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[v0.43]Babylon 5 - Sins of the Younger Races {Diplomacy1.34} *UPDATE 08.12.2012*

Babylon 5 mod effort for Sins

By on August 17, 2009 4:40:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn_Ke...

Join Date 08/2008
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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, bundled with other mods as long as it does not violate the laws of the state/country you live in and this disclaimer is distributed with it. For other used please contact me personally.


Thanks to the TEAM:
2D Artist: SteinerX, Tobias Liebhart (TobiWahn_Kenobi)
Coders: Davroth, EvilTesla-RG, zRazor (Ronie Albesa), Zvezdochets, Rodney Jenkings (HotRod), Rob Cummings (NewHorizons), Tobias Liebhart
Modelers: Fileosoft, Koobalt, Timmaigh, zRazor (Ronie Albesa), Stefan May, Zvezdochets, Tobias Liebhart
Musician: Pauli Valkeejärvi (Hawkwall)
Research: Rodney Jenkins, Darvroth
PR: SteinerX
Texturers: SteinerX, TFL_BigBangTheory, Timmaigh, ZombiesRus5, Tobias Liebhart
Bughunters: Peter1x9, ZombiesRus5, Darvroth, Rob Cummings
Support: Lavo_2, boshimi336

And to
MysticAngel for the Automated Fighter docking ability

Sounds provided by: Zvezdochets

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)

 

Update 0.431 HotFix (Requires 0.43)

https://mega.co.nz/#!sFRnDZCa!Asl6qQ3N-KkqlKnxnq541XWsbARTbGMhLjX3lcK1vdw

http://www.mediafire.com/?bvvbotkoao86uic

http://www.gamefront.com/files/22724745/sotyr_0_431_Update_rar

 

Release 0.43 Full

https://mega.co.nz/#!EIgQVLIR!EwaLA3pCL2z5xAd5fgBmqjHJPWwktwVP5jb5pWee5dM

http://www.gamefront.com/files/22720978/sotyr_0.43_Full.rar

http://www.mediafire.com/file/8djsoefyxvv7fj9/sotyr_0.43_Full.rar

http://www.filedropper.com/sotyr043full

 

Put contents into the gameInfo directory

--------------------------------------------------------------------------------------------------------------------------------------------

put the folder "b5-sotyr"

using winxp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

using vista/windows 7
C:\Users\'username'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

---------------------------------------------------------------------------------------------------------------------------------------------

 

PreAlpha 0.43 for Sins Diplomacy 1.34

Contents:

Races:
    Minbari
    EA
    Narn
    Centauri
    Shadows
    Vorlon
    
Models:

    General:
        Jumpgate
    
    Minbari:
        Tinashi
        Nial (Tishat)
        Flyer
        Sharlin (Sharkaan, Sharoos)
        Neroon
                
    Earth Alliance:
        Avenger Carrier
        Artemis Frigate
        Hermes Transport
        Omega Destroyer
        Hyperion
        Sagittarius Cruiser
        Starfury Aurora
        Victory Destroyer
        EA Explorer
        Apollo
        Starfury Badger *NEW*
        NOVA Dreadnought *NEW*
        Global Orbital Defense *NEW*
        Poseidon Super Carrier *NEW*
   
    Shadows:
        Ancient Battlecrab
        DeathCloud
        Scout *NEW*
        Young Battlecrab (smaller) *NEW*
        Fighter *NEW*
        Carrier *NEW*

    Narn:
        G'Quan
        BinTak
        Ka'Toc
        Dag'Kar
        Frazi
        Gorith
        
    Centauri:
        Vorchan
        Centurion
        Liati
        
    Vorlon:
        Heavy Cruiser
        Light Cruiser
        
   
Abilities:
    Many added

Starbases:
    Basic Starbases for younger Races ( Military, Jumpgate )
    Jumpgates for EA, Narn, Centauri and Minbari
    
Research:
    EA
    Centauri
    Minbari
    Narn
    Vorlon
    Shadow
    
GUI:
    Fonts
    Intro Music
    Loadscreens
    Intro Videos
    Icons
   
Music:
    Battle music 1, 2
        & 3 *NEW*
    Quiet music 1, 2, 4, 5
   
Sounds:
    Vorchan Ion cannon

 

SOTYR manual
 

If anyone wants to contribute to this mod, please contact me. Any models, sounds, music, textures, abilities and so on are welcomed. I will however keep control of the stats (with input from the most active members/posters).

Home
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home

Screenshots
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home#!screenshots

Bug reporting over here (you need to be a member of Origo and the team, if you want to do this, please contact me)
https://bitbucket.org/TobiWahn_Kenobi/sotyr/issues?status=new&status=open
 


Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

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March 12, 2012 4:25:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Gave the Minbari a good vetting yesterday .... Once the Minbari have 5-6 Sharlin class or batter capital ships in one fleet they sweep the other younger races before them. It is a blast, but not while on the receiving end. It is cannon but from a game perspective will need close review for balance ...
Darvroth

Agreed.

A Sharlin is a very powerful ship to start off with, especially considering the first one is free.

The only real threat at the start of a game are two or more neutral Drestes (if they get in range) or another Sharlin.

How about making the Tinashi the Minbari's first capital ship, may be increase some of its statistics to elevate it from a cruiser.

The Sharlin could then require some research, having say "Grey Council" and 2 or 3 military labs as pre-requisites.

This (hopefully) conforms to the series storyline: the record of the first Shadow war (that Delenn shows to Sheridan) has several Tinashi warships (but no Sharlins) patrolling the space around the Minbari starbase - just as the Shadows slice & dice it.

 

 

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March 12, 2012 4:50:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
Agreed.

