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

 

14,163,951 views 5,473 replies
Reply #4376 Top

Quoting Darvroth, reply 4375
TobiWahn,

I will need to rework the jumpengine abilities for the titans, as well as some others like the Narn energy mine. Grrr, the commit I was going to send you tomorrow will be at least a week after the New Year.

No problem, have been away a few days and will not be fully accessible until second week of January, so no hurry.

Quoting Lavo_2, reply 4374
TitanUpgradeLevel is the only way for abilities to work on Titans as the Titans' upgrade system is the same as the star base's.

Thanks Lavo!

Reply #4377 Top

TobiWahn,

In reworking the Narn Energy Mine abilities and buffs, added Titan and Corvette. Corvette was added to the Secondary buff set with the fighters because when I ran the numbers it was auto kill in many instances for the Centauri corvettes of which they have several. Since the Centauri would abandon that practice in the face of the effectiveness of the Narn Energy Mine it was apparent that the ability has a lesser effect on the corvette class ships. This works well in my quick modeling, we'll need feedback on the reality once the changes are in game.

Edit: Ability doesn't target corvettes but buffs will effect any in the AOE.

Reply #4378 Top

TobiWahn,

Another DB issue: under Abilities InstantActions SpawnShipsAtPlanet is incomplete. Refer to SoaSE Abilities:

DarkCapitalShip

DarkCombatFleet

DarkSupportFleet

PirateMercenaries

for examples of the missing fields in the DB.

Reply #4379 Top

Hi Darvroth,

thanks for the info, added fields

spawnShipsArrivalDelayTime
spawnShipsHyperspaceSpawnType

to spawnShips, will be in the next build of the db, but untested for now.

Reply #4380 Top

Quoting TobiWahn_Kenobi, reply 4379
to spawnShips, will be in the next build of the db, but untested for now.

Also, if the frigate field was attuned to the frigate section of the DB that would help a lot! One of the themes of the Shadow I'm working are a set of abilities to call either short term or permanent aid. In the show there were always a few extra Shadow ships just waiting for the right moment to slip into normal space and cause mayham... Should be a rude surprise once in game. The trick of balancing on my part is the quantity and duration of this aid...

Reply #4381 Top

TobiWahn,

Just tried the holiday release in MP with my son and immediately encountered a sync error at tick:100.

Medium random map with EA as AI, Minbari and Centauri as player controlled. All fast game options were maxed out and no victory condition was set.

Edit: Encountered an additional bug and opened a new ticket in response.

Reply #4382 Top

Quoting TobiWahn_Kenobi, reply 4379
spawnShipsArrivalDelayTime

This does absolutely nothing in practice.

Reply #4383 Top

Quoting Darvroth, reply 4381
TobiWahn,

Just tried the holiday release in MP with my son and immediately encountered a sync error at tick:100.

Medium random map with EA as AI, Minbari and Centauri as player controlled. All fast game options were maxed out and no victory condition was set.

Edit: Encountered an additional bug and opened a new ticket in response.

Hmmm. Sync errors? Anybody experience in this? Are these stemming from abilities? Or rather other things?

Quoting Lavo_2, reply 4382
This does absolutely nothing in practice.

Really? Odd...

Reply #4384 Top

All,

The research tech StripToTheCore is an obvious mechanic to destroy a planet via substitution of another planet type. However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff. Rebellion has two buffs: buffStripToTheCoreSelf and buffStripToTheCoreTarget but they just clean up the planet orbitals and have function to adjusting the planet type itself. Various other known modders have stated in the forum there is no ability to destroy a planet. Modders are a smart resourceful bunch. Has anyone figured out how to link the StripToTheCore mechanic to an ability/buff combination and posted their results? In SotYR both the Vorlon and Shadow have the ability to destroy planets, however the mechanic in our reference material doesn't have either faction controlling the planet before destruction but I imagine it would be possible to have colonize then immediately scrap the planet if a mechanic to do so exists... Any help would be greatly appreciated. The Titans for both are fleshing out but the ability to destroy a planet is THE key core mechanic that differentiates the elder races from the younger... Many thanks.

Darvroth

Reply #4385 Top

Quoting Darvroth, reply 4384
However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff.

This cannot be done. SttC is tied to the scuttling of a planet, not a buff.

Reply #4389 Top

The AI discussion brings to light some interesting things. We have multiple techs with AiAutoUse set to false, perhaps that needs to change. I also haven't checked the tech priority but none should be zero... The bit about resourcing would also explain why the Vorlon and Shadow never acquire more than the first capital ship, the AI can never afford it. Much to think about.

Reply #4390 Top

Hi Guys,

I'm on vacation at the moment, so won't be avail till Saturday. Hope you have a nice week. 

tobias

Reply #4391 Top

Have fun. I should have some integration work ready when you get back.

Reply #4392 Top

The revised EA tech tree has an issue that leads a minidump. I haven't isolated it yet but based on game progression when the AI was EA speculate it is a tech in tier 3-5.

Reply #4393 Top

Tech and planet module "orbital turrets" were all kinds of messed up but I don't think is the cause of the minidumps. I may have to send a commit to correct the minidump issue before finishing the Elder titans.

Reply #4394 Top

Ability DeployDiplomaticOutpost on EA mobile constructor is incomplete. Additionally, EA tech Babylon Defense Grid and Babylon project aren't complete. EA diplomatic station upgrades are incomplete.

My best guess is an AI attempts to deploy a mobile constructor to build a diplomatic station which won't work for the above reasons; which leads to a minidump. I'll complete and include as part of the Elder titan work. The quickest fix in the short term is to remove ability DeployDiplomaticOutpost from the EA mobile constructor.

I haven't found any other EA tech issues that would lead to a minidump. I'll perform other clean up work noted in the last comment in ticket 142.

Vorlon and Shadow require additional work as well as outlined in ticket 168 some of which I've already done.

Reply #4395 Top

Quoting Darvroth, reply 4394
Ability DeployDiplomaticOutpost on EA mobile constructor is incomplete. Additionally, EA tech Babylon Defense Grid and Babylon project aren't complete. EA diplomatic station upgrades are incomplete.

My best guess is an AI attempts to deploy a mobile constructor to build a diplomatic station which won't work for the above reasons; which leads to a minidump. I'll complete and include as part of the Elder titan work. The quickest fix in the short term is to remove ability DeployDiplomaticOutpost from the EA mobile constructor.

I haven't found any other EA tech issues that would lead to a minidump. I'll perform other clean up work noted in the last comment in ticket 142.

Vorlon and Shadow require additional work as well as outlined in ticket 168 some of which I've already done.

Thanks for all your work. I've had little time the last two weeks, and will be able to commit to the project by end of February. Lots of stuff going on, both work and privately. Raider Carrier model is done, still misses UV and texture.

Reply #4396 Top

Found another DB bug. Under abilities useCostType the selection HullandAntimatter doesn't reveal the expected drop down menus. If this option is made available apply as you see fit to the Shadow Death Cloud Ability "D".

Reply #4397 Top

Note on the Shadow Death Cloud, abilities won't activate often but when they do, wow.

Reply #4398 Top

Another DB limitation, it doesn't have the capacity to build cannonshells. I'll attach the needed file when I send the next commit and explain the linkage. Necessary for the DeathCloud sterilize planet ability to function properly.

Reply #4399 Top

I beefed up the Younger races mines. Using a capital ship to plow through a minefield to clear it is now a bad idea. Most races have two ships with mine detection/clearance abilities, their use is recommended.

Reply #4400 Top

Quoting Darvroth, reply 4399
I beefed up the Younger races mines. Using a capital ship to plow through a minefield to clear it is now a bad idea. Most races have two ships with mine detection/clearance abilities, their use is recommended.

Cool. Does the AI use them too?

Quoting Darvroth, reply 4398

Another DB limitation, it doesn't have the capacity to build cannonshells. I'll attach the needed file when I send the next commit and explain the linkage. Necessary for the DeathCloud sterilize planet ability to function properly.

Could you elaborate? I'm not sure what is missing where. But if you tell me, I'll try to remedy it :grin:

Quoting Darvroth, reply 4396
Found another DB bug. Under abilities useCostType the selection HullandAntimatter doesn't reveal the expected drop down menus. If this option is made available apply as you see fit to the Shadow Death Cloud Ability "D".

Will look into this.