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

 

14,162,514 views 5,473 replies
Reply #4276 Top

The station upgrades are killing me! Unintended errors are saved and prevent later adaption of the same name. My build lacks many of the in game abilities so cross walking orbitals and upgrades to abilities in many cases can't be concluded. I'm almost to the point of committing what I have and hope the next build you send me will allow me to finish cross connecting all the moving parts. This will be a 95% Rebellion tech rebuild for EA, but that last 5% will be many of the connections and vital for the update being functional.

Also, not sure how AbilityALevel and WeaponUpgradeLevel are defined when selected within the station upgrade tabs. It was straightforward when I was manually handjamming all the entity files.

Nice Leshath model. Where will the team colors on this model be exhibited?

Edit: Post is time late as my router was acting up and would not connect anything other than the phones for the better part of a day.

Reply #4277 Top

Man that is a purty ship, TobiWahn.

Reply #4278 Top

Quoting Darvroth, reply 4276
Also, not sure how AbilityALevel and WeaponUpgradeLevel are defined when selected within the station upgrade tabs. It was straightforward when I was manually handjamming all the entity files.

After a nights sleep I dug into the existing starbase builds and figured it out. EA military base to go and then time to commit.

Reply #4279 Top

Quoting Darvroth, reply 4276
Nice Leshath model. Where will the team colors on this model be exhibited?

I am not using team colours (except for the Jumpgate) as that would be visually divergent from Babylon 5 :grin:
But perhaps some talented texturer figures out a way to use team colours gracefully.

Quoting Sinperium, reply 4277
Man that is a purty ship, TobiWahn.

Thanks, as said it is part Thoumsin, part me. Where the hell is Thoumsin anyways? He still owes me a Babylon 5 station XD

Quoting Darvroth, reply 4278
After a nights sleep I dug into the existing starbase builds and figured it out. EA military base to go and then time to commit.

Cool. Looking forward to the commit.

Reply #4280 Top

Added the Minbari Announce from NewHorizons to the repository.

Reply #4281 Top

Hi Darvroth,

I'm sorry to have bestowed so much pain upon you. I've now uncovered errors in the ModDB that prevented you from creating abilities (I now know what you were talking about). I've corrected what I found (duplicating abilities works now as well) and will distribute a new build to you and NewHorizons this weekend if you like.

Again, sorry for the pain and grief X|

 

On a side-note, I've created myself a Database to manage our issues in Bitbucket a bit more comfortable. I can give this to you as well if you like (it is rudimentary, but issue management is complete). Only thing that is not working is adding attachments to issues, for that you will still have to visit the website (the REST API unfortunately does not support this)

Reply #4282 Top

Oh, and I updated the Mega download Link, it was no longer correct. Now downloading the preview is possible again.

Reply #4283 Top

Quoting TobiWahn_Kenobi, reply 4281
I'm sorry to have bestowed so much pain upon you. I've now uncovered errors in the ModDB that prevented you from creating abilities (I now know what you were talking about). I've corrected what I found (duplicating abilities works now as well) and will distribute a new build to you and NewHorizons this weekend if you like.

Vindication. No problem, your DB is still easier to work with and more consistent than hand jamming in Notebook++. My EA re-write isn't quite as complete as I thought. Give me a bit more time and I'll commit what I have with most issues known. You can bundle that with your DB improvements then I'll take that and clean it up and recommit which should resolve EA except for abilities. I'll stress, my EA rewrite in its current form is broken and will have to remain an internal build until I can complete all the connections then its just a matter of bug hunting anything I missed.

Once the DB allows me to build abilities, there is a large glut in various tickets in Bitbucket that I can import which will move us substantially closer to a Beta build.

The DB version I have doesn't allow me to assign xp for star base upgrades, not sure if that is bug or a data field you are holding at your level.

