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

 

14,164,600 views 5,473 replies
Reply #3501 Top

Rodney can you take a look at ticket 27?

Reply #3502 Top

Quoting NewHorizons, reply 3499
AI's now seem to build minefields, however how do we clear them?

I made a recomendation once about which scouts needed the mine detection abilty but can't find the ticket at bitbucket or from a forum search so it might have died during the transition to bitbucket... That said the proposal had at least one scout for each faction with the ability and some with two and they were modified from the phase/psi/tech to align with Elder/Minbari/Younger so the more advanced races had a better mine detection/neutralization ability... Tech could remain the baseline with no modification, Minbari and Elder with longer detection ranges.

I don't have time ATM. Rodney or New Horizons either of you want to propose the ships in need and upload the tested files in a new ticket called "Scout mine hunting". Note that a ship doesn't necessarily need to be a scout to be recommended for this ability if it makes sense, conversely not every scout will have this ability. Don't know if a fighter squadron could use this ability but it might be worth playing with post 0.43. Thoughts?

Reply #3503 Top

From what I read elsewhere in the modding forum, putting abilities on strike craft can have a horrendous impact on late game performance - ie the CPU handling thousands of units all deciding on using an ability or not (is it in range, does this ability apply to potential target, etc, etc), so it's probably best to keep this ability on a small frigate - something fast & agile that can serve as a (cheap) pathfinder for the rest of the fleet.

FWIW: Shadow scout already has the sense mine ability which ties in with your Elder/Minbari/Younger point.

Reply #3504 Top

Changes made for 0.43a02:

The detect-mines range has now been greatly increased (Module Constructors)
Constructors should no longer be disabled after colonising. Life Givers will still be disabled for 900 sec, this represents the time it takes to seed the planet with new life. Also, as stated before, the planet will have much lower max population than normal. Vorlons are few in numbers.

Reply #3505 Top

Couldn't resist... Vorlon Drones are dangerous against a few foes but die very quickly in a fleet action. The colony ship didn't want to auto cast though I could manually trigger it. So much to explore. The shield mitigation made a big difference for the drones; they still die quickly but not the way they were.

Reply #3506 Top

Quoting Darvroth, reply 3506
The colony ship didn't want to auto cast though I could manually trigger it.

If one of you could look into why it does not autocast? and suggest fixes. I'm a bit at a loss here. Many thanks.

Reply #3507 Top

Quoting TobiWahn_Kenobi, reply 3507

Quoting Darvroth, reply 3506The colony ship didn't want to auto cast though I could manually trigger it.

If one of you could look into why it does not autocast? and suggest fixes. I'm a bit at a loss here. Many thanks.

I've sometimes noticed this in Vanilla Rebellion. It may simply be because its when I most want auto colonize to work, but I notice it most when there are enemy units still in the gravity well.

Reply #3508 Top

Opened a Vorlon ticket....

Reply #3509 Top

Quoting TobiWahn_Kenobi, reply 3505
Constructors should no longer be disabled after colonising... Also, as stated before, the planet will have much lower max population than normal. Vorlons are few in numbers.

If any Vorlon ship (a destroyer in my case) is in the grav-well it appears to be disabled when the planet is colonized, not sure if your above constructor fix also cures this.

The 'every colonized planet is a phase stabilizer node' concept is going to be interesting, the extra mobility will compensate for the expense of Vorlon craft - 'fleeting up' is going to take some time...

I think the small population limit fits well with the story - it's a small price to pay when you're running a empire populated with first ones  ;P

 

Reply #3510 Top

Quoting NewHorizons, reply 3510
If any Vorlon ship (a destroyer in my case) is in the grav-well it appears to be disabled when the planet is colonized, not sure if your above constructor fix also cures this.

no, all frigates with weapons in the gravitywell are disabled upon colonisation. If somebody can tell me how I can modify the ability/buff to only affect the colony ship I'm grateful for it.

Quoting NewHorizons, reply 3510
The 'every colonized planet is a phase stabilizer node' concept is going to be interesting, the extra mobility will compensate for the expense of Vorlon craft - 'fleeting up' is going to take some time...

I think the small population limit fits well with the story - it's a small price to pay when you're running a empire populated with first ones

Hehe, yeah, I do hope the mobility compensates for it. Shadows can make every world they visit a phase stabilizer node but they need an upgraded Shadow Battlecrab to do this. Vorlons can only make their Homeworld nodes but this comes for free.

Reply #3511 Top

I'm working on your issues Darvroth but I haven't checked them in yet. I'm waiting for more feedback, then submit the changes for a 0.43a02

Reply #3512 Top

Shadows are next... Also, need to look at the cost of ships, with very limited resources it is very very hard to acquire the necessary funds to construct a capital ship after the first one...

Reply #3513 Top

Shadow ticket opened - they need help.

Reply #3514 Top

Quoting TobiWahn_Kenobi, reply 3511
no, all frigates with weapons in the gravitywell are disabled upon colonisation. If somebody can tell me how I can modify the ability/buff to only affect the colony ship I'm grateful for it.

It would be difficult in Diplomacy, but with Rebellion is quite easy to do assuming the ship either has a passive ability already or you don't mind giving it one. If that's not an option, you can be clever with the targeting constrains, for example if its the only frigate of that faction with say phase missiles or energy weapons, you can use those as constraints to limit it to only that ship.

