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

 

14,163,522 views 5,473 replies
Reply #4301 Top

I need also a list of stations and ships you need. I have alot of models I can send you.

Reply #4302 Top

TobiWahn,

The link you sent me has the following error msg: "The file you are trying to download is no longer available.

This could be due to the following reasons:

X The file has been removed because of a ToS/AUP violation.

X Invalid URL - the link you are trying to access does not exist

X The file has been deleted by the user."

Reply #4303 Top

I've seen some "String not found" messages appearing when random events happen, looks like we were missing a few

StringInfo
        ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTEDECONOMICUPTURNDOWNTURN"
        Value "The galaxy is undergoing an %s!"
StringInfo
        ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTEDALLLOCATIONSRANDOMPLAYER"
        Value "A %s heading toward all worlds belonging to %s!"
StringInfo
        ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTEDCULTURAL"
        Value "A %s is taking place in %s territory!"
StringInfo
        ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTEDPIRATETITAN"
        Value "A mad Vasari titan is marauding the system!"

Reply #4304 Top

HI,

 

I've been playing this mod for a few weeks now and i really like it.  I haven't looked into modding sins before i played this mod,but i've been looking at the files for a few weeks now and it seems fairly strait forward.  I tried altering some of the stats and i can do that just fine,but all my added abilities crash.  

 

I was thinking if i changed the EA explorer ship to have the ability to repair and resupply nearby ships (as well as itself,) then upped the fighter count to 8 or 12, it would make the ship a lot more balanced.  I was also trying to add cruise missiles. The idea would be to turn off auto attack on the explorer ship, then have it launch a few missiles to help the fighters kill larger ships or structures while still keeping the explorer ship out of range of most of the combat. 

 

I would upload my code, but i keep getting mini dumps whenever i add abilities.  I think it has something to do with the names, but i'm not sure yet. 

 

 

 

 

Reply #4305 Top

Quoting NewHorizons, reply 4300
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.

I agree, giving Vorlon/Shadows a full-blown Capital Ship at the start of the game would make them kill the others in seconds. Since we have to make additional Entity files for the Flagships, we need to adjust them to be of equal value.

Reply #4306 Top

Quoting TobiWahn_Kenobi, reply 4305
Quoting NewHorizons, reply 4300You'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.
I agree, giving Vorlon/Shadows a full-blown Capital Ship at the start of the game would make them kill the others in seconds. Since we have to make additional Entity files for the Flagships, we need to adjust them to be of equal value.

Agree to a point. The YBC and Vorlon Light Destroyer already dominate early game, but they can't bomb planets and they can only be in one system at a time which is a sort of balance. The amount of resources required to produce a second Elder capital ship cannot easily be mustered in the early game so even a "normal" Vorlon or Shadow Flagship is ok with me provided you aren't trying that victory condition on a small map. If players want to crush AI players that way, many find that fun at least for awhile.

Reply #4307 Top

CalmLlima,

Appreciate the interest but be aware the team has spent years of effort trying to create a good B5 mod and there is not balance by design, some factions are stronger than others at different points of the game generally grouped as early, mid and late reflecting progress on the tech tree and resource availability.

Abilities are difficult to master and frequently lead to mini-dumps. ZombiRus5 published an excellent resource on creating and modifying abilities and the associated buffs but even so there is a bit of trial and error. Always test abilities modifications one at a time to help isolate bugs.

Please see the readme file of our mod for further restrictions.

Reply #4308 Top

Thanks Darvroth!  Those tutorials are extremely helpful.

Reply #4309 Top

Quoting Darvroth, reply 4306
The amount of resources required to produce a second Elder capital ship cannot easily be mustered in the early game so even a "normal" Vorlon or Shadow Flagship is ok with me provided you aren't trying that victory condition on a small map
Your first capital ship is still free even with the flagship victory condition enabled. For comparison consider how these starting fleets would do against each other with, and without, their flagships:-

Eg Flagship Victory Condition + Quick Start enabled

RaceCapital shipFlagshipFrigates
EA Explorer Omega Orestes + a few Artemis
Narn Rothan (maybe two of) G'Quan G'Karith + a few T'Rakk
Centauri Altarian Primus/Octurian Darkner + several Kutai
Minbari Sharlin Sharoos Tinashi (or two or three)
Shadow --none-- YBC Stalker + a Scout or two
Vorlon --none-- Light Cruiser

Destoyer

Later on, after they had done research, the Shadows & Vorlons would still be able to build their first capital ships for free, so you would be up against two of them (sort of).