Reply #4284 Top

Quoting TobiWahn_Kenobi, reply 4280
Added the Minbari Announce from NewHorizons to the repository.
That was quick, cheers! :thumbsup:

I don't think there many are other fragments of SotYR's music that lend themselves to such short event sounds.

Some of the standard Sins announcement themes may work - Vasari's for the Narns, Advent's for the Vorlons for example. The TEC one works equally well for EA or Centauri, just a pity we don't have another to distinguish between the two. Not sure what Shadow music sounds like - even less sure I want to find out! ;-)

Reply #4285 Top

Quoting Darvroth, reply 4283
Vindication. No problem, your DB is still easier to work with and more consistent than hand jamming in Notebook++. My EA re-write isn't quite as complete as I thought. Give me a bit more time and I'll commit what I have with most issues known. You can bundle that with your DB improvements then I'll take that and clean it up and recommit which should resolve EA except for abilities. I'll stress, my EA rewrite in its current form is broken and will have to remain an internal build until I can complete all the connections then its just a matter of bug hunting anything I missed.

Once the DB allows me to build abilities, there is a large glut in various tickets in Bitbucket that I can import which will move us substantially closer to a Beta build.

Yep, found a few other of these bugs that might have created a problem with Starbases and Titans. Basically, I've changed the primary key from a number to a UUID to allow for editing of the DB by multiple users. Yet I forgot to change the fields from type number to type text.

Quoting Darvroth, reply 4283
The DB version I have doesn't allow me to assign xp for star base upgrades, not sure if that is bug or a data field you are holding at your level.

Fixed that now.

Quoting NewHorizons, reply 4284
That was quick, cheers!

I don't think there many are other fragments of SotYR's music that lend themselves to such short event sounds.

Some of the standard Sins announcement themes may work - Vasari's for the Narns, Advent's for the Vorlons for example. The TEC one works equally well for EA or Centauri, just a pity we don't have another to distinguish between the two. Not sure what Shadow music sounds like - even less sure I want to find out!

Well, I needed to test my BitBucket Issue DB :grin: , therefore the fix was a test on my part. As for the rest of the sounds, I agree. Though masochistic as I am, I'm really anxious to hear a shadow announcement.

Reply #4286 Top

Read through a lot of the tickets you changed to open, a lot of work has already been done, just a matter of importing into the (repaired?) DB. We could actually close a lot of tickets in the near future with some effort.

Reply #4287 Top

Quoting Darvroth, reply 4286
Read through a lot of the tickets you changed to open, a lot of work has already been done, just a matter of importing into the (repaired?) DB. We could actually close a lot of tickets in the near future with some effort.

That is the intent. I will first change the tickets with status new to open (if ticket is valid) and assign a Milestone or Assignee.

Btw. I've committed a v1.80 compatible build to the repository, the ModDB is already 1.80 compatible.

Reply #4288 Top

Any chance you could release a new 1.80-compatible pre-release after you start closing some of those tickets?

Reply #4289 Top

Agreed, those of mine that could be imported are

#113, Planet names

#157, Centauri Mass Driver effect

#161, Tinashi clone ability

I'll upload a new GalaxyScenarioDef for #139 (as that's out-of-date wrt Rebellion 1.80) so that can be imported too.

 

Reply #4290 Top

Quoting SpardaSon21, reply 4288
Any chance you could release a new 1.80-compatible pre-release after you start closing some of those tickets?

I plan to release a new nightly build for 1.80 this weekend. |-)

Quoting NewHorizons, reply 4289
Agreed, those of mine that could be imported are

#113, Planet names

#157, Centauri Mass Driver effect

#161, Tinashi clone ability

I'll upload a new GalaxyScenarioDef for #139 (as that's out-of-date wrt Rebellion 1.80) so that can be imported too.

Cool, but you could actually update your repository to get the 1.80 compatible GalaxyScenarioDef I've submitted today, add what you need and recommit the changes directly to the repository using your git client.

Reply #4291 Top

TobiWahn,

Just sent you my commit data. Looking forward to receiving the latest build so I can finish the EA and start importing abilities we have in the tickets.

Darvroth

 

Reply #4292 Top

Quoting TobiWahn_Kenobi, reply 4287
Btw. I've committed a v1.80 compatible build to the repository, the ModDB is already 1.80 compatible.

If Random Events are enabled, then you'll get a crash when the game attempts to spawn one. After referring to Goa's & Zombies's thread, it just looks like we need to include some more stuff into entity.manifest.:-

entityName "STAR_BLACKHOLE.entity"
entityName "STAR_NEUTRON.entity"
entityName "STAR_PULSAR.entity"
entityName "AbilityAntimatterFountain.entity"
entityName "AbilityComet.entity"
entityName "AbilityIceField.entity"
entityName "AbilityRadiationStorm.entity"
entityName "AbilityShatteredMoon.entity"
entityName "AbilityStarBlackHole.entity"
entityName "AbilityStarNeutron.entity"
entityName "AbilityStarPulsar.entity"
entityName "BuffAntimatterFountainTarget.entity"
entityName "BuffCometTarget.entity"
entityName "BuffIceFieldTarget.entity"
entityName "BuffRadiationStormTarget.entity"
entityName "BuffShatteredMoonTarget.entity"
entityName "BuffStarBlackHoleTarget.entity"
entityName "BuffStarNeutronTarget.entity"
entityName "BuffStarPulsarTarget.entity"
entityName "PlanetAntimatterFountain.entity"
entityName "PlanetComet.entity"
entityName "PlanetIceField.entity"
entityName "PlanetRadiationStorm.entity"
entityName "PlanetShatteredMoon.entity"
entityName "PlanetShipGraveyard.entity"
entityName "RandomEventCoronalMassEjection.entity"
entityName "RandomEventCoronalMassEjectionTarget.entity"
entityName "RandomEventCultureExplosion.entity"
entityName "RandomEventCultureImplosion.entity"
entityName "RandomEventEconomicDownturn.entity"
entityName "RandomEventEconomicUpturn.entity"
entityName "RandomEventGammaRayBurst.entity"
entityName "RandomEventGammaRayBurstTarget.entity"
entityName "RandomEventMagneticStorm.entity"
entityName "RandomEventMagneticStormTarget.entity"
entityName "RandomEventOpenRebellion.entity"
entityName "RandomEventPartisansPhase.entity"
entityName "RandomEventPartisansPsi.entity"
entityName "RandomEventPartisansTech.entity"
entityName "RandomEventPirateTitan.entity"
entityName "RandomEventPlasmaStorm.entity"
entityName "RandomEventPlasmaStormTarget.entity"
entityName "RandomEventProjectileCoronalMassEjection.entity"
entityName "RandomEventProjectileGammaRayBurst.entity"
entityName "RandomEventProjectileMagneticStorm.entity"
entityName "RandomEventProjectilePlasmaStorm.entity"

 

Reply #4293 Top

Just had a minidump playing Centauri (V1.8), not sure if the random bug reported by NewHorizons is the culprit or not.

Reply #4294 Top

Hi guys 'n gals,

I've not yet updated the last dev build for you to download, as I've encountered a show stopping bug (issue 164 I believe, if you want to look it up). Mainly, half of the victory conditions crash, some on load (flagship victory), others on returning to the main menu. After that is sorted, I will release another "nightly" build.

Quoting NewHorizons, reply 4292
If Random Events are enabled, then you'll get a crash when the game attempts to spawn one. After referring to Goa's & Zombies's thread, it just looks like we need to include some more stuff into entity.manifest.:-

Thanks, already noticed myself and changed. Also, I've change the galaxyScenario so it should now be correct (mostly). It's checked in the repository. Thanks for your help.

Quoting Darvroth, reply 4291
TobiWahn,

Just sent you my commit data. Looking forward to receiving the latest build so I can finish the EA and start importing abilities we have in the tickets.

