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

 

14,164,864 views 5,473 replies
Reply #4426 Top

Quoting Delnar_Ersike, reply 4424
I've been messing around in vanilla Sins to try to get the AI to use their Flagships aggressively, but to no avail. This includes changing their frigateRoleType to "Heavy", even adding a second frigateRoleType of "Lrm". statCountType shouldn't make a difference: the AI ignores it and the game only uses it for the post-game score screens. As far as I know, the way the AI handles any units marked as flagships (set by entityBoolModifier "IsFlagship") is hardcoded into the game.
The reason AIs concentrate on capital ships is that they overvalue capital ship strength. When auto-attacking, they will (usually) attack the most vulnerable ship with the highest perceived strength value, hence why they focus fire on capital ships before Lrm's. The AI's odd way of retreating from a winning battle due to the appearance of a capital ship happens for a similar reason.

I suspect passive uses of Flag ships is a survival mechanism due to the victory condition. The AI does not completely ignore statCountType as is uses that as part of the calculus for what to add to the build cue, but since the flag ship is a singular ship, in this instance it is likely ignored.

We have noticed the rather annoying prioritization of capital ships and have had to use a variety of abilities to reduce this. A short term taunt like ability on a frigate is effective at prolonging capital ship life.

Reply #4427 Top

Hi guys 'n gals,

UV of the raider carrier is completed. Next up is texturing, then uv and texture for Thoumsins Zephyr fighter.

Reply #4428 Top

Quoting TobiWahn_Kenobi, reply 4427

Hi guys 'n gals,

UV of the raider carrier is completed. Next up is texturing, then uv and texture for Thoumsins Zephyr fighter.

Good. When can the next internal build be posted? As eager as I am to see a revamped raider force I'm more eager to ensure there are no unintended bugs or AI behavior issues with all the new abilities, resolved research linkages and such. I've tested but...the bigger the test pool the better.

Reply #4429 Top

All,

If the next internal build is stable (lots and lots of changes) we will, (after 5 years) declare beta once the following are met:

- All victory conditions are supported (as of Rebellion 1.5)

- All titan and capital ship abilities are functional

- All major entity scripting are functional (ships, planet orbitals, planet modifiers, etc)

- No minidumps

There are still over 80 models to add, the star bases and planets require overhaul, the tech trees of several races still need to be upgraded or reviewed, UI 2D art, and most of the visual and audio effects are still missing...

If there is talent out there looking to help, please contact TobiWahn.

Reply #4430 Top

Thanks again Darvroth for keeping our fellow followers updated! :thumbsup:

Reply #4431 Top

B)

Reply #4432 Top

I'd like to contribute. Just started modelling but it's lots of fun. I've send some ingame images on my work on the Vorlon ships in a private message. If anything, you can use them as placeholders instead :)

Reply #4433 Top

Hael-sose,

TobiWahn will have to get with you on the polygon counts for the various model sizes and some other helpful tricks for successful imports into the SoaSE engine.

Reply #4435 Top

As written in the PM:

WOW.

First, thanks. Second, I love the models.

Just saw the screenshots, they are really awesome. Looking forward to inspecting the models/textures. Thanks!

 

Reply #4436 Top

Look forward to what has been proposed once it is past the UV optimization stage.

Reply #4439 Top

As promised, some Vorlon ships. As you can see, still need some work on textures/UV but we'll get there. More models on the make.

 

Some Vorlon ships (pretextured)

Reply #4440 Top

Raiders beware and Vorlon, it's what's for breakfast!

Reply #4441 Top

Quoting Hael-sose, reply 4439
As promised, some Vorlon ships.
Nice models. I quite like the cruiser in front of the planet killer. :thumbsup:

Raider carrier looks good too.

Reply #4442 Top

Thanks ;-)

That particular cruiser is meant to be the Vorlon Envoy ship. Envoy ships are always a bit flamboyant haha.

Reply #4443 Top

Hi, I once ask a modding.
Is it possible by Ability or buff a weapons bench (front, back, etc.) or weapon (Weapon-0, -1) to disable?

JB

Reply #4444 Top

JB,

It is possible to disable weapons on a target ship or group of ships. There are also several functions within the buffs that impact weapons that can be tweaked in such a way a type of weapon can be rendered useless. I've not seen where a single bank or facing can be disabled unless there is only one weapon type on that facing. Does that help?

Reply #4445 Top

PhysicalDamageAsDamageTarget needs to be added as a Buff option in the DB.

Reply #4446 Top

Quoting Darvroth, reply 4445
PhysicalDamageAsDamageTarget needs to be added as a Buff option in the DB.

Thanks, added the following missing BoolEntityModifierTypes:

PhysicalDamageAsDamageTarget
AntimatterRestoration
CultureSpreadModifier
HullPointRestoration
PlanetTaxRate
ShieldPointRestoration

Will be in the next DB version

Reply #4447 Top

Getting excited with all of these new Vorlon ship models! :-)

 

Will we see the Abassador's ship?

 

Reply #4448 Top

I sure hope so! It should be the Vorlon transport

Reply #4449 Top

New version of the Vorlon Lifegiver (colony type) on the left in image below:
(and @boshimi336, transport is in lower right corner)

Vorlon Lifegiver

 

Reply #4450 Top

Hael-sose,

Awesome looking models.

 

TobiWahn,

Sent you another commit. Will stand by till latest DB version is posted then will resume finishing the capital ship abilities. Believe it or not I'm down to less than a dozen. Vorlon, Shadow, Minbari, Centauri are complete, EA has two remaining, the remainder are missing Narn abilities. Woot!