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

 

14,160,146 views 5,473 replies
Reply #3801 Top

SoaSE Rebellion battles are like watching a beginner paint class, color everywhere and not much happening. Give me SotYR quick battles any day!

Reply #3802 Top

Can't find an english copy of the tech Empire Integration even in ZombieRus5's excellent listings. Would appreciate if anyone could point me to a repository or upload the file. Many thanks.

Reply #3803 Top

davroth did you look in the ref files?

harpo

 

Reply #3804 Top

Quoting harpo99999, reply 3803
davroth did you look in the ref files?

Yes, and I found all the files I was looking for except that one. I even trolled through the Vanilla, Entrenchment and Diplomacy listings in case it was a carry over from an older version and of it, no trace could be found.

Edit: It is possible the in game name and the associated file name are different but that would be an exception and will make it a real pain to find if that is the case.

Reply #3805 Top

Darvroth, you'll need harpo's Rebellion 1.1 ref files - the v1.031 files didn't appear to have that tech in. Searching though those indicates it's the RESEARCHSUBJECT_SHIPBOARD_LABS_2.entity tech.

$ fgrep -B2 'Empire Integration' English.str
StringInfo
        ID "IDS_RESEARCHSUBJECT_SHIPBOARD_LABS2_NAME"
        Value "Empire Integration"
$ cd ../GameInfo
$ fgrep IDS_RESEARCHSUBJECT_SHIPBOARD_LABS2_NAME *
RESEARCHSUBJECT_SHIPBOARD_LABS_2.entity:NameStringID "IDS_RESEARCHSUBJECT_SHIPBOARD_LABS2_NAME"

 

Reply #3806 Top

Quoting NewHorizons, reply 3806
Searching though those indicates it's the RESEARCHSUBJECT_SHIPBOARD_LABS_2.entity tech.

I found and incorporated Shipboard Labs 2 seperately and both it and Empire Integration are on the Vasari Loyalist tech tree. I'm laying the ground work for reworked tech trees for 0.45 which if all goes according to plan will better organize the techs and introduce a host of new techs as well.

Thanks, if they are the same no harm but I'd rather be sure rather than miss a required step in liberating the Shadow from needing (as many) colonies.

Reply #3807 Top

Quoting NewHorizons, reply 3788
It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons.

Quoting NewHorizons, reply 3791
It's my first stab at a new ability so I'll see what TobiWahn & Darvroth think. Gravity Net is designed as a frigate trap and complements the powerful, but fairly short-ranged weapons of the Troligan. It's already fairly effective, especially against long range frigates.

Nice! Looking forward to have a go with it.

Quoting NewHorizons, reply 3788
Edit 2: The Ruling Body->Crystal tech appears to unlock a pact, but none is available in the diplomacy screen.

Have you files a ticket?

Quoting aprudd1701, reply 3790
I.e. more tech that improves shield levels and recovery rates, however at the same time the max levels should be quite low - ?150 and the rates of recovery faster. The idea being that volume of fire will overwhelm the interceptors, but 1v1 ship confrontations slow down a bit. This might also make fighters more tactical, use your fighters to supress enemy shields, use your other ships to destroy it, this makes beam weapons more important also since interceptors shouldn't stop beams and similar weapon types.

That was the general idea. Though as we are a very small active team we can only do so much and the mechanic as of now is working (barely, but working). We might make more changes in the future but for now its not a priority.

Quoting aprudd1701, reply 3790
Anyway, Really enjoying the latest release, though I've started messing with the files because I wasn't entirely happy with how the weapon firing rates and coordinated firing patterns were set up, also replacing the cube ships with placeholders.

Well, we have had almost no work on the weaponeffects at all. If you are interested I could export you a list of the weapons(effects) we use as csv or xls and you could change the values to better reflect B5 cinematics (this is what this is about, not the flashiest shiniest and most colourful of graphics but true to the series). Afterwards I can reimport the file into my database and use it for the next build. PM me if you are interested.

Quoting Darvroth, reply 3792
The shield graphics are turned off for that reason. Ideally we would love to replace the shield graphics with some that immulate interceptors with at least one unique graphic set to each race but we have limited art talent right now (TobiWahn and other occasional contributors listed in the credits) and we keep TobiWahn very busy integrating content, tweaks and bug fixes.

