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

 

14,158,700 views 5,473 replies
Reply #3901 Top

Quoting TobiWahn_Kenobi, reply 3898
Problem is, I do not get the Titan Factory icon to show on planet selection (ACTIONICON_PLANET_blahblahblah) and I do not get the icon for going back to the planet section when in the titan factory subsection. The buttons work though and the Titan Icon itself shows just fine. What need I do?

On the Neroon Factory the button positions appear to be mixed up.

After selecting the shipyard all buttons are blank. Hover over the lower left and one - it changes shade and a 'Construct a titan at this planet' infocard appears. Selecting that then shows the icon for the Neroon in the top left hand button. I've not figured out the UI elements of modding Sins yet, so I'm not sure if this is the cause.

I like the new Neshatan model, the appearance is quite a bit different to most Minbari warships. It has scary amount of fire power, as a heavy cruiser should have, and a range that works well with Minbari capital ships. However the hull strength seems a bit too high - 12016 (after research upgrades & a Narn armour pact) is second only to a Neroon (14690) and exceeds that of all other war-cruisers - eg 9860 for the Sharkaan. Would it be worth reducing the hull points to bring into line with its heavy cruiser classification?

 

Reply #3902 Top

Quoting NewHorizons, reply 3901
However the hull strength seems a bit too high - 12016 (after research upgrades & a Narn armour pact) is second only to a Neroon (14690) and exceeds that of all other war-cruisers - eg 9860 for the Sharkaan. Would it be worth reducing the hull points to bring into line with its heavy cruiser classification?

I second, looking through the entity files it has more starting hull than most of the Minbari capital ships and more than the other younger equivalent. I've always favored it despite the logistic cost but didn't dig into the why... Recommend reducing starting hull to 4800 from 5600 and reduce logistics slightly if required, however it is still a very powerful ship and only slightly less tough than most Minbari capital ships which range from Sharlin 5200, Sharoos 6000, Troligan 5000, Sharkaan 6000 and Neroon 9000.

Neshatan out ranges almost every other ship (to include many capital ships) and delivers robust damage in the forward and aft arcs. It can even target fighters on the left and right facings though only at very, very short range... recommend increasing weapon 3 range from 400 to 600 which slightly outranges most fighter primary weapons but does not out range fighter missiles.

Reply #3903 Top

There's techs & pacts that grant hull bonuses to frigates, but not capital ships. So you can end up with frigates with stronger hulls than the pride of your fleet. :S

Below is a comparison of all races base hull strengths, as defined in the entity files. What would be useful is to redo this table with bonuses applied.

Quoting Darvroth, reply 3902
It can even target fighters on the left and right facings though only at very, very short range... recommend increasing weapon 3 range from 400 to 600 which slightly outranges most fighter primary weapons but does not out range fighter missiles.

Sounds reasonable, maybe worth applying such rule to all anti-strike craft weapons.