Darvroth

Sent you the link for the latest ModEditor per mail.

Quoting Darvroth, reply 4293
Just had a minidump playing Centauri (V1.8), not sure if the random bug reported by NewHorizons is the culprit or not.

How far into the game did it happen?

Reply #4295 Top

Quoting TobiWahn_Kenobi, reply 4294
How far into the game did it happen?
10-15mins roughly. BTW Shadows aren't available in the latest update, have they passed beyond the rim?

There's also some bad file names in the manifest, eg "StarBase_Upgrade__..." , note the double underscore.

Reply #4296 Top

Quoting TobiWahn_Kenobi, reply 4294
How far into the game did it happen?

A bit more than 4 hours (I was doing other things (life not the computer) so it was more a background task). Research was about 2/3 complete overall and capital victory was set. Upon reload and exit one of the factions did not register on the post game statistics, not a smoking gun but...

Reply #4297 Top

Quoting Darvroth, reply 4296
A bit more than 4 hours ...
Sounds different to the crashes that happened to me, which would happen early on. So I tired again this time turning off Random Events in the game options, and no more crashes.

Quoting NewHorizons, reply 4295
BTW Shadows aren't available in the latest update, have they passed beyond the rim?
Turns out it was another sly attempt by those masters of deception to slip away and hide, this time under a false name  ;P

PlayerShadow.entity was using

raceNameStringID "IDS_PLAYERRACENAME_EA"
It should have been using
raceNameStringID "IDS_PLAYERRACENAME_SHADOW"
Also string IDs for the research trees probably ought to use IDS_Shadow_RESEARCHFIELD_xxx instead of IDS_EA_RESEARCHFIELD_xxx

Reply #4298 Top

Quoting NewHorizons, reply 4297
Also string IDs for the research trees probably ought to use IDS_Shadow_RESEARCHFIELD_xxx instead of IDS_EA_RESEARCHFIELD_xxx

Corrected and will be submitted soon. Thanks

Quoting NewHorizons, reply 4297
PlayerShadow.entity was using
raceNameStringID "IDS_PLAYERRACENAME_EA"
It should have been using
raceNameStringID "IDS_PLAYERRACENAME_SHADOW"

Corrected. Found that myself too X|

Flagship victory crashes because we have no Flagship entities specified. And we do not have the respective entities yet - any suggestions for Flagships for each race?

Reply #4299 Top

Quoting TobiWahn_Kenobi, reply 4298
any suggestions for Flagships for each race

If I recall the designated flag ship is the starting flagship. For EA, Minbari, Shadow and Vorlon the initial capital ship is sufficiently tough to serve the role; Centauri and Narn do not have a sufficiently tough capital ship. The only work around I see would be to pick a representative capital ship from each race. If the Flagship Victory selection can bypass research prerequisites, then I'd choose the following:

EA - Omega Destroyer

Narn - G'Quan

Centauri - Octurion

Minbari - Sharlin

Shadow - YBC

Vorlon - Light Cruiser

 

Reply #4300 Top

Quoting Darvroth, reply 4299
If I recall the designated flag ship is the starting flagship.

That was true up to, and including, Diplomacy, but in Rebellion it is a different (non-levelling) unit, with different abilities, that is based on the race's battleship.

I agree broadly with Darvroth's suggestions, maybe using Primus for Centauri, for no reason better than what was shown in the series.

You'd have to be careful with the Shadows & Vorlons though as their cap ships aren't normally available until some research has been done. Granting them instant access to a powerful cap ship could give them an unfair advantage at the start of a game. Maybe their flagships could be weakened in some way to balance things out, although that does sound a bit counter intuitive - not much of a flagship if it's weaker than the standard unit. :S

Another option would be seriously improve the flagships of the EA, Narn & Centauri maybe using a Sharoos/Sharkaan for Minbari, but then neutral militia wouldn't be much of an obstacle.

Tricky one this ...