 

Reply #4310 Top

Quoting NewHorizons, reply 4309
Later on, after they had done research, the Shadows & Vorlons would still be able to build their first capital ships for free, so you would be up against two of them (sort of).

I could still live with that. I've taken both out, not easy but doable. Cat and mouse is authorized, and while they chase you, colonize what you can.

Edit: This does bring up an issue I attempted to address in ticket 131, the starting ships for each faction need revision. Not only for starting position, early, normal, late but also for ship selection relative to the tech tree and for victory settings.

Reply #4311 Top

TobiWahn,

Back in business, thanks. Expect my first commit shortly.

Reply #4312 Top

TobiWahn,

Ran into this error when attempting to repair the upgrades for the EA diplomatic station:

"This operation cannot be performed because one or more required related records are not available and cannot be created."

Hitting this roadblock I'll see if abilities work and commit a small data set for test.

Edit: A lot of abilities still don't seem to have made it onto this build.

Reply #4313 Top

Quoting Darvroth, reply 4310
... the starting ships for each faction need revision. Not only for starting position, early, normal, late but also for ship selection relative to the tech tree and for victory settings.

Been thinking about starting capital ships myself, and given Lavo's AI insights, would suggest making them colony capitals** like the Explorer. That then shuffles around roles to other ships and so on...

ShipRoleAbilitiesNotes
Sharlin Colony Stealth, Jump point, Colonize, Tractor Beam Reduce flights to 0,1,2, increase range of tractor beam beyond that of weapons
Sharoos Carrier Stealth, Jump point, Deploy constructor, TBD Increase flights to 3,4,5, get rid of Ship Manoeuvrability - just improve base stats. Sharlin variant adapted to counter wide spread use of fighters by other races, eg EA
Sharkaan Battleship Stealth, Jump point, Telepathic Lock, TBD Definitive ship-killer variant of the Sharlin :- "All that remains is honour and death"
Rothan Colony Fortify (colonize), TBDs... Could also see this used for support, eg "repair crews" ability that patches up nearby friendly ships.
Altarian Colony Occupation (colonize), TBDs...  

Turning the Sharlin into a colony ship may sound a bit weird but it is less expensive and scary as it used to be plus it's still big enough to carry the settlers & supplies to establish a new colony.

Any thoughts?

** I even had a look at a colonize ability for the Rothan, but I'm not sure if it's possible to have one ability spawn different structures at different levels.

Reply #4314 Top

In the B5 series didn't they state that the shadows and the vorlons had helper races that acted on their behalf before the outbreak of open hostilities?  Could this be a solution to the vorlon/shadow cap ships early in the game?

Reply #4315 Top

Quoting Darvroth, reply 4312
Edit: A lot of abilities still don't seem to have made it onto this build.

I'm at this moment working on putting all our abilities that are in the repository right now into the ModEditor. I've got all buffs in now, working on the abilities and expect to have them finished by tomorrow or the day after.

Quoting Darvroth, reply 4310
I could still live with that. I've taken both out, not easy but doable. Cat and mouse is authorized, and while they chase you, colonize what you can.

agreed

Quoting Darvroth, reply 4310
Edit: This does bring up an issue I attempted to address in ticket 131, the starting ships for each faction need revision. Not only for starting position, early, normal, late but also for ship selection relative to the tech tree and for victory settings.

Ships should be the first ships available (from a historical perspective - regarding the commissioning dates), but perhaps adjust the amount of ships given when Quickstarting?

Quoting Darvroth, reply 4312
TobiWahn,

Ran into this error when attempting to repair the upgrades for the EA diplomatic station:

"This operation cannot be performed because one or more required related records are not available and cannot be created."

Hitting this roadblock I'll see if abilities work and commit a small data set for test.

Edit: A lot of abilities still don't seem to have made it onto this build.

Could you tell me what exact action you where trying to do (button clicked when selected what kind of things - perhaps a screenshot) when that happened?