Comparison of ship hull points
UnitBase hull strength
Frigate_Shadow_Seeder_Frig.entity 1000000
Frigate_Shadow_Seeder_Cap.entity 1000000
Titan_Vorlon_PLANETKILLER.entity 80000
Titan_Shadow_Deathcloud.entity 60000
Titan_Narn_KABINTAK.entity 18000
CapitalShip_Shadow_BATTLECRAB_ANCIENT.entity 15000
CapitalShip_EA_EXPLORER.entity 14000
Titan_Centauri_Adira.entity 12000
CapitalShip_Vorlon_HEAVY_CRUISER.entity 12000
Titan_EA_VICTORY.entity 10000
CapitalShip_EA_POSEIDON_CARRIER.entity 9500
Titan_Minbari_NEROON.entity 9000
CapitalShip_Narn_BINTAK.entity 8500
Frigate_Shadow_Carrier.entity 8000
CapitalShip_Narn_GVRAHN.entity 8000
CapitalShip_EA_WARLOCK.entity 7500
CapitalShip_Narn_TLOTH.entity 7400
CapitalShip_Centauri_Octurion.entity 7000
CapitalShip_Shadow_BATTLECRAB_YOUNG.entity 6000
CapitalShip_Minbari_SHAROOS.entity 6000
CapitalShip_Minbari_SHARKAAN.entity 6000
Frigate_Minbari_Neshatan.entity 5600
CapitalShip_Vorlon_LIGHT_CRUISER.entity 5500
CapitalShip_Narn_GQUAN.entity 5500
CapitalShip_Minbari_SHARLIN.entity 5200
CapitalShip_Centauri_Primus.entity 5200
CapitalShip_Minbari_TROLIGAN.entity 5000
Frigate_EA_Orestes.entity 4800
CapitalShip_EA_OMEGA.entity 4800
Frigate_Centauri_Balvarin.entity 4400
Frigate_Minbari_JumpgateConstructor.entity 4000
Frigate_EA_JumpgateConstructor.entity 4000
Frigate_EA_Avenger_Carrier.entity 4000
CapitalShip_EA_MARATHON.entity 4000
CapitalShip_EA_EARTHFORCE_ONE.entity 4000
CapitalShip_Centauri_Dargan.entity 4000
Frigate_Minbari_Tinashi.entity 3800
Frigate_Minbari_Morshin.entity 3800
Frigate_EA_Apollo.entity 3800
Frigate_Vorlon_Destroyer_Siege.entity 3600
Frigate_Narn_GKarith.entity 3600
CapitalShip_EA_NOVA.entity 3600
Frigate_Vorlon_Destroyer.entity 3500
Frigate_Centauri_Sulust.entity 3500
Frigate_Centauri_Centurion.entity 3500
Frigate_Narn_VarNic.entity 3000
Frigate_Narn_TRakk.entity 3000
Frigate_Narn_DagKar.entity 3000
CapitalShip_Centauri_Altarian.entity 2900
CapitalShip_Narn_RONGOTH.entity 2800
CapitalShip_EA_HYPERION.entity 2800
Frigate_Centauri_Liati.entity 2600
Frigate_Shadow_Stalker_Siege.entity 2500
Frigate_Shadow_Stalker.entity 2500
Frigate_Shadow_Seeder.entity 2500
Frigate_Shadow_Scout.entity 2500
Frigate_Centauri_Darkner.entity 2500
Frigate_Narn_Tenthus.entity 2400
Frigate_Minbari_Tigara.entity 2400
Frigate_Minbari_Leshath.entity 2400
Frigate_EA_Towboat.entity 2400
CapitalShip_Narn_ROTHAN.entity 2400
Frigate_EA_Sagittarius.entity 2300
Frigate_Vorlon_Life_Giver.entity 2200
Frigate_Narn_KaToc.entity 2000
CapitalShip_Centauri_Vorchan.entity 1900
Frigate_EA_Olympus.entity 1800
Frigate_EA_Delphi.entity 1800
Frigate_Narn_ShoKar.entity 1600
Frigate_Minbari_Torotha.entity 1600
Frigate_EA_Chronos.entity 1600
Frigate_Centauri_Morgrath.entity 1600
Frigate_Centauri_Maximus.entity 1600
Frigate_Centauri_Corvan.entity 1600
Frigate_EA_Oracle.entity 1300
Frigate_Centauri_Shadow_Scout.entity 1250
Frigate_Centauri_Scout_WeakSpawn.entity 1250
Frigate_Vorlon_Transport.entity 1200
Frigate_Narn_ShoKos.entity 1200
Frigate_EA_Hermes.entity 1200
Frigate_EA_Artemis.entity 1000
Frigate_Centauri_Kutai.entity 1000
Frigate_Centauri_Haven.entity 800
Frigate_EA_Myrmidon.entity 600
Frigate_EA_Tethys.entity 500

 

Reply #3904 Top

Quoting NewHorizons, reply 3903
Sounds reasonable, maybe worth applying such rule to all anti-strike craft weapons.

Most ship based anti fighter weapons have much longer range:

EA standard is 1600-2400

Narn standard is 800-1600

Centauri standard is 1600-3000

Minbari standard is 400 which would explain the poor Minbari performance against fighters.

Vorlon standard is 800-4200, Drone is 800 remainder are 3600+

Shadow standard is 1600-3000

 

You forgot the Vorlon Drone which the entity calls a fighter but is a frigate, soon to be a corvette which is still a frigate sub class.

Vorlon Drone has 190 hull.

Reply #3905 Top

Quoting Darvroth, reply 3905
You forgot the Vorlon Drone
Yeah, I knocked out non-combat ships and *Fighter*.entity files to trim down the size of the table.

Back on the titans (Neroon), you can't select any abilities despite having spare points.

 

Reply #3906 Top

TobiWahn,

Replayed the Minbari tonight and payed attention to the fighter defense and they faired very poorly. I'll need to rerun the experiment with the anti-fighter weapons range increased to 600 from 400 and the beam duration decreased to 1.8 sec from 3 sec which will also yield a slight increase in firing rate. The beam duration for an anti-fighter weapon is too long and looks odd but only when zoomed in close.

Gah! Build SOTYR is not person readable...

NewHorizons, could you run the experiment under the following variables: All Minbari ship based weapons with the fighter flag set TRUE increase range to 600 from 400 and decrease beam duration to 1.8 or less and see if the Minbari fair any better? Using EA as an opponent will give you worse case fighter groups, Narn less so, Centauri don't really use fighters in numbers till the Balvarin is developed.

Reply #3907 Top

Quoting Darvroth, reply 3907
NewHorizons, could you run the experiment under the following variables: All Minbari ship based weapons with the fighter flag set TRUE increase range to 600 from 400 and decrease beam duration to 1.8 or less and see if the Minbari fair any better?
A lot of Minbari ships have anti-fighter weapons with a range of 3600 and duration of 3sec, should I adjust the timing on those weapons or just the short range ones?

I guess I should also avoid building many Morshins with Tishats & Nials too.

 

Reply #3908 Top

I just pitted a Neshatan against a Poseidon full of Thunderbolts, and the fighter squads almost ate it alive (it retreated with 1.9% hull left) with no detectable impact on the fighters, despite being ordered to attack the squads instead of their carrier.

Quoting Darvroth, reply 3907
... and decrease beam duration to 1.8 or less

However, the duration on the anti-strike craft weapons is already down to 0.25. What appeared to be a problem is the weapons are sited on port & starboard sides, so the cruiser had to constantly manoeuvre into position. By the time it did, the fighters would be out of range/outside the firing arc so the cruiser had very little opportunity to actually fire on a fighter.

I suppose it depends what is intended here. The classic counter to heavy cruisers are strike craft (typically bombers) so you would expect the cruiser to have weak anti-strike craft capabilities. In this case the heavy cruisers would be protected from strike craft by fleet diversity, in the Minbari's case, Tishat equipped cap ships/Morshins.

However, if the cruiser is intended to have some defence against fighters, then I guess put anti-strike craft weapons fore & aft with a range increase so that the squads can always be targeted if within range.

 

 

Reply #3909 Top

Quoting NewHorizons, reply 3901
I like the new Neshatan model, the appearance is quite a bit different to most Minbari warships. It has scary amount of fire power, as a heavy cruiser should have, and a range that works well with Minbari capital ships. However the hull strength seems a bit too high - 12016 (after research upgrades & a Narn armour pact) is second only to a Neroon (14690) and exceeds that of all other war-cruisers - eg 9860 for the Sharkaan. Would it be worth reducing the hull points to bring into line with its heavy cruiser classification?

That should not be so high. Please file a ticket, it needs to be adjusted. Thanks.

Quoting NewHorizons, reply 3908
A lot of Minbari ships have anti-fighter weapons with a range of 3600 and duration of 3sec, should I adjust the timing on those weapons or just the short range ones?

