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

 

14,165,320 views 5,473 replies
Reply #3626 Top

Quoting boshimi336, reply 3624
and custom Militia templates (which I am more than willing to do once we get the rebellion release out in the future)

You are more than welcome to do this!

Quoting Lavo_2, reply 3625
I've used it to lock players out of one of their race's two Titans. I have also found that Vicious and Cruel AIs (the two hardest) basically bypass this dynamic. ZombieRus has gone much farther than I have, in regards to this function.

How is it done? I'd love to choose the faction by research instead of choosing it upfront!

 

 

Reply #3627 Top

Quoting TobiWahn_Kenobi, reply 3626
How is it done? I'd love to choose the faction by research instead of choosing it upfront!

Declaring faction example:

researchBoolModifiers 1
researchModifier
    modifierType "SetFaction"
    factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"

How to lock techs out example:

Prerequisites
    NumResearchPrerequisites 0
    RequiredFactionNameID "IDS_PLAYERFACTIONNAME_REBEL"
    RequiredCompletedResearchSubjects 0

Reply #3628 Top

Quoting Lavo_2, reply 3627
Quoting TobiWahn_Kenobi,
reply 3626
How is it done? I'd love to choose the faction by research instead of choosing it upfront!

Declaring faction example:

researchBoolModifiers 1
researchModifier
modifierType "SetFaction"
factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"

How to lock techs out example:

Prerequisites
NumResearchPrerequisites 0
RequiredFactionNameID "IDS_PLAYERFACTIONNAME_REBEL"
RequiredCompletedResearchSubjects 0

 

Cool! Thanks.

Reply #3629 Top

Quoting -Norbert-, reply 3626
I'm not so sure culture spread gain is fitting for the Drazi conflicts ... but maybe it could increase the weapon damage and hit chance for friendlies.

Guess I was stretching 'political traditions' with culture a bit there, sadly I don't think planet bonuses can affect weapons, eg rate of fire, accuracy, range etc. The only way a planet can affect those is with an ability, eg asteroid belt.

To add to boshimi's race-inspired bonuses (Docker's Guild & Minbari workers) some based on the other young races:-

* Narn Hydroponics Facility: pop +30, Trade +20%, planet upgrade cost -25%, planet upgrade rate +25%. Desert planets only, but as they have lots of upgrades the savings are quite handy.

* Centauri Finance House: Tax +1.0/sec, Trade +40%, tactical slots +4 (to protect all that cash/bullion), probably Terran planets only - I couldn't image a Centauri financier (or his clientèle) roughing it on an asteroid or volcanic planet.

Reply #3630 Top

While we are at the Centauri, maybe you could somehow make a planet bonus out of the Cora Preedo (or however the proud knifes - Londo's and Urza's dueling society - are spelled).

Maybe a little less tax in exchange for trade and culture. Trade because they'll need supplys for their parties and swords, culture because of the high value the Centauri put into their traditions and the reduced tax, because those highly respected nobles surely know a lot of tricks for not having to pay for damage they cause.

Reply #3631 Top

Quoting -Norbert-, reply 3631
While we are at the Centauri, maybe you could somehow make a planet bonus out of the Cora Preedo (or however the proud knifes - Londo's and Urza's dueling society - are spelled).

Already shows up as ship abilities.

Wonder if planet bonuses could be set to specific factions as Lava_2 described above?

Reply #3632 Top
Бляяяя, этот мод наверное не когда не выйдет!!!! Сколько можно ебать мозг !
Reply #3633 Top

Quoting Lavo_2, reply 3625

Quoting NewHorizons, reply 3620I did like the original proposal for Rebellion where you chose your rebel or loyalist colours via research, Lavo_2 & ZombieRus appeared to have a bit of play in this thread, not sure how far they got.

I've used it to lock players out of one of their race's two Titans. I have also found that Vicious and Cruel AIs (the two hardest) basically bypass this dynamic. ZombieRus has gone much farther than I have, in regards to this function.

I backed it out though to simplify what I needed to deploy. Also, the cruel and vicious cheats made it pointless for what I had.

Reply #3634 Top

Quoting ZombiesRus5, reply 3634
I backed it out though to simplify what I needed to deploy. Also, the cruel and vicious cheats made it pointless for what I had.

So it it viable at all? Can cruel and vicious research everything no matter what faction? (That would be a bug)

Reply #3635 Top

Quoting TobiWahn_Kenobi, reply 3635
So it it viable at all? Can cruel and vicious research everything no matter what faction? (That would be a bug)

Yes, and yes, SD knows about the latter, but as this function is depreciated, they won't waste time on it. Cruel and Vicious AI are a bit too OP imo, better to put in AI-exclusive research, or your suggestion to make a human and AI version of a faction, is better.

