0.43, when it is finished I will see how many tickets I can include and then will release the next version.

Reply #3447 Top

TobiWahn,

The more I think about it and as the number of needed ship ability files is reduced that for those capital ships that have jump engines that that ability be made the ultimate ability for that ship. This would remove the research restriction which could be substatuted by making the jump engine a minimum ship level which could be varied by race and ship class. Which would make the engines available later as most factions can purchase a few levels of capital ship experience. It would also remove any dificulties with the AI attempting to level up an ability it doesn't have access to. Thoughts?

Reply #3448 Top

TobiWahn,

Congratulations! Maybe I need to go on a vacation too! Sadly, that is not how my employer determines promotions...

If I might suggest as I don't think you will have time to put all the current abilities in place is to ensure each capital ship has at least one ability and the earlier ships are as complete as possible as many games don't even fully complete the tech tree.

Reply #3449 Top

Quoting Darvroth, reply 3448
The more I think about it and as the number of needed ship ability files is reduced that for those capital ships that have jump engines that that ability be made the ultimate ability for that ship. This would remove the research restriction which could be substatuted by making the jump engine a minimum ship level which could be varied by race and ship class. Which would make the engines available later as most factions can purchase a few levels of capital ship experience. It would also remove any dificulties with the AI attempting to level up an ability it doesn't have access to. Thoughts?

Might work, though then we will have some frigates that have access to the jumppoint tech from the start while more expensive bigger ships have them much later. Must think about it...

Quoting Darvroth, reply 3449
Congratulations! Maybe I need to go on a vacation too! Sadly, that is not how my employer determines promotions...

If that would work I'd immediately go onto vacation again :grin:

Quoting Darvroth, reply 3449
If I might suggest as I don't think you will have time to put all the current abilities in place is to ensure each capital ship has at least one ability and the earlier ships are as complete as possible as many games don't even fully complete the tech tree.

Not sure I can make it, we have an awful lot of ships.

Reply #3450 Top

Quoting TobiWahn_Kenobi, reply 3450
Might work, though then we will have some frigates that have access to the jumppoint tech from the start while more expensive bigger ships have them much later. Must think about it...

 

I'm not sure about this one ... they should be able to jump right off the bat. :-\

 

Could something bet setup that utilizes the 'friends can use your jump-gates' technology with rebellion that the Vasari have? It's just a research item that does not make the ships have abilities to use it.

 

Not sure if this would require every planet to have a 'phase stabilizer' present or not ... maybe it could be an ability that would be tossed onto the mines that orbit the planets or something so only the larger vessels could use it.