Yes, this is the main problem. Rebellion gives us the opportunity to divide the weapons in normal and additional anti fighter only weapons with small beam duration values.

Quoting NewHorizons, reply 3909
However, the duration on the anti-strike craft weapons is already down to 0.25. What appeared to be a problem is the weapons are sited on port & starboard sides, so the cruiser had to constantly manoeuvre into position. By the time it did, the fighters would be out of range/outside the firing arc so the cruiser had very little opportunity to actually fire on a fighter.

I suppose it depends what is intended here. The classic counter to heavy cruisers are strike craft (typically bombers) so you would expect the cruiser to have weak anti-strike craft capabilities. In this case the heavy cruisers would be protected from strike craft by fleet diversity, in the Minbari's case, Tishat equipped cap ships/Morshins.

However, if the cruiser is intended to have some defence against fighters, then I guess put anti-strike craft weapons fore & aft with a range increase so that the squads can always be targeted if within range.

Well, the Neshatan should not be the counter to fighters but should be able to remove the last remnants of fighters from a system.

Reply #3910 Top

Found the reason for the missing Icons:

 

    UserActionIconOpenPlanetTitanManagement "ACTIONICON_PLANET_OPENTITANMANAGEMENT_PSILOYALIST"
    UserActionIconClosePlanetTitanManagement "ACTIONICON_PLANET_CLOSECAPITALSHIPMANAGEMENT"

Had them empty, now it works.

Reply #3911 Top

Quoting boshimi336, reply 3901
I'm speaking out of absolute curiosity here when I ask this question: Why is it not an option? I ask because I believe GoaFan77 and others have shown that instead of a 'Build Ship' icon, you instead click a 'Spawn Ship' icon still under the 'Build Titan' menu on the shipyard (Capital Ship Factory / Titan Factory). The spawned ships still count towards fleet supply, still cost resources, and Sins treats them as a normal titan that still levels. This method should not affect the Tech Tree either I would think.



Just curious I suppose.

I do like to have the Titan limited, though I would rather have had a limit of two Titans. A limit on Titans makes balancing easier, as they now can be cheaper and use less slots while still being ensured not to be spammed.

Reply #3912 Top

Quoting TobiWahn_Kenobi, reply 3910
Well, the Neshatan should not be the counter to fighters ...
Agreed, I wouldn't want to go too far & convert it into a flak frigate on steroids though.

Quoting TobiWahn_Kenobi, reply 3910
...but should be able to remove the last remnants of fighters from a system.
Yup, that's what I didn't find - it practically has no effect on strike craft.

Quoting TobiWahn_Kenobi, reply 3910
That should not be so high. Please file a ticket, it needs to be adjusted. Thanks.
Done, may be worth looking at hull strengths for the Tinashi & Morshin too as they end up (at 8018) not being far behind a Sharlin (8273), which is quite hefty for a 'light' frigate. ;P

Quoting TobiWahn_Kenobi, reply 3911
Found the reason for the missing Icons:
...
Had them empty, now it works.

Excellent! :thumbsup:

Quoting TobiWahn_Kenobi, reply 3912
I do like to have the Titan limited, though I would rather have had a limit of two Titans.

If it can be done that would be nice. I don't think I could see a need for more than two, plus in the case of the Victory destroyer, fits in with a 'Call to Arms'.

Reply #3913 Top

Quoting TobiWahn_Kenobi, reply 3912
I do like to have the Titan limited, though I would rather have had a limit of two Titans. A limit on Titans makes balancing easier, as they now can be cheaper and use less slots while still being ensured not to be spammed.

Hmm, I wonder if GoaFan77 knows of a way to do this using the 'spawn titan' method where you can limit the number of titans in play at a single time for a given faction?

Reply #3914 Top

Quoting boshimi336, reply 3914

Quoting TobiWahn_Kenobi, reply 3912I do like to have the Titan limited, though I would rather have had a limit of two Titans. A limit on Titans makes balancing easier, as they now can be cheaper and use less slots while still being ensured not to be spammed.