Your second point about shields is valid. The game has 5 ship toughness modifiers but only four really come into play: shields, shield mitigation, armor and hull. Passive hull regeneration is essentially off (there are exceptions) and shield restoration is also low 1/sec for most ships so they don't contribute to our calculus (exceptions noted). Shield mitigation is by and away the biggest variable blocking a % of incoming damage before it can be applied to hull. Shield mitigation also runs on a sliding scale between 1% and the ship maximum so the first hit is the most important. This is important as ships with occasional high damage weapons (think Minbari) are more effective than more frequent firing lower damage weapons (EA) all other things being equal. Many ships also lack in-game abilities (they are a pain to test) though we are accumulating a backlog of content that should appear in 0.45. In short over-all balancing is a work in progress based on our own testing and feedback from the forum and introduction of new abilities has and likely will continue to lead to progressive tweaks.

Very well said.

Quoting Darvroth, reply 3798
TobiWahn,

Uploaded the proposed Rebellion compliant corvette entity files in ticket 134. Request review and incorporate.

Will do as soon as possible, but might take a while for me to get up to date.

Quoting Darvroth, reply 3799
SotYR Diplomacy and Paint do not play well together....

:grin: :rofl:

No, paint is by far the worst to do anything with. Try Paint.Net or GIMP, they should do the trick.

Quoting Darvroth, reply 3800
I'm going to focus first on the EA and Minbari tech trees as they have the most obvious open civil wars. You stated earlier the Shadow vs Vorlon was sufficient for those races and I'll leave it at that though the respective tech trees may need to be adjusted a bit. The Narn vs Centauri also seems to be sufficient without additional Rebellion factions needed. Reviewing canon again the League of Non-Aligned Worlds was established as a counterweight to Centauri aggression and would serve as a good NPC only faction at some future point after the 6 core races are much more complete. It will take some time but I'll post new tickets for each race when the work is done.

Wonderful, many thanks.

Quoting Darvroth, reply 3801
Happy New Year! May 2013 bring us through 0.45 and beyond.

I'm not sure we can make May, but I'll try ;P

Happy new year everyone!

Quoting Darvroth, reply 3801
SoaSE Rebellion battles are like watching a beginner paint class, color everywhere and not much happening. Give me SotYR quick battles any day!

Yep, too much colour, too little epic.

Quoting Darvroth, reply 3807
I found and incorporated Shipboard Labs 2 seperately and both it and Empire Integration are on the Vasari Loyalist tech tree. I'm laying the ground work for reworked tech trees for 0.45 which if all goes according to plan will better organize the techs and introduce a host of new techs as well.

Thanks, if they are the same no harm but I'd rather be sure rather than miss a required step in liberating the Shadow from needing (as many) colonies.

Wow, wonderful!

 

 

So, here's the news:

I've been ill again (the flu this time) and was handicapped so could not make as much progress as I wished for.
I've at this very time no idea how to make the race selection screens so I disabled them.
The current Rebellion version does no longer accept 'AllowUseAlliedPhaseGateWithPhaseJumpPact' as a valid enum. So the PhaseGate Pact is no longer functional. We need something else instead.
IntroMovies do not work for now but should be trivial
Most Rebellion additions are not functional in the DB as of now or not visible to the user
Most added lines in the player entity files are not filled
No Titans and no Titan Planetmodules as of yet
Only 3 weapons for now and might stay that way for most ships (as I will only change that - and the respective model - if it really makes sense, on the big ships and titans for example)

BUT

First playable rebellion build is checked into the repository. So my fellow members, check it out and have a go with it. It uses the Rebellion weaponeffects though which means that its overly shiny and has the wrong colours all over the place.

Reply #3808 Top

Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository!  :beer:

Reply #3809 Top

Quoting TobiWahn_Kenobi, reply 3808
The current Rebellion version does no longer accept 'AllowUseAlliedPhaseGateWithPhaseJumpPact' as a valid enum. So the PhaseGate Pact is no longer functional. We need something else instead.

Try RESEARCHSUBJECT_PACTUNLOCK_PHASEJUMP which is used by the Vasari (can't remember the faction) and see if that does the trick.

Reply #3810 Top

Quoting TobiWahn_Kenobi, reply 3808
Quoting NewHorizons,
reply 3788
Edit 2: The Ruling Body->Crystal tech appears to unlock a pact, but none is available in the diplomacy screen.

Have you files a ticket?

Is it supposed to unlock a pact? I wasn't sure so didn't create a ticket. :sheep:

Quoting TobiWahn_Kenobi, reply 3809
Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository!
Excellent work, the new Sins engine does make ships look much more realistic. :thumbsup:

Some minor Rebellion gotha's from a few minutes of initial playing around:-

1) Using Rebellion's flagship victory condition results in a crash - I'm guessing it's because we haven't got such units in SotYR. However, with the large differences between various races cap ships I'm not sure that victory condition would be fair, as Narn/EA/Centauri flagship would be a outclassed by a Shadow/Vorlon equivalent. I haven't tried the other victory conditions yet. I would imagine the Research victory would be the other problematic one as we don't have each race's victory techs. In the long run, it would be nice for the Occupation planet to be guarded by a fleet of 'First Ones'.

2) Particle effects of ships moving into and traversing down a phase lane aren't visible.

Quoting TobiWahn_Kenobi, reply 3808
I've been ill again (the flu this time)

Get well soon, time for a whisky (or two) - hopefully 2013 can only get better.

Reply #3811 Top

Quoting TobiWahn_Kenobi, reply 3809
Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository!

Translation please for the non-programmer... :'(

Also, do we need to rebuild and retest every ability or has the DB been able to successfully convert them?

Reply #3812 Top

Quoting NewHorizons, reply 3811
it would be nice for the Occupation planet to be guarded by a fleet of 'First Ones'.

I believe they are called Shadow and the place is Za'ha'dum...

Reply #3813 Top

Quoting TobiWahn_Kenobi, reply 3808
I've been ill again (the flu this time) and was handicapped so could not make as much progress as I wished for.

Take your time and get well.

If you can knowing what is left to do before 0.44 is ready for release would be helpful. Essentially, how can we help you? I'll be awhile on the tech trees but aside from that?

Reply #3814 Top

Quoting Darvroth, reply 3812
Quoting TobiWahn_Kenobi,
reply 3809
Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository!

Translation please for the non-programmer...

If you're using the basic command-line git utility, it just means use need to use the -b branch option:-

git clone -b Rebellion https://[email protected]/TobiWahn_Kenobi/sotyr.git

Reply #3815 Top

Quoting NewHorizons, reply 3811
In the long run, it would be nice for the Occupation planet to be guarded by a fleet of 'First Ones'.

Wonderful idea.

Quoting Darvroth, reply 3812
Translation please for the non-programmer... :'(

Well, when you use git to download the sources it defaults to the master branch. To not overwrite the old Diplomacy mod I created a new branch called rebellion. So when you use git to download the sources go into the rebellion mod folder (Rebellion has a new location for that, under the mygames folder in "My Documents") and rightclick. Then from the tortoise git menu (if you use that) check out the source but instead of selecting master use the dropdown to select Rebellion when checking out. Hope that helps, I'm at work now (eating lunch) so I cannot look up the dialogs.

Or just use what NewHorizons said ;-)

Quoting Darvroth, reply 3812
Also, do we need to rebuild and retest every ability or has the DB been able to successfully convert them?

They should all be fine. We need to add values for abilities that should have a 4th level though.

Quoting Darvroth, reply 3813
I believe they are called Shadow and the place is Za'ha'dum...

I think he meant all the other ones that were scattered around the galaxy and sought for by Ivanova on Sheridans behalf.

Quoting Darvroth, reply 3814
Take your time and get well.

If you can knowing what is left to do before 0.44 is ready for release would be helpful. Essentially, how can we help you? I'll be awhile on the tech trees but aside from that?

Thanks. Most has to be done in the DB and involves making it fit for all the Rebellion additions.

 

Reply #3816 Top

Quoting TobiWahn_Kenobi, reply 3808
'AllowUseAlliedPhaseGateWithPhaseJumpPact' as a valid enum. So the PhaseGate Pact is no longer functional. We need something else instead.

This is incorrect. SoGE uses this modifier without issue. I have a picture if you need further proof, and here's the Rebellion compliant files used in SoGE. Further, this modifier can be used in a regular research file; it does not have to be in a pact.

Reply #3817 Top

Quoting Lavo_2, reply 3817
This is incorrect. SoGE uses this modifier without issue. I have a picture if you need further proof, and here's the Rebellion compliant files used in SoGE. Further, this modifier can be used in a regular research file; it does not have to be in a pact.