A Sharlin is a very powerful ship to start off with, especially considering the first one is free.

The only real threat at the start of a game are two or more neutral Drestes (if they get in range) or another Sharlin.

How about making the Tinashi the Minbari's first capital ship, may be increase some of it statistics to elevate it from a cruiser.

The Sharlin could then require some research, having say "Grey Council" and 2 or 3 military labs as pre-requisites.

This (hopefully) conforms to the series storyline: the record of the first Shadow war (that Delenn shows to Sheridan) has several Tinashi warships patrolling the space around the Minbari starbase - just as the Shadows slice & dice it.

This might be one solution, but I propose another: Disable the "first capship free" setting. I absolutely advise against it in this mod. You cannot balance for that with Shadows and Vorlons.

And the sharlin was built before humans went into space at all (1957)

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March 12, 2012 5:44:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I got the impression that the Sharlin came after the first Shadow war, may have been designed in reaction to it though.

BTW: Congrats on an excellent mod, as Darvroth stated "It is a blast" !

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March 12, 2012 6:41:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
BTW: Congrats on an excellent mod, as Darvroth stated "It is a blast" !

Thanks! We do our best!

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March 13, 2012 7:07:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Using the latest down load would help. Doh! Shame on me. So caught up in the weeds couldn't see the forest.

Darvroth

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March 13, 2012 11:14:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Anyone can tell the proper checksum for latest version 0.4202?

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March 14, 2012 12:07:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

V0.422 is the latest though it also requires 0.4202 (checksum 96560292) to be enabled.

Darvroth

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March 14, 2012 12:58:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

hmm, 0.422 and I am getting 52971287...

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March 14, 2012 1:00:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

are you enabling V0.422 over V0.4202?

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March 14, 2012 1:13:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yes that checksun is 0.422

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March 14, 2012 8:14:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

tbh, I always copy the contents of 0.422 over the files in the sotyr folder from 0.4202

I can look at home what the checksum is for me.

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March 18, 2012 12:55:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

I'm wondering if the latest Windows 7 patch broke the mod. After it installed Thursday I couldn't get the mod to work. I've even gone so far as to uninstall and reinstall SoaSE and redownload and reistall the 0.4202 and the 0.422 patches. When enabled there is no checksum for either. SoaSE seems to work normally but nada for the mod.

Darvroth

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March 18, 2012 1:19:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Any chance it could be the new .061 beta patch for Rebellion that somehow broke it? (probably not but I figured it should be asked).

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March 18, 2012 1:27:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

boshimi336,

Good thought but I have not downloaded that beta due to concerns it would make testing abilities for SotYR that much more difficult.

Darvroth

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March 18, 2012 2:24:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Have you tried playing with the UAC, Run as Administrator, or 'Read Only' settings on all of the files? When you reinstalled Sins, did you make sure the mod folder was removed (moved to a different directory) prior to the reinstall of the game?

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March 18, 2012 2:49:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I will be sure the mod is removed and try again as I'm not sure it was removed during the deinstall. Gamestop formerly Impulse already is set to run as administrator as several games from that service have issues if not.

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March 18, 2012 4:14:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Back in business. Many thanks.

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March 18, 2012 6:32:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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March 19, 2012 6:22:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
Back in business. Many thanks.

Did the "Run as administrator" help? If so, I think you need to adjust the security settings of your sins folder (as this often happens when the sins folder rights do not include your account)

Sorry, was mostly absent this weekend. Thanks for the Abilities, I wil have a look at them soon (though not today - work... damn).

I've redone the Battlecrab UV and Texture (and corrected a few model problems). The Battlecrab now has a high res seamless texture (2k x 2k) with a fitting UV. I will also redo the Shadow fighter texture (seamless) and then all ship models for shadows are in!

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March 20, 2012 12:25:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

Not sure what the actual problem was but removing the mod folder and reinstalling SoaSE then replacing the mod folder did the trick.

I have success with granting fighters (squad entity) abilities but am still trying variations to get the ability to function when I want it to. Testing is slow and painful and so far seems stable though changing the ability.entity between tests will cause minidumps if I don't miticioulsy self destruct all the new construction ships under test. Altering buff files does not seem to cause this, though it may in some instances.  

Darvroth

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March 20, 2012 6:07:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice. But the risc I see with fighter abilities is thatwe have very very many of them. And granting them abilities means putting even more strain on the CPU regarding fighters. The key will be how playable long games are.

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March 20, 2012 12:59:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Nice. But the risc I see with fighter abilities is thatwe have very very many of them. And granting them abilities means putting even more strain on the CPU regarding fighters. The key will be how playable long games are.

 

You could always tie the abilities to the carriers / hangars the fighters are based from (range based area of effect) for passive buffs / debuffs.

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March 21, 2012 4:06:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Specifically I was looking at granting the EA Thunderbolt a bombing ability as it is an atmospheric capable fighter. I looked at tying it to the launch platform but since each race has at least 3 choices of strike craft and the EA has 6 and very few strike craft have the B5 cannon capability it was not a good fit. Once I get it working I'll propose a similar ability for the Minbari Flyer as it is also atmospheric capable. Not sure any other strike craft need an ability so I'm not that concerned about CPU lag though there turns out to be an issue it can be sacrificed. I'm tinkering with a passive ability or an ability with a time elapse. In either case it is not yet working as desired so I have more testing to do before I can pass it on to TobiWahn.

In any event I recommend any ability be tested by at least two other poeple on different machines to reduce the chance of bugs making it into the mod.

Darvroth

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March 21, 2012 6:48:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Shadow Carrier

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March 22, 2012 12:53:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice! What is the fighter count spread from level 1 to level 10? I presume it counts as a capital ship...

Darvroth

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