Hmm, I wonder if GoaFan77 knows of a way to do this using the 'spawn titan' method where you can limit the number of titans in play at a single time for a given faction?

Aye, I devised just such a system for Sins of a Galactic Empire. The only thing it needs is to use the 5th ability slot on the titan and a limit on the titan factories somehow, probably just by starting with one at the homeworld, though I suggest a cool idea that you have capturable titan factories at special "Shipyard" planets, so the number of titans you have depends on controlling these planets. You'd have to rework the random maps to make it somewhat fair though, but those are the only two options I could think of.

I still have my proof of concept I sent Lavo, which would let the player have up to 4 spawnable Ragnarovs but no more than 4. It can easily be downscaled to 2, though you'll need to take a few minutes to understand just how it works (lots of buffs with conditions). If you want a titan limit of more than 4 you'll have to make a lot bigger buff tree, but it is possible. That doesn't simulate things like construction time, but with a dummy ship that takes up the fleet supply of the titan that is also possible.

 

There's also a few other things that come with spawning titans, which may or may not be a problem.

 

1. Titans never keep their levels when spawned by abilities, so they'll always come back at level 1 like capitalships.

2. While the game refuses to spawn any ship if you do not have enough fleet supply, this doesn't apply to command points. So it is quite possible to have negative command points if you spawn titans. This doesn't cause any problems besides abusing it to have a few more capitalships than you should have, but perfectionists might complain. ;)  You can make the problem less bad buy using the instant action the Vasari use the Summon Capitalships, but this is hard coded to 1 command point and 50 fleet supply, so if your titans would need more than 50 supply that isn't ideal, and you can still have up to (-1 * # of titans) command points. Sins of a Galactic Empire got around this by having players start with 999 command points, basically getting rid of command entirely, but its your call which is the lesser evil.

3. If your titans are going to be expensive, it is unlikely the AI will ever actually use titans by abilities, and it won't know to save up for the ability like it would a normal titan. Sins of a Galactic Empire got around this by keeping the original titan system just for the AI (via an AI only tech). Thus while the player could have more than 1 titan, the AI would only have 1 like normal but it would still keep its levels to compensate for this disadvantage. Alternatively, you could have the AI titan build normally and still revert back to level 1 as in my Resetting Titan Levels minimod, or I guess you could even cause the other titan(s) to spawn when the AI builds its titan to let the AI have as many titans as the player, and have a nasty handicap at the same time.  8O

 

So yeah, let me know if you want my proof of concept, or just check out the supercaps in Sins of a Galactic Empire if you want a fully working example. I think the Galactic Empire in that mod is limited to two titans.

Reply #3915 Top

I've looked more closely at the problem and note the following:

1. Weapons with the fighter flag TRUE are dual use, they will engage fighters but will also engage other ships. For most of the other races this was accomplished by using weapons with low PreBuffCooldownTime and  AttackType "ANTILIGHT" or "ANTIVERYLIGHT"

2. The weakest Minbari weapons with the fighter flag set TRUE are AttackType "ANTIMEDIUM" which set some constraints primarily long PreBuffCooldownTime and very short range.

3. The Minbari ships with the fighter flag set TRUE have the following attributes (Capital ships have 360 degree coverage):

Neroon  range 3600, PreBuffCooldownTime 4.5 sec

Sharkaan, Sharlin, Sharoos, and Troligan are all range 3600 and PreBuffCooldownTime 9.0 sec

Leshath range 3600 forward arc with PreBuffCooldownTime of 4.5 and back/left/right arc range 400 PreBuffCooldownTime 4.5 sec

Morshin range 400  left/right arc with PreBuffCooldownTime 9.0 sec

Neshatan range 400 left/right arc with PreBuffCooldownTime 4.5 sec

Tigara has no anti fighter capability

Tinashi range 3600 forward/left/right arc with PreBuffCooldownTime 4.5 sec

Torotha range 2400 forward arc with PreBuffCooldownTime 9.0 and weapon 3 360 coverage range 2400 PreBuffCooldownTime 9.0

 

It becomes evident that the very short range and the long PreBuffCooldownTime work to decrease firing opportunities against fighters. The AttackType ANTIMEDIUM makes adjusting things a challenge as that is an effective against most other ships. I propose the following adjustments that should not overbalance the issue for the Minbari:

1) Increase the range of all weapons with fighter flag TRUE that are 400 to 600.

