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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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June 4, 2012 8:33:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think the AI needs some help when playing as Minbari.

There's at least two issues that the AI seems to have problems with :- the tech tree and the cost of ships at the start.

These two factors means Minbari AIs tend to dig themselves in at their homeworld and rarely expand & colonize new worlds.

I've just played a large map where all 8-players were Minbari, and only one AI colonized several worlds (6, then 8).

Just two AIs built more than one cap ship, the AI that colonized managed to build 3.

It was very easy for me to expand (30+ planets) into unclaimed territory.

I can see the intent of the Minbari tech tree was to prevent the AI walking over EA, Narn & Centauri neighbours.

However, it seems that it may be a bit too difficult, if the AI makes the mistake of not building any civilian labs it cannot do any research on any of the other trees - civilian tech The Early Years is a prerequisite for everything.

As it very hard for a Minbari AI to colonize at the start, they have a big handicap in developing their economy.

This coupled with the expense of their ships, means they rarely build a decent fleet in the beginning.

I suggest a few tweaks to give the AI at little help.

1) Allow the Minbari to colonize desert worlds without Star Bourne research - like the previous version of SotYR IIRC

2) Make the Tinashi the Minbari's first capital ship, Sharlin would become available after research.

OK, I've suggested this before, but I think the high cost of a subsequent Sharlins deters the AI from building them, especially as the Minbari economy as quite hard to get going.

Starting with the Tinashi would balance the Minbari against EA/Narn etc, while at the same time may make it easier for Minbari AIs to build a decent starting fleet.

3) Maybe also spread the cost of capital ships across the different resources more evenly, less metal, more crystal.

Minbari have several techs that improve crystal extraction rates, plus their ships use polycrystalline armour.

4) Pure conjecture here from a non-modder, but does the AI treat each tree position with different priorities?

If so, it may worth be swapping the Worker Caste and Ruling Body trees so that higher priority is given the latter - as that tree has techs that are prerequisites for techs on the other trees.

It seemed that AIs didn't do much work on Ruling Body (aka Diplomacy tree) which hindered their research opportunities elsewhere.

 

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June 5, 2012 4:08:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi Guys,

 

Sorry for being absent. I will add your names and answer you question in the coming days, Birthday keeps me from working on the mod a little. Abilities are in the process of being implemented in the database and should be finished come weekend (if everything works out fine)

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June 8, 2012 5:59:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi,

 

Abilities almost completely implemented in the DataBase, just export missing. After that I will add the current abilities to the database and start concentrating on finishing 0.43

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June 8, 2012 11:30:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What new things will appear in the 0.43 release? 

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June 8, 2012 11:52:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If an AI is having issues, I'd suggest putting in an AI only tech to help them, and particularly one that costs negative resources, which in turn acts as a one time resource boost for the AI.

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June 9, 2012 10:19:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
Some more capship names this time for Centauri & Narn. There's not many mentioned in the series so I've used names of liners/freighters.

Added the names, thanks.

Quoting Darvroth,
EA Hermes with the autoattack flag set to FALSE will attack designated targets and will return fire it attacked and will accompany a designated flag ship. It no longer attempts the charge of the light brigade which is good!

Changed

Quoting Darvroth,
Also observed some interesting behavior. Two Hermes in the same fleet if kept within each others AoE will refill each others AM faster than it is used. So if the EA player is willing to invest sufficient resources for each fleet to have two Hermes the EA player is effectively decoupled from the AM refueling mechanic while on the move. The player must still contend with slower overall AM replenishment rates and any fleets that do not contain at least 2 Hermes.

Will be looked at once I have added the abilities to the database

 

Abilities are now finally supported by my Database.

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June 9, 2012 10:21:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
If an AI is having issues, I'd suggest putting in an AI only tech to help them, and particularly one that costs negative resources, which in turn acts as a one time resource boost for the AI.

Once we have 0.43 ready and out the door you could have a look and suggest fixes (with detailed instructions if possible, and best already tested by you )

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June 10, 2012 1:52:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

New computer. Gah! The hours required to reload all my stuff and update mods, patches, etc, etc, etc. I'll chime back in once my version of the mod is up and running. I detest licensing agreements..... It's like software publishers never heard of upgrading hardware.... Gah! I sure hope it is worth all this annoyance.

Darvroth

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June 10, 2012 6:14:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Gah! I sure hope it is worth all this annoyance.

If it is for sins, it always is

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June 10, 2012 1:16:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
If it is for sins, it always is

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June 11, 2012 5:17:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Davroth

New DatabaseEditor Update imminent. I will give you a link once posted so you can use it to design new abilities (if you so wish)

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June 11, 2012 12:20:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You can get the 0.43 mod for testing?

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June 12, 2012 5:04:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Rustiek,
You can get the 0.43 mod for testing?

What do you mean by this?

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June 12, 2012 6:31:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just made a start testing the Centauri.

Military tech tree is well developed, although it is probably too easy to make a bee-line for the Vorchan and then spam them like crazy.

Vorchan is good, even a small squadron of them is probably one of the best counters to neutral Dretes battleships which are easily out manoeuvred.

The other trees seem a bit sparse though.

It did seem that diplomacy was harder for the Centauri, which is a shame, as early on in the B5 story line, they seem to have got on well with other races, most notably Earth Alliance, at to some extent, even the Minbari.

Perhaps give them a more positive relationship value or an early diplomatic tech to improve other race's opinions, eg the share jump gate tech grants a larger relationship boost.

As soon as the Centauri progress through their historical tech tree and become more aggressive, eg Narn invasion, then drop their diplomatic relationship to EA, Minbari, Vorlons.

Not sure if it's possible, but can a tech selectively improve/reduce relationships to specific races?

As the Centauri become more belligerent then their relationship with the Shadows improves.

Would be nice to see some more models, eg Primus.

The same (Protev) ship voice for all units is a bit confusing, could Centauri ships go back to using the same set of TEC voices like the EA currently do?

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June 13, 2012 5:43:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
As soon as the Centauri progress through their historical tech tree and become more aggressive, eg Narn invasion, then drop their diplomatic relationship to EA, Minbari, Vorlons.

Not sure if it's possible, but can a tech selectively improve/reduce relationships to specific races?

Will look into this. I do like that idea. Have you considered opening a BitBucket Account to submit your findings in the issue tracker? That way they won't get lost (though there are many issues open atm)

Quoting NewHorizons,
Would be nice to see some more models, eg Primus.

Well, good models take lots of time and I am busy bringing the Database up to snuff. And now that rebellion is out that means after the release of 0.43 I must make the DB compatible with rebellion. So new ships from myself will still take some time.

Quoting NewHorizons,
The same (Protev) ship voice for all units is a bit confusing, could Centauri ships go back to using the same set of TEC voices like the EA currently do?

Will do (sometime) though such "bug" reports are really best reported in the BitBucket Issuetracker

 

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

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June 13, 2012 7:09:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Done & done.

Not sure if you've considered planet bonuses yet, but how about

G'Quan Eth plantation : culture boost +50%. If possible apply culture boost to Narn only, other races get +10% trade.

Na'Ka'Leen Feeder : Planet population -30% to -50%

Brivari distillery : Trade +20%, construction time +35% **hiccup, stagger**

Trader Station : Trade +30%, maybe unlocks a 3-5% discