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

 

14,158,748 views 5,473 replies
Reply #4151 Top

I'd stay with the current release for now, and in the meantime I will try to adapt the database for 1.50, then we can switch so to say. When I buy the dlc, can I still use the previous version or does it replace vanilla rebellion? Is there a comprehensive list of changes somewhere? Has Zombie updated his modders wiki?

Reply #4152 Top

tobi, from what I have seen re DLC the only difference is that the dlc is enabled, and NO download as the dlc content is already included in the current rebellion patch.

harpo

 

Reply #4153 Top

Ahhh. OK, then we may as well switch. I will try to test it this weekend and see if anything out of the ordinary pops up.

Reply #4154 Top

Quoting harpo99999, reply 4152
from what I have seen re DLC the only difference is that the dlc is enabled, and NO download as the dlc content is already included in the current rebellion patch.
Ahh thanks harpo, I grabbed the DLC a couple of days ago and then wondered why there was no C to DL. ;P

Reply #4155 Top

NewHorizons, I've started playing with the sync tool adding abilities already uploaded to tickets so we don't duplicate effort what are you tackling? It is slow going though, new process to learn and lots of competing demands on my time...

 

Reply #4156 Top

Probably what may be best is if you use the sync tool for the high priority stuff that has already filed on bitbucket, and I'll use it for stuff that I haven't raised a ticket for, eg secondary weapon effect changes I've done for the Tinashi & Sharlin and the abilities I proposed for the Tinashi & Neshatan (although they're still TODOs). That way we don't bombard Tobiwahn with the same changes.

On a different topic, Major Stress has made a very good post (reply #3992 on page 160) which might explain some of the AI behaviour we see in SotYR - could be worth rolling this into your ship re-balancing project. I've noticed that with cap ships there isn't that much variation in statCountType (they're mainly battleships).

Quoting Darvroth, reply 4155
... and lots of competing demands on my time
Tell me about it!! No idea where it goes. o_O

Reply #4157 Top

To quote from reply#3992 on page 160:

 

Quoting NewHorizons, reply 4156
StatCountType tells the AI how many of a particular unit is on the map at any given time. What units to build, and how many of a that particular unit to build. We used this to help balance the mod out. For example if we put the Defiant in the Light Frigate role, and gave it that StatCountType. The AI would literally build hundreds of them up until the fleet supply runs out. In early builds it was in the Heavy Cruiser slot. Still the AI built a ton of them. Despite playing with costs, and supply numbers. For a ship that powerful we had to find a way to keep the numbers few. So we chose a capital statcounttype. An "Elite" unit. This is why we went "oldest to newest" in filling in the ship slots. Older units are weaker, but are numerous. While newer units are stronger, but fewer in numbers. There are some exceptions in the other factions, but they still balance out.

 

 

Reply #4158 Top

Hi guys i've been awaiting to play this mod since rebellion came out. Do you guys have any estimation of a rebellion release. At least in the category of days,weeks,months? A fellow B5 fan. :)

Reply #4159 Top

Koshyx,

Not sure we were having that internal debate. Since TobiWahn's new sync tool seems to be working our ability to input changes and new material is now much faster but time is a scarce commodity for all the current modders. I'll go out on a limb and say we should have something close for release by mid Aug but that assumes there are no issues with the current DLC. The other long pole is the tech upgrade for Rebellion...we may settle for stable over complete while internal builds continue to improve things.

Reply #4160 Top

DLC only does changes to planet bonus, player, planet entities and Gameplay.constants. You can easily integrate the changes without having any effect on game play, if that helps. Mass fixed up SoGE in a few hours or so (mainly to figure out what lines need to be added).

Reply #4161 Top

Quoting NewHorizons, reply 4156
On a different topic, Major Stress has made a very good post (reply #3992 on page 160) which might explain some of the AI behaviour we see in SotYR - could be worth rolling this into your ship re-balancing project. I've noticed that with cap ships there isn't that much variation in statCountType (they're mainly battleships).

I'll go back and look for every ship of each faction... Before that much data mining are there any other values that need to be addressed as it is just as easy to look for 3 variables as one in that many files...

TobiWahn, same thought anything else ship related that needs a good across the races comparison? I'm discounting abilities as we will get there eventually...

Reply #4163 Top

boshimi336 thanks.

