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

 

14,158,197 views 5,473 replies
Reply #4076 Top

Quoting Darvroth, reply 4072
Stuff

 

I guess I was talking about regenerating hull until 2% and then it stops regenerating hull. No way to do that without an ability in the game?

 

Quoting Darvroth, reply 4071

I'd like to see more than just terran, desert, cold, hot, asteroid and dead.

 

Even more than different planet types, I would 'GREATLY' like to see variation in planet size. Distant Stars does this by having Small, Normal, and Huge planet types. The two variations of the standard planet affect population and resources as well as gravity well size. It add variety and to me helps bring the universe alive while playing as everything isn't uniform in exactly what you can expect.

Reply #4077 Top

Quoting boshimi336, reply 4076
Even more than different planet types, I would 'GREATLY' like to see variation in planet size. Distant Stars does this by having Small, Normal, and Huge planet types. The two variations of the standard planet affect population and resources as well as gravity well size. It add variety and to me helps bring the universe alive while playing as everything isn't uniform in exactly what you can expect.

Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist.

To the other question, sadly it is passive hull restoration or an ability.

Reply #4078 Top

Quoting Darvroth, reply 4077
Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist.

 

That is where I'm not convinced it is neccesarily a problem. If permission is granted from the DS team, the art assets are already complete for the planets and their various sizes. The meshes and textures all look good as well.

 

Bummer on the regen ability ... still a neat idea though.

Reply #4079 Top

Quoting Darvroth, reply 4077
Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist.

For planets you can very easily use the mesh resize tool to blow up planets, and use the same textures as before. Plus there are plenty of planet mods to nab art assets from.

Reply #4080 Top

Quoting Lavo_2, reply 4079


Quoting Darvroth, reply 4077Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist.

For planets you can very easily use the mesh resize tool to blow up planets, and use the same textures as before. Plus there are plenty of planet mods to nab art assets from.

 

The main concern that people seem to have (and is a valid one) is that they don't want 'pole pinching' or 'weird pac-man' style issue with resizing the textures onto the new mesh. I know that at least with Distant Stars assets, that this problem has been solved.

Reply #4081 Top

Quoting boshimi336, reply 4080
The main concern that people seem to have (and is a valid one) is that they don't want 'pole pinching' or 'weird pac-man' style issue with resizing the textures onto the new mesh. I know that at least with Distant Stars assets, that this problem has been solved.

In addition to that our mod leader is correctly concerned about not using other's work as a direct lift without their permission and proper citation in the credits. So if the correct folks line up and shout out this could be an easy win...

Reply #4082 Top

Going back to Darvroth's cost proposals:- I believe that reducing costs would be beneficial for the AI, in addition to his original motive of speeding up the game. I'm middle of a match with all 8 AIs set on unfair (which IIRC get resource cheats). The Narn AIs, with relatively low unit costs, in particular seem to be making good use of their resources. Planets are fortified with turrets and a starbase, they build fairly varied fleets and even titans. So far it's been quite an entertaining match. ;-)

With AIs set on higher difficulty levels, SotYR does play a bit faster - they appear do research better and 'fleet up' quicker.

The fact that the more difficult AIs get resource cheats (and work better) may also indicate that SotYR unit costs hamper AIs on lower settings.

There seems to be a discrepancy between costs of turrets though. The EA G.O.D is a lot more expensive compared to a Kanet-6 or T'Gan. Granted the G.O.D (with beam uprgade) is ~twice a powerful, but is ~four times the price and requires twice as many tactical slots, hence will mean upgrading the planet as  well. It would be nice to see the AI build G.O.Ds - maybe reduce the cost to one half and/or slot requirements.

Reply #4083 Top

Quoting NewHorizons, reply 4082
The fact that the more difficult AIs get resource cheats (and work better) may also indicate that SotYR unit costs hamper AIs on lower settings.

My thought as well. I lobbied successfully for cheaper less capable turrets for several races as a beginning of game balance measure as well as making planetary defenses more available earlier on (fewer research links) and it helped some races with their early game. I have not performed a systematic pricing review of the planetary modules but at some point it will be needed.

Current prices are in part to slow down the rate of the more powerful races early development. There are other means such as increasing planetary upgrade costs, and increasing fleet logistics costs which will serve to break AI development into tiers without to adversely impacting AI behavior as we are currently seeing. The hard part will be achieving that balance.

I like to play with pirates on but they are very unlike what was found in B5 and more like another faction as currently in the game. Early defenses are very necessary to counter pirate raids as well as wandering ShadowVorlon ships that even in passing can tear things up. I'd really like to see pirates receive some work for version 0.45. The artwork can wait (though some models are basically done) but the entity work, abilities, etc to mold the raiders into a B5 style of raider.