Reply #3636 Top

I submitted 0.43RC1. Issues were mostly resolved, some were postponed till 0.45.

I also added Antimatter regeneration to the Hermes and the Explorer as well as adjusted the crystal cost of the Hermes (2000 were a bit excessive)

Dear testers please check and give notice.

:thumbsup:

Thanks
Tobias

Reply #3637 Top

Quoting Lavo_2, reply 3636
Yes, and yes, SD knows about the latter, but as this function is depreciated, they won't waste time on it. Cruel and Vicious AI are a bit too OP imo, better to put in AI-exclusive research, or your suggestion to make a human and AI version of a faction, is better.

Well. ic it is feasible I will use it. Except the AI is so bloody stupid that the research trees don't work at all, then we could consider a AI Faction.

Btw, are the factions hardcoded? Or can I introduce a number of factions?

Reply #3638 Top

Well, theoretically, if you have an AI-only faction, you can link nearly all the techs together, into one big tree, and make the "super techs" on the top of the tree pre-requisites for a ship; this will increase the odds of the AI researching things, even if slightly.

Unlimited. However, be careful with how you lock things out... If you're planning to allow races to switch factions multiple times, you can run into odd problems.

Reply #3639 Top

Found the reason why the dockyard kept autocasting

ignoreNonCombatShipsForAutoCastTarget FALSE

kept it casting on module constructors.

I#ve updated the repository with the fix.

Reply #3640 Top

Quoting Lavo_2, reply 3639
Unlimited. However, be careful with how you lock things out... If you're planning to allow races to switch factions multiple times, you can run into odd problems.

Well, thats going to be some heavy brainwork :grin:

Reply #3641 Top

Quoting TobiWahn_Kenobi, reply 3641
ShoKar had AntiMine role, so that got it.
Quote from ticket 133. Concur ShoKar has roletype AntiMine, however the entity does not include the ability AbilityDetectMinesTech so despite the roletype the Narn faction do not have a functioning mine detection capability. I'll try and be more precise in identifying the problem in future.

Reply #3642 Top

Quoting Darvroth, reply 3642
Quote from ticket 133. Concur ShoKar has roletype AntiMine, however the entity does not include the ability AbilityDetectMinesTech so despite the roletype the Narn faction do not have a functioning mine detection capability. I'll try and be more precise in identifying the problem in future.

No problem, thanks for watching and testing.

Reply #3643 Top

Quoting TobiWahn_Kenobi, reply 3643
No problem, thanks for watching and testing.

:grin:

TobiWahn, go ahead and publish. We'll never be satisfied with where we are... We can plan on a hot patch in a few weeks if the larger community finds a serious flaw we few testers missed. 8C X| But if not we have our new baseline.

 

Fellow modders, since we are about to launch into the Rebellion phase of out mod I thought I'd kick off a conversation toward that end. Rebellion introduces a new ship type the Corvette. I've been thinking and have come up with two proposed courses of action in ticket 134.

1) The smallest/er frigates of each faction are converted into corvettes, simple but lacking something and under optimizes the new game mechanic.

2) Assign the "strike/assault" frigates as corvettes and take advantage of the distinctly different game mechanics that corvettes have to give us more flexibility in optimizing ships toward the hit-and-run tactics practiced by most of the B5 factions.

Thoughts? Best ideas should be moved to the ticket for action. Let the discussion begin.

Reply #3644 Top

Since if I recall correctly you guys already have all the frigate roles filled and have some overlap for at least the EA, how about converting more than one frigate to the corvette class?  Also, all that makes corvettes operate differently from frigates is that they always use fighter movement and are in a different target filter for abilities.  You guys could easily make it so the lighter combat frigates use fighter attack methods since the usesFighterAttack line got added all the way back in Entrenchment.

Reply #3645 Top

Quoting Darvroth, reply 3644

Quoting TobiWahn_Kenobi, reply 3643No problem, thanks for watching and testing.



TobiWahn, go ahead and publish. We'll never be satisfied with where we are... We can plan on a hot patch in a few weeks if the larger community finds a serious flaw we few testers missed. But if not we have our new baseline.

 

Fellow modders, since we are about to launch into the Rebellion phase of out mod I thought I'd kick off a conversation toward that end. Rebellion introduces a new ship type the Corvette. I've been thinking and have come up with two proposed courses of action in ticket 134.