Edit: Here's a potentially better way that works with all version. Change the ability to "ApplyTargetedBuffToSelf", and have the buff you apply to self disable weapons. Now I'm not sure how the "ColonizePlanet" instant action type works on buffs, but I'd try making a buff that uses that, then try putting it on either the colony ship or the planet via "ApplyBuffToTarget" and see if that works.

Reply #3515 Top

When you select a Vorlon light cruiser the HUD icon is that of a Shadow battle crab - heresy, sacrilege! ;P

Life giver & destroyer use a Tinashi for the HUD icon.

Reply #3516 Top

Centauri are approaching fun... :) There are minor issues, let me know if you want the ticket before or after 0.43 release. No show stoppers yet.

Reply #3517 Top

Quoting Darvroth, reply 3517
No show stoppers yet.

If no showstoppers, than please open the ticket with Milestone 0.45a01 and Version 0.43

Quoting GoaFan77, reply 3515
Here's a potentially better way that works with all version. Change the ability to "ApplyTargetedBuffToSelf", and have the buff you apply to self disable weapons. Now I'm not sure how the "ColonizePlanet" instant action type works on buffs, but I'd try making a buff that uses that, then try putting it on either the colony ship or the planet via "ApplyBuffToTarget" and see if that works.

For colony frigates to behave as such and use the colonise ability it is neccessary to use the colonize action in the ability. One can spawn a post-buff but that is not on the ship but on the planet or system I believe (need to look it up at home)

The idea with a passive ability might do it once we are on rebellion.

Quoting NewHorizons, reply 3516
When you select a Vorlon light cruiser the HUD icon is that of a Shadow battle crab - heresy, sacrilege!

Life giver & destroyer use a Tinashi for the HUD icon.

Can you file tickets on Bitbucket, Milestone 0.440a01 and version 0.43?

 

Thanks.

Reply #3518 Top

Quoting TobiWahn_Kenobi, reply 3511
no, all frigates with weapons in the gravitywell are disabled upon colonisation. If somebody can tell me how I can modify the ability/buff to only affect the colony ship I'm grateful for it.

Perhaps add an afterColonizeBuffType to the colonize ability, with a buffInstantActionType of ApplyBuffToFirstSpawnerNoFilterNoRange?

Reply #3519 Top

Quoting TobiWahn_Kenobi, reply 3518
If no showstoppers, than please open the ticket with Milestone 0.45a01 and Version 0.43

Centauri ticket opened, may have found a show stopper. Annoying Centauri habit of leaving mauled foes to live seems to have been corrected by the former (four 4 logistics points) fleet frigate modifications.

Fellow modders please feel free to open master tickets for issues discovered by faction using the guidelines TobiWahn has above. If a Master ticket for 0.43 exists for that faction, edit and add your issue(s). If the ticket has a maximum size open a part 2 and keep adding. Master tickets are an excellent means of tracking bugs and balance issues by build.

Reply #3520 Top

Quoting Darvroth, reply 3520
Master tickets are an excellent means of tracking bugs and balance issues by build.

My opinion does differ here. I'd rather have each issue in a separate ticket. I keep track using the Milestone/Version designations and it is far easier to see how much is still to do if everything is in its own ticket. Also, it is easier to change the Milestone/Version when separated and attachments don't overload the tickets.

Quoting Lavo_2, reply 3519
Perhaps add an afterColonizeBuffType to the colonize ability, with a buffInstantActionType of ApplyBuffToFirstSpawnerNoFilterNoRange?

Thanks, I will try that as soon as I have time! I'm still an infant when it comes to sins coding. give me C++ or Java or JavaScript or Objective-C and I have no problems, but sins buffs... :sheep:

Reply #3521 Top

Quoting TobiWahn_Kenobi, reply 3521
Thanks, I will try that as soon as I have time! I'm still an infant when it comes to sins coding. give me C++ or Java or JavaScript or Objective-C and I have no problems, but sins buffs...

I can sympathize; I'm awful with buffs as well.

Reply #3522 Top

Quoting Lavo_2, reply 3522
I can sympathize; I'm awful with buffs as well.

I'm in that club... the logic of the pathing defies my understanding; though run enough itterations and success still happens on occasion.

Reply #3523 Top

I can do Buffs, regrettably.  Working on the Ability_Narn_Thenta_Makur right now.  Tonight, I'll finish it and Ability_Narn_Kana_Rituk for the PlanetModule_Narn_Thenta_Makur (formerly TechOrbitalCannon) or whatever we decide to call it.  Instead of a cannon shell, a ship is sent to a planet via a cannon shot, unleashing 'terrorists' of several sorts, disabling ships (Narnminedetonate1 also) and stealing production for a good while.  It also doubles as planetary defense.  I've thought about a planet bonus to raise Tactical slots by 30, in order to place the PlanetModule only once.  Yes, I'm finally getting the hang of it.  50% Awesome / 50% stumped too but, still hanging in there.

Reply #3524 Top

Eleven Vorlon destroyers vs large EA fleet = death, the lingering EA fighters will take out 2-3 of the Vorlons but it is not a good trade.

Reply #3525 Top

Quoting TobiWahn_Kenobi, reply 3521
Thanks, I will try that as soon as I have time! I'm still an infant when it comes to sins coding. give me C++ or Java or JavaScript or Objective-C and I have no problems, but sins buffs...

Yeah, having some idea of programming will make buffs easier to figure out, but its not your typical programming exercise. You don't have the flexibility to just write a method that does what you want. It's kind of like being stuck with a series of predefined functions and objects, and that's it. The only way to master it is to do it enough to get an intuitive sense of how you can use them.