NewHorizons, can you propose planetary distribution for the old and new planets spread across the 6 races with the appropriate tech and planet level adjustments? It might just be easier to keep the existing Rebellion 1.5 planetary population levels and costs but research priority for colonization is a big balancing issue we need to test and balance.

Reply #4164 Top

TobiWahn,

Sync tool really needs an undo button. I'm like a bull in a china shop, usually because I'm tired and find I'm adjusting the wrong file set and have no idea what it used to look like to put it back. At this point I may just uninstall and reinstall due to the number of things I've screwed up. 

Reply #4165 Top

Quoting Darvroth, reply 4163
NewHorizons, can you propose planetary distribution for the old and new planets
Sure. I'll include planet specialization too so that each race has a favourite planet type that its population thrives on.

I've just grabbed harpo's latest set of ref files for Rebellion v1.5, so I'll have a look at new planet types as well...

Reply #4166 Top

Hey guys can someone PM me a listing of icons that need pictures in a research grouping. Maybe with a quick description as far as what they do... I can start the pictures. I assume tobi will want to resize them or I can just figure out what size to make them.

I will have loads of pictures to make lol so i need to a get startededededed

Reply #4170 Top

NewHorizon's,

I looked at the statCountType and it is a mixed bag...some races (EA) are in good shape, some Vorlon and Shadow don't have enough ship classes to cover all types. I can see where the AI is using statCountType for resourcing decisions and some of the interesting behavior as a result. I'll make recommended adjustments and fire those back to TobiWahn in the sync as part of the ship balancing effort. Hopefully this will correct some of the odd fleet building AI behavior.

Reply #4171 Top

While it's best if the AI has one of every statCountType, in particular it needs a siege, colony, and scout statCountType in order to function at all. Mixing statCountTypes, roletypes, and having squadrons all has an impact on how the AI factors in build priorities.

Reply #4172 Top

Quoting Darvroth, reply 4170
I looked at the statCountType and it is a mixed bag...
Yeah, I came to that conclusion too. EA have a good variety, whilst the older races haven't got enough ship types.

Centauri & Narn should have enough types though.

For Minbari maybe the Tinashi could be promoted from light- to long-range frigate, whilst the Torotha (with short range weapons) stays as an LF. So that these cheap frigates are available early on (to fledgling empires with not much cash) maybe swap the Torotha's tech (tier 4) with that of the Neshatan (tier 1) - the latter is a more expensive unit more suited to a fair-sized empire that can afford to build them.

Quoting Lavo_2, reply 4171
While it's best if the AI has one of every statCountType, in particular it needs a siege, colony, and scout statCountType in order to function at all.
It looks like all SotYR races have those classes, EA even has two types of scout. Are there similar rules for capital ships?

The only AntiFighter frigate is the EA Myrmidon, should the Narn, Centauri & Minbari have examples of these? These races are able to field quite large numbers of strike craft, so you'd expect them to also have a specialized counter in addition to their own fighter squads.

Reply #4173 Top

Quoting NewHorizons, reply 4172
It looks like all SotYR races have those classes, EA even has two types of scout. Are there similar rules for capital ships?

One capital ship entity must have a colonization ability. That's the only requirement; roletypes are non-existent.

Reply #4174 Top

Quoting NewHorizons, reply 4172
The only AntiFighter frigate is the EA Myrmidon, should the Narn, Centauri & Minbari have examples of these? These races are able to field quite large numbers of strike craft, so you'd expect them to also have a specialized counter in addition to their own fighter squads.

 I can not emphasize enough my hatred of the touch pad just below my key board. Now back to task (again)... Most ships in SotYR have some anti-fighter capability and with the Minbari adjustment of a couple months ago seem to be able to thin the clouds. That said, some ships are better than others at targeting fighters and I'll attempt to highlight that to the AI. For capital ships CapitalShipBattleship is by far the most used statCountType. Since many capital ships are obtained via research I don't know till mid-to-late game it matters, but I strongly suspect with reduced ship resource prices it may be more of an issue so I'll try and diversify that a bit as well, at least as far as the available hulls allow.

Reply #4175 Top

TobiWahn,

Should the envoy ships have a passive AM restoration rate? They by design will be operating away from areas of culture and support bases. I'll propose a modest rate for each race based on the AM cost of the abilities and the likey consumption/cool down rates.