Open question - is there a good place to start reviewing the existing pirate tech tree and the mechanism into how that works?

 

Reply #4084 Top

TobiWahn,

I've been playing with the ship costs looking at the rate as the primary driver. Looking at EA thus far I took the Frigate Average (FA) resource cost and multiplied it by 1.2. I wanted to maintain the relative ratio of the ships to each other so I then either divided the specific resource Ship Average (SA) by the FA or the FA by the SA such that I always obtained a result less than 1.0. This calculated rate was then applied against the original resource cost for that ship to obtain a new resource cost that maintained the relative cost between the capital ships but was more in line with the race average frigate cost and adjusted based on informed judgment from there.  The initial average EA capital ship rates were:

Average 120.23 40.23 39.13

after the process described above the rates were reduced to:

Average 58.31 25.02 24.59

EA average frigate rates are:

Frigate Average 45.74 26.96 22.23

The intent of this effort is two fold to correct noted AI behavior toward high cost items, and to speed up the pacing of the game, this is especially bad in multiplayer. When I'm done with my tweaking I'll post the results to Bitbucket and will review capital ships and frigates and make adjustment recommendations as outlined above. By working with rates and not worrying about the actual resource cost I hope to also assist with the ultimate balancing effort as we get closer to the Beta level.

You'll of course have opportunity to further adjust to meet your vision. Also, this will give the other testers with Bitbucket access the ability to provide feedback on pacing and AI behavior before making broad DB adjustments and locking in the changes.

Thoughts?

 

 

Reply #4085 Top

Quoting Darvroth, reply 4083
There are other means such as increasing planetary upgrade costs, and increasing fleet logistics costs which will serve to break AI development into tiers without to adversely impacting AI behavior as we are currently seeing. The hard part will be achieving that balance.

Alternatively, there is always the possibility of giving the AI special AI-only research which decreases ship costs, amongst other bonuses.

Reply #4086 Top

Quoting Darvroth, reply 4081


Quoting boshimi336, reply 4080The main concern that people seem to have (and is a valid one) is that they don't want 'pole pinching' or 'weird pac-man' style issue with resizing the textures onto the new mesh. I know that at least with Distant Stars assets, that this problem has been solved.

In addition to that our mod leader is correctly concerned about not using other's work as a direct lift without their permission and proper citation in the credits. So if the correct folks line up and shout out this could be an easy win...

 

+1 Loading…
Reply #4087 Top

Quoting ZombiesRus5, reply 4060
Shield mitigation is given by putting a fractional point in shields. Without the fractional point it's not possible to use mitigation even with an ability.

Nice one!

Quoting boshimi336, reply 4063
Did we ever find a way to change the shield glow graphics effect when a weapon hits, to something that resembles a little explosion (think a real life flack-burst).

This would allow us to graphically show 'point deference' using the game's shield and mitigation mechanics while relaying to the player the sense of 'overwhelming the point defenses'.

Good idea but I'm not sure it is possible without major knowledge of shader programming.

Quoting NewHorizons, reply 4065
Are there plans for support abilities/cruisers for the other races, particularly the younger ones? Might give them an advantage over Shadows & Vorlons.

Yes, we should give almost any of the younger races some sort of supplyship.

Quoting NewHorizons, reply 4068
What might be worth doing is fine tuning these techs so that each race has a planet type they thrive on instead of population increases for all planet types. Eg Narn - desert, Minbari - ice, Centauri - terran, EA - terran/desert (Mars was being terraformed), Shadows - asteroid/volcanic (maybe).

Love that idea.

Quoting NewHorizons, reply 4068
Hhhm, that's given me an idea - could tactical planet upgrades reduce the amount of tax? The more you fortify a world, the more all that hardware costs to run, so you get less for the treasury.

Another good one. If possible.

Quoting boshimi336, reply 4070
is there a way in Sins for the ships to self-repair up to 2% hull or something and then stop?

No simple one, probably none at all.

Quoting Darvroth, reply 4077
ATM TobiWahn is our only artist.

so true, and not the best one. And I have to do other stuff as well.

 

Quoting boshimi336, reply 4078
That is where I'm not convinced it is neccesarily a problem. If permission is granted from the DS team, the art assets are already complete for the planets and their various sizes. The meshes and textures all look good as well.

This is always an option. Though first we have to get over to rebellion completely, then produce more of our assets and after that incorporate what makes sense and is gifted from others.

Quoting Lavo_2, reply 4079
For planets you can very easily use the mesh resize tool to blow up planets

true, another good and fast option.

Quoting NewHorizons, reply 4082
It would be nice to see the AI build G.O.Ds - maybe reduce the cost to one half and/or slot requirements.

(More) balancing will be done after crossing over to rebellion. And yes, cost needs to be adjusted on all levels.

Quoting Darvroth, reply 4083
and increasing fleet logistics costs which will serve to break AI development into tiers without to adversely impacting AI behavior as we are currently seeing. The hard part will be achieving that balance.

Problem is, too high a fleet logistic cost and the AI hamstrings itself. This needs careful adjustment.

Quoting Darvroth, reply 4084
Thoughts?

Seems good to me. Testing will help but basically it is sound to me. After I get the sync done and give the DB to you and NewHorizons you two can tweak and balance all the stats.

Quoting Lavo_2, reply 4085
Alternatively, there is always the possibility of giving the AI special AI-only research which decreases ship costs, amongst other bonuses.

I'd go down that route only if we cannot get it to work otherwise.

@Boshimi

Thanks for asking Ryat. I will pm him as well and thank him for the allowance.

 

@Davroth and NewHorizons
I've been working the last few days to remove the Java requirement from the database and work on it's reliability. Syncing will be worked on this weekend, as my lovely girl is attending a congress. The committing part is mostly done but needs to be incorporated into all layouts/tables and the permission model and user accounts done. The approving part is still missing though that should not be so much work (I hope).

Reply #4088 Top

TobiWahn,

Glad to see you've been busy. :)

I'm delving into ship resource cost balancing first by race then between the races... lots of spreadsheet work and it will take a while. I've noted a lot of errors in the Rebellion master entity list hanging on Bitbucket...so many I'm starting to question if there was a translation error somewhere... I'm opening tickets as I find them and cross referencing to the spreadsheets I'm working. Once the sheet is posted and there is some initial testing and agreement we can import the changes. For max mitigation I'm referencing a conversation we had over a year ago and aligning to those levels.

Still not done with the tech tree upgrades as well though that effort is on pause for the moment. The rest merely require plus ups vice a complete rewrite. We are unlikely to capture all research needed for ability unlocks on the first pass as ability mapping is a distant dream. That said, I'll post what I have when it is ready and we will need to overlay that in a piecemeal fashion.

I expect many younger ships will lose shields in the near future... Shields still serve as a useful buffer for first shots from high damage weapons before mitigation ramps up so we should review case by case when applying the changes.

Reply #4089 Top

Quoting TobiWahn_Kenobi, reply 4087
I'd go down that route only if we cannot get it to work otherwise.

Can't say I understand why you'd be resistant to the idea... Human players would not see the technology item, and the AI as it is already "cheats" in any difficulty from hard onwards.

Reply #4090 Top

Quoting Darvroth, reply 4088
I've noted a lot of errors in the Rebellion master entity list hanging on Bitbucket...

Hmm? What kind of errors do you mean?

Quoting Darvroth, reply 4088
For max mitigation I'm referencing a conversation we had over a year ago and aligning to those levels.

Not sure I remember my arguments, but what were the supposed outcomes of our discussions? I do like to differentiate using the mitigation. But the exact levels may change.

Quoting Darvroth, reply 4088
I expect many younger ships will lose shields in the near future... Shields still serve as a useful buffer for first shots from high damage weapons before mitigation ramps up so we should review case by case when applying the changes.

true, and the idea of using only 0.000001 value shields for smaller vessels is appealing.

Quoting Lavo_2, reply 4089
Can't say I understand why you'd be resistant to the idea... Human players would not see the technology item, and the AI as it is already "cheats" in any difficulty from hard onwards.

Perhaps because I still hope that an as of yet unannounced path will come and better the AI :grin:

I don't like cheating if we can get by without it as it is not transparent to the player what kind of bonuses the AI gets and for beginners just wanting to enjoy a easy game it might be a hindrance to not be able to control the AI in a way people expect it to. Thats why I said only for things we cannot get to work otherwise, so it is fine for me to get around engine implementation faults, just not to up the AI difficulty in a global way.

Reply #4091 Top

Quoting TobiWahn_Kenobi, reply 4090
Quoting Darvroth, reply 4088For max mitigation I'm referencing a conversation we had over a year ago and aligning to those levels.
Not sure I remember my arguments, but what were the supposed outcomes of our discussions? I do like to differentiate using the mitigation. But the exact levels may change.

EA max mitigation early game is 0.10 tending toward 0.25 late game except Victory. I'd like to set Delphi at 0.30 and I was thinking of 0.40 for the Whitestars.

Centauri max mitigation was 0.15 early game tending toward 0.35 late game (there may be exceptions)

Narn max mitigation was 0.10 early game tending toward 0.30 late game (there may be exceptions)

Minbari max mitigation was 0.30 early game tending toward 0.45 late game (there may be exceptions)

Shadow and Vorlon max mitigation was 0.50 - 0.65 for capital ships and slightly less for non-capital ships.

The change in shields may need accompanying changes to the min mitigation which in most cases is 0.01. Min mitigation 0.01 makes such ships exceptionally hazarded by high damage first shot weapons. This is the key reason Vorlon, Shadow and Minbari capital ships can pop (one shot kill) many younger races ships since mitigation is negligible at 0.01 or 1%.

I'll tackle the above concurrently to the resource balancing effort I have going. It will take longer but will be more comprehensive.

Before the EA defenders pop up I'll point out the EA defense grid was useless against beam weapons.

Reply #4092 Top

Quoting TobiWahn_Kenobi, reply 3807
I'm not sure we can make May, but I'll try

So how close are we to making this now 4 month old goal?

Reply #4093 Top

Quoting Darvroth, reply 4091
The change in shields may need accompanying changes to the min mitigation which in most cases is 0.01. Min mitigation 0.01 makes such ships exceptionally hazarded by high damage first shot weapons. This is the key reason Vorlon, Shadow and Minbari capital ships can pop (one shot kill) many younger races ships since mitigation is negligible at 0.01 or 1%.

And that's intentional, just like i the show. We can only adjust min Mitigation on a global scale, so I'd rather not change this.

Quoting Darvroth, reply 4091
EA max mitigation early game is 0.10 tending toward 0.25 late game except Victory. I'd like to set Delphi at 0.30 and I was thinking of 0.40 for the Whitestars.

Centauri max mitigation was 0.15 early game tending toward 0.35 late game (there may be exceptions)

Narn max mitigation was 0.10 early game tending toward 0.30 late game (there may be exceptions)

Minbari max mitigation was 0.30 early game tending toward 0.45 late game (there may be exceptions)

Shadow and Vorlon max mitigation was 0.50 - 0.65 for capital ships and slightly less for non-capital ships.

Sounds good.

Quoting Darvroth, reply 4092
Before the EA defenders pop up I'll point out the EA defense grid was useless against beam weapons.

Yep!

Quoting Darvroth, reply 4092
So how close are we to making this now 4 month old goal?

Hmmm. Might be feasible, if I can get the sync to work this weekend. Found a few Bugs regarding Titan creation in the DB yesterday that I needed to fix.

Reply #4094 Top

Creating syncdata of Ships (Fighters, Frigates, CapShips, Titans) as well as orbital structures (Planetmodules and Starbases) is now finished (in a state that needs real world testing soon). Still to be done is Races, Research, Abilities, buffs and strings as well as rights and user management. Also the accepting of changes still needs to be done.

It's a lot more work than I thought, basically because I do it the most idiotic way possible I think. But I hope it will all work out. :sheep:

Reply #4095 Top

Quoting TobiWahn_Kenobi, reply 4093
We can only adjust min Mitigation on a global scale, so I'd rather not change this.

You can put in passive abilities for ships that gives them shield mitigation, in effect giving them a unique minimum.

Reply #4096 Top

Quoting Lavo_2, reply 4095
You can put in passive abilities for ships that gives them shield mitigation, in effect giving them a unique minimum.

That would be wonderful!

Reply #4097 Top

Quoting Lavo_2, reply 4095
You can put in passive abilities for ships that gives them shield mitigation, in effect giving them a unique minimum.

Sounds like a splendid idea, thanks.

Reply #4098 Top

Quoting TobiWahn_Kenobi, reply 4093
Found a few Bugs regarding Titan creation in the DB yesterday that I needed to fix.
That reminds me - titans have lost their abilities. Looks like the old abilities need to be converted into titan upgrades.

Also Centauri repair bay constantly throws its ability, until it runs out of AM.

Quoting Darvroth, reply 4091
and I was thinking of 0.40 for the Whitestars.
Whitestars would be nice, maybe give them similar flight characteristics to Rebellion's corvettes to emulate the strafing attacks/evasive manoeuvres they employed in the series.

Reply #4099 Top

Quoting NewHorizons, reply 4098
That reminds me - titans have lost their abilities. Looks like the old abilities need to be converted into titan upgrades.

Also Centauri repair bay constantly throws its ability, until it runs out of AM.

Yes, the Abilities are there, but without Titan Upgrades they are not available.

I will look into the AM problem once the sync is finished.

Quoting NewHorizons, reply 4098
Whitestars would be nice, maybe give them similar flight characteristics to Rebellion's corvettes to emulate the strafing attacks/evasive manoeuvres they employed in the series.

Yes, whitestars would be nice, but are not on the menu for now. :grin:

Reply #4100 Top

Quoting TobiWahn_Kenobi, reply 4099
Yes, whitestars would be nice, but are not on the menu for now.

A place holder or future tech. I have just the spot....