AllowAlliesToUsePhaseGates works, many thanks. Why did they change the name?

 

 

Reply #3818 Top

Quoting TobiWahn_Kenobi, reply 3816
They should all be fine. We need to add values for abilities that should have a 4th level though.

Based on what I've seen only the titans use all four levels though I've not found a reason why capital ships or frigates couldn't. Capital ships are still bound by the 10 level limit though.


Quoting TobiWahn_Kenobi, reply 3816
Quoting Darvroth, reply 3813I believe they are called Shadow and the place is Za'ha'dum...
I think he meant all the other ones that were scattered around the galaxy and sought for by Ivanova on Sheridans behalf.

I know what he meant and I was having fun...no harm. That would be a lot of extra ship and ability work for an ending not used in most games... Definitely a later thing when the mod is complete and we are just adding content for the fun of it. Still I'd think using a host of Shadow will work to make that victory condition work and keep with the B5 theme... The Shadow were known to have multiple gathering places.

Reply #3819 Top

Quoting Darvroth, reply 3819
I know what he meant and I was having fun...no harm. That would be a lot of extra ship and ability work for an ending not used in most games... Definitely a later thing when the mod is complete and we are just adding content for the fun of it. Still I'd think using a host of Shadow will work to make that victory condition work and keep with the B5 theme... The Shadow were known to have multiple gathering places.

That's right, but Shadows battling shadows would seem odd.

Quoting Darvroth, reply 3819
Based on what I've seen only the titans use all four levels though I've not found a reason why capital ships or frigates couldn't. Capital ships are still bound by the 10 level limit though.

Which is good for us, as that would mean lvl10 Capitalships would be able to differ depending on the abilities chosen.

Reply #3820 Top

Quoting TobiWahn_Kenobi, reply 3818

AllowAlliesToUsePhaseGates works, many thanks. Why did they change the name?
 

Presumably since the Vasari Rebels have a normal research that allows their allies to use their phase gates, not just a pact.

Reply #3821 Top

Quoting TobiWahn_Kenobi, reply 3820
Which is good for us, as that would mean lvl10 Capitalships would be able to differ depending on the abilities chosen.

Presuming that the jump engine remains a 1 level ability and the other three have 4 levels (not sure it makes sense for all but call it many) that would allow for significant variation between capital ships. I like it... but it will force a revisit of all current abilities and buffs. Some choices will clearly be preferred over others but there may be a desire for that one specilized ship...

Rather than resubmit all the existing ability proposals I recommend the files simply are tweaked when they are accepted in the DB.

One note of caution I do not know how the AI will respond when making its selections, randomly or is there a hidden weighting based on position? Previously I wasn't concerned how or when the AI made use of an ability only that it did.

Reply #3822 Top

Quoting TobiWahn_Kenobi, reply 3820
That's right, but Shadows battling shadows would seem odd.

Just because we never saw Shadows practicing selection among themselves doesn't mean their weren't times it happened. Having a violent survival of the fittest philosophy could just as well have been applied to rival ideas or points of view...

Reply #3823 Top

Quoting Darvroth, reply 3823
Just because we never saw Shadows practicing selection among themselves doesn't mean their weren't times it happened. Having a violent survival of the fittest philosophy could just as well have been applied to rival ideas or points of view...

Might be but it just doesn't feel right ^_^'

Reply #3824 Top

Quoting TobiWahn_Kenobi, reply 3820
...Shadows battling shadows would seem odd.

A Shadow civil war, it would be chaotic, but you wouldn't want to be caught up in the middle - nasty! :O

Quoting TobiWahn_Kenobi, reply 3816
I think he meant all the other ones that were scattered around the galaxy and sought for by Ivanova on Sheridans behalf.
Yup, I was referring to the Walkers of Sigma 957 & friends.

Quoting Darvroth, reply 3819
That would be a lot of extra ship and ability work for an ending not used in most games...
Agreed, hence the 'long run' qualifier! ;)

The Sigma 957 ship does look hard to model, still the Kultorask has a bit of an ancient 'First Ones' look about it - I might have a go at the Occupation victory for my next SotYR game.

 

Reply #3825 Top

Quoting TobiWahn_Kenobi, reply 3818
AllowAlliesToUsePhaseGates works, many thanks. Why did they change the name?

No idea; I came to Rebellion from Ent, where the old modifier didn't exist.