2) Decrease the PreBuffCooldownTime of weapons with range 400 to 4.5 from 9.0

3) Adjust weapon 3 of the Torotha (which is frigate type Antifighter) to the following:

AttackType "ANTIVERYLIGHT"

PreBuffCooldownTime 3.000000

Duration 1.800000

Steps 1 and 2 will increase the firing opportunities against fighters for most frigates without significantly increasing firepower against other frigates and capital ships. Step 3 will roughly triple the firing opportunities of the Torotha against fighters but the reduction in AttackType will not overly hazard other frigates with weapon 3. Moreover the Torotha will significantly increase the antifighter capability of a Minbari fleet and not significantly reduce the effectiveness of the Torotha against other frigates as weapon 1 and 2 still retain significant forward firepower.

An alternative for the Torotha would be to increase the Left/Right/Back TargetCountPerBank: to 2 from 1 but that would also significantly increase the effectiveness of the Torotha in fleet engagements and I do not recommended it.

Reply #3916 Top

Quoting NewHorizons, reply 3913
If it can be done that would be nice. I don't think I could see a need for more than two, plus in the case of the Victory destroyer, fits in with a 'Call to Arms'.

Exactly :grin:

Reply #3917 Top

Quoting GoaFan77, reply 3915
Aye, I devised just such a system for Sins of a Galactic Empire. The only thing it needs is to use the 5th ability slot on the titan and a limit on the titan factories somehow, probably just by starting with one at the homeworld, though I suggest a cool idea that you have capturable titan factories at special "Shipyard" planets, so the number of titans you have depends on controlling these planets. You'd have to rework the random maps to make it somewhat fair though, but those are the only two options I could think of.

I still have my proof of concept I sent Lavo, which would let the player have up to 4 spawnable Ragnarovs but no more than 4. It can easily be downscaled to 2, though you'll need to take a few minutes to understand just how it works (lots of buffs with conditions). If you want a titan limit of more than 4 you'll have to make a lot bigger buff tree, but it is possible. That doesn't simulate things like construction time, but with a dummy ship that takes up the fleet supply of the titan that is also possible.



There's also a few other things that come with spawning titans, which may or may not be a problem.



1. Titans never keep their levels when spawned by abilities, so they'll always come back at level 1 like capitalships.

2. While the game refuses to spawn any ship if you do not have enough fleet supply, this doesn't apply to command points. So it is quite possible to have negative command points if you spawn titans. This doesn't cause any problems besides abusing it to have a few more capitalships than you should have, but perfectionists might complain. You can make the problem less bad buy using the instant action the Vasari use the Summon Capitalships, but this is hard coded to 1 command point and 50 fleet supply, so if your titans would need more than 50 supply that isn't ideal, and you can still have up to (-1 * # of titans) command points. Sins of a Galactic Empire got around this by having players start with 999 command points, basically getting rid of command entirely, but its your call which is the lesser evil.

3. If your titans are going to be expensive, it is unlikely the AI will ever actually use titans by abilities, and it won't know to save up for the ability like it would a normal titan. Sins of a Galactic Empire got around this by keeping the original titan system just for the AI (via an AI only tech). Thus while the player could have more than 1 titan, the AI would only have 1 like normal but it would still keep its levels to compensate for this disadvantage. Alternatively, you could have the AI titan build normally and still revert back to level 1 as in my Resetting Titan Levels minimod, or I guess you could even cause the other titan(s) to spawn when the AI builds its titan to let the AI have as many titans as the player, and have a nasty handicap at the same time.