1) The smallest/er frigates of each faction are converted into corvettes, simple but lacking something and under optimizes the new game mechanic.

2) Assign the "strike/assault" frigates as corvettes and take advantage of the distinctly different game mechanics that corvettes have to give us more flexibility in optimizing ships toward the hit-and-run tactics practiced by most of the B5 factions.

Thoughts? Best ideas should be moved to the ticket for action. Let the discussion begin.
Quoting SpardaSon21, reply 3645
Since if I recall correctly you guys already have all the frigate roles filled and have some overlap for at least the EA, how about converting more than one frigate to the corvette class?  Also, all that makes corvettes operate differently from frigates is that they always use fighter movement and are in a different target filter for abilities.  You guys could easily make it so the lighter combat frigates use fighter attack methods since the usesFighterAttack line got added all the way back in Entrenchment.

 

If you convert some frigates to corveettes (which I highly support!!!) please consider slowing them down when compared to the vanilla corvettes for sins. Somewhere in between where they currently are, and strikecraft ... that would lead to more cinematic battles in my mind more akin to the sluggishness of most of the races. Just some aesthetic thoughts.

Reply #3646 Top

Quoting boshimi336, reply 3646
If you convert some frigates to corveettes (which I highly support!!!) please consider slowing them down when compared to the vanilla corvettes for sins. Somewhere in between where they currently are, and strikecraft ... that would lead to more cinematic battles in my mind more akin to the sluggishness of most of the races. Just some aesthetic thoughts.

The Centauri Haven already has the fighter movement flag set to true...we used it to overcome a problem we were seeing in-game where the Haven would pace a target but not engage it because in only has weapons on the forward arc. It actually worked very well. I and most of the mod team I suspect haven't yet dug into the Rebellion deltas yet as we were focused on Diplomacy and even then had some format problems.

If the version you have doesn't have the flag set true for Haven, set it and you will see how it should look in 0.43. I don't recall if that was the only frigate whose flag we set or if that was the only tweak...

If there is a quick reference to Rebellion deltas 101 that would be useful.

Reply #3647 Top

I've already done some work in the DB for the Rebellion migration (though Titans and Corvettes as well as the new InstantActions, PeriodicActions and OverTimeActions are still missing)

I will publish 0.43 in the coming days.

Reply #3648 Top

Quoting TobiWahn_Kenobi, reply 3648
though Titans... are still missing)

I will publish 0.43 in the coming days.

 

It is my personal recommendation that the dev team consider these two paths when dealing with 'titans' for the B5 mod.

 

Path 1: Titans are scaled to be 'heavy capital ships' as far as the stats are concerned through all 10 levels, and are treated more like a 'capital class flag ship' instead of a monstrous vehicle of doom that can eat entire fleets by itself ...

 

Path 2: Remove titans all together and consider having regular capitals and 'heavy' capitals that use the titan armor value (making them much less susceptible to strike craft spam etc) but are still considered capital ships by the game. The AI would need to have an 'ai-only' version of a heavy capital (titan) that it could research so that it wouldn't crash the game when trying to research a titan (this could be hidden on the tech tree so it is not available to the human players). This (titan) that the AI can use would look and function just like any of the other 'heavy capitals' and therefore would not break the immersion of the player's experience.

 

It is my personal opinion that Titans, as implemented in vanilla rebellion as a one off super ship, would ruin the feeling of the b5 universe in its entirety (with the possible exception of the Vorlons and Shadows).

 

Ultimately it is your decision on how these should be implemented and these are just my suggestions. I just wanted to throw them out there for your consideration as current vanilla rebellion boils down to 'who has the better titan' during the end-phase of most multi-player lan games I have played.

Reply #3649 Top

I've sometimes thought it would be nice if any B5 titans were unlocked via a diplomacy pact, each titan specific to a faction:-

EA xenophobes: Omega-X (Advanced Shadow variant)

EA xenophiles: Victory destroyer

Minbari warrior caste : Neroon heavy cruiser

Minbari religious caste : not sure, maybe Whitestar?

Narn xenophobes : Bin'Tak?

etc, etc, although as you can see it would need to more thought as to what titans other factions get.

It hopefully might encourage diplomacy in the middle of the game (Babylons 5's design purpose) instead of Rebellion's race to launch the first titan.

 

Reply #3650 Top

Xenophobes entering into a diplomatic pact to get Titans doesn't seem like that's something they would ever do.  Titans would also be unable to be built in 1v1 games and people would just rush diplomacy so they can get that out of the way so they can rush to Titan.