Quoting NewHorizons, reply 4313
Turning the Sharlin into a colony ship may sound a bit weird but it is less expensive and scary as it used to be plus it's still big enough to carry the settlers & supplies to establish a new colony.

Any thoughts?

Sharlin as colonisation ship might be interesting, though for the carrier, I consider that one of the few disadvantages of Minbari, not having a capital carrier. For that they need the Neroon Titan.

Quoting CalmLlama, reply 4314
In the B5 series didn't they state that the shadows and the vorlons had helper races that acted on their behalf before the outbreak of open hostilities? Could this be a solution to the vorlon/shadow cap ships early in the game?

Well, the only interesting are the Drakh, and they are just skimmed over in the original series. But considering their mothership they might be considered another race at some future point (very future, perhaps sins 2 when memory does not limit us anymore).

 

Reply #4316 Top

The Drakh would be a good race.  The vorlons had an ambassador in an encounter suit and the shadows were invisible, what about some sort of civilian ship with abilities that would substitute for being well armed or armored? 

Reply #4317 Top

Quoting TobiWahn_Kenobi, reply 4315
Sharlin as colonisation ship might be interesting, though for the carrier, I consider that one of the few disadvantages of Minbari, not having a capital carrier. For that they need the Neroon Titan.
True, the Neroon does carry a lot of squads, but the Sharlin could host a few too so I was proposing moving the Sharlin's statCountType role to the Sharoos and its statCountType to the Sharkaan with the hope of giving the AI a hint or two at the start of the game.

Reply #4318 Top

Quoting NewHorizons, reply 4317
True, the Neroon does carry a lot of squads, but the Sharlin could host a few too so I was proposing moving the Sharlin's statCountType role to the Sharoos and its statCountType to the Sharkaan with the hope of giving the AI a hint or two at the start of the game.

Please make your proposal a ticket and I will look into it and try the changes.

Reply #4319 Top

Quoting TobiWahn_Kenobi, reply 4318
Please make your proposal a ticket and I will look into it and try the changes.

Already commented. The current statCountType is a result of earlier balancing work accounting for AI behavior. I'm leary of the Minbari having a capital colonizer. Using a colony frigate with high fleet logistic use is a good balancing technique to slow early expansion. Much like the Shadow and Vorlon which have significant impediments to early expansion the Minbari are scary once they get going.

Reply #4320 Top

Quoting TobiWahn_Kenobi, reply 4315
I'm at this moment working on putting all our abilities that are in the repository right now into the ModEditor. I've got all buffs in now, working on the abilities and expect to have them finished by tomorrow or the day after.

You mean all the stuff uploaded into the various tickets? If so I'll start working on addressing the gaps. Let me know if my last commit was good or if I missed some vital detail. It took a little while to get used to how it was organized. Let me know so there is no duplication of effort.

Reply #4321 Top

Quoting Darvroth, reply 4320
You mean all the stuff uploaded into the various tickets? If so I'll start working on addressing the gaps. Let me know if my last commit was good or if I missed some vital detail. It took a little while to get used to how it was organized. Let me know so there is no duplication of effort.

No, the stuff that was already in the repository and already assigned to ships, but not included in the mod editor.

No duplication of effort, though the Rothan ability was missing it's instant action (due to a bug of mine that should now be fixed). I've completed the ability using the information in the ticket. I've encountered a few other bugs that should be fixed in the next update and the build is playable again, but still gives errors. One in particular which I do not understand:

Sins complains that the file BuffDestabilizeHyperspaceSelfNeutronStar can not be found, but that file is not included in any entity of mine, nor in the manifest or in any other file that I could find. And the file itself is nowhere to be found...

 

Reply #4322 Top

The neutron star hyperspace debuff was fubar'd by SD. Best bet is manually fixing it, or not including it until it's fixed in the next patch.

Reply #4323 Top

Quoting Lavo_2, reply 4322
The neutron star hyperspace debuff was fubar'd by SD. Best bet is manually fixing it, or not including it until it's fixed in the next patch.

Ahh, thanks. How do I fix it? (I can just ignore it if it is too hard)

Reply #4324 Top

Hotfix just came out recently, should work fine now.

Reply #4325 Top

Team,

Tickets 160, 166, 131 all have an aspect of the planet issue resulting from the DLC V1.5. New ticket 167 proposes new planet types but requires additional input from the mod team.