So yeah, let me know if you want my proof of concept, or just check out the supercaps in Sins of a Galactic Empire if you want a fully working example. I think the Galactic Empire in that mod is limited to two titans.

Colour me impressed! I would want to have the proof of concept you sent lavo just for studying how you do such things.

I don't think I will implement the Titans using abilities because of its limitations. In contrast to some other mods I want playing vs the AI to be enjoyable because that's what I mostly play. Egoism at its best :blush:

And I do love watching the Titan being built. It just feels right. As for the Titan always starting at level 1, that would not be a problem for me.

Reply #3918 Top

Repair platforms don't restore hull points on titans, adding to them to the targetFilter section of Ability_*_Repair_Platform.entity fixes the problem:-

targetFilter
    numOwnerships 1
    ownership "Friendly"
    numObjects 4
    object "Frigate"
    object "CapitalShip"
    object "StarBase"
    object "Titan"

    ...    ...

 

BTW: Repair platforms still auto-cast their ability when there are no undamaged ships nearby.

Quoting Darvroth, reply 3905

... the Vorlon Drone which the entity calls a fighter but is a frigate, soon to be a corvette which is still a frigate sub class.

Corvettes would also need adding to this target filter too.

Reply #3919 Top

Quoting Darvroth, reply 3916
1) Increase the range of all weapons with fighter flag TRUE that are 400 to 600.

2) Decrease the PreBuffCooldownTime of weapons with range 400 to 4.5 from 9.0

3) Adjust weapon 3 of the Torotha (which is frigate type Antifighter) to the following:

AttackType "ANTIVERYLIGHT"

PreBuffCooldownTime 3.000000

Duration 1.800000

Steps 1 and 2 will increase the firing opportunities against fighters for most frigates without significantly increasing firepower against other frigates and capital ships. Step 3 will roughly triple the firing opportunities of the Torotha against fighters but the reduction in AttackType will not overly hazard other frigates with weapon 3. Moreover the Torotha will significantly increase the antifighter capability of a Minbari fleet and not significantly reduce the effectiveness of the Torotha against other frigates as weapon 1 and 2 still retain significant forward firepower.

An alternative for the Torotha would be to increase the Left/Right/Back TargetCountPerBank: to 2 from 1 but that would also significantly increase the effectiveness of the Torotha in fleet engagements and I do not recommended it.

Done, thanks.

Reply #3920 Top

Quoting NewHorizons, reply 3919
Repair platforms don't restore hull points on titans, adding to them to the targetFilter section of Ability_*_Repair_Platform.entity fixes the problem:-

targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 4
object "Frigate"
object "CapitalShip"
object "StarBase"
object "Titan"

... ...

Corrected. Corvette added also.

Quoting NewHorizons, reply 3919
BTW: Repair platforms still auto-cast their ability when there are no undamaged ships nearby.

That should not be the case, as I set ignoreNonCombatShipsForAutoCast to TRUE. Is this with all races or just with one particular?

Reply #3921 Top

Quoting TobiWahn_Kenobi, reply 3918
And I do love watching the Titan being built.

The Vasari titan foundry would look pretty good for the Shadows, even for their cap ship factory. For extra coolness during construction have the Shadow vessel built fore-to-aft (instead of upwards) and move it away from the foundry. It would look like it was slowly emerging from the gates of hell! Mwah-ha-haa!  }:)

Edit:

Quoting TobiWahn_Kenobi, reply 3921
That should not be the case, as I set ignoreNonCombatShipsForAutoCast to TRUE. Is this with all races or just with one particular?

Certainly happens with Minbari, possibly EA too, not tried Narn & Centauri yet. All the dockyard repair abilities do have ignoreNonCombatShipsForAutoCast set to TRUE, go figure! o_O

Reply #3922 Top

If you're not using the HasHullDamage constraint for repair abilities, you should.

Reply #3923 Top

Quoting GoaFan77, reply 3915
I still have my proof of concept I sent Lavo, which would let the player have up to 4 spawnable Ragnarovs but no more than 4. It can easily be downscaled to 2, though you'll need to take a few minutes to understand just how it works (lots of buffs with conditions). If you want a titan limit of more than 4 you'll have to make a lot bigger buff tree, but it is possible. That doesn't simulate things like construction time, but with a dummy ship that takes up the fleet supply of the titan that is also possible.

I've gotten a cap of 2 and a cap of 1 working well in SoGE as well, all of them also have a delay between when the ship is spawned and the ability fired; a sort of "building" process if you will. I've also tailored it such that the AI is more likely to go for the cap of 2 or cap of 1 titan, essentially ensuring that it is not at a large disadvantage, if any at all. In fact, I've still been beaten by the AI, even if they can't figure out how to truly muster all their faction's titans. I've been pondering a method on how to make the AI spawn all it's titans, and may end up figuring out such a method; though this won't be for awhile.

Quoting GoaFan77, reply 3915
Sins of a Galactic Empire got around this by keeping the original titan system just for the AI (via an AI only tech). Thus while the player could have more than 1 titan, the AI would only have 1 like normal but it would still keep its levels to compensate for this disadvantage.

Actually, this is not entirely true. The AI in fact uses the same spawning method players do, it just so happens that unless the AI by a freak chance saves up enough resources, it will only end up spawning a single titan. I have seen the AI spawn multiple titans on rare occasions. What I have done is give the AI a tech that gives them the regular titan construction abilities, however, by the time it has saved up enough resources to build a titan, the ability will automatically fire off. In addition, this research item acts as a carrot-on-a-stick to encourage the AI to choose the "better" titan.

Reply #3924 Top

Quoting SpardaSon21, reply 3923
If you're not using the HasHullDamage constraint for repair abilities, you should.

I do, but thanks.

Quoting Lavo_2, reply 3924
Actually, this is not entirely true. The AI in fact uses the same spawning method players do, it just so happens that unless the AI by a freak chance saves up enough resources, it will only end up spawning a single titan. I have seen the AI spawn multiple titans on rare occasions. What I have done is give the AI a tech that gives them the regular titan construction abilities, however, by the time it has saved up enough resources to build a titan, the ability will automatically fire off. In addition, this research item acts as a carrot-on-a-stick to encourage the AI to choose the "better" titan.

Interesting.

Reply #3925 Top

Quoting TobiWahn_Kenobi, reply 3918
Colour me impressed! I would want to have the proof of concept you sent lavo just for studying how you do such things.

I will send you a PM momentarily (just got to adjust the entity.manifest for the latest version).

Quoting TobiWahn_Kenobi, reply 3918
I don't think I will implement the Titans using abilities because of its limitations. In contrast to some other mods I want playing vs the AI to be enjoyable because that's what I mostly play. Egoism at its best

Oh absolutely, Dawn of Victory was the only mod that I've ever heard say they carried more about multiplayer, and look how that turned out. But there is no reason that the AI should be any worse in this system. If nothing else you can just use the vanilla system for the AI and it will be just as good as it is now, you just give your players the option to have more 2 titans or whatever. Heck you could actually give the players the option of having a single titan that constructs normally (with or without keeping its levels) or having whatever limit you want titans via spawning, but not both depending on what they research.

Quoting Lavo_2, reply 3924
Actually, this is not entirely true. The AI in fact uses the same spawning method players do, it just so happens that unless the AI by a freak chance saves up enough resources, it will only end up spawning a single titan. I have seen the AI spawn multiple titans on rare occasions. What I have done is give the AI a tech that gives them the regular titan construction abilities, however, by the time it has saved up enough resources to build a titan, the ability will automatically fire off. In addition, this research item acts as a carrot-on-a-stick to encourage the AI to choose the "better" titan.

Ah yes, I suppose that would happen, but the key is to have the original titan method available so the AI knows the save for it. I imagine it will only build more than 1 titan if it really has nothing else to spend its resources on, so yeah a successful AI might indeed build more than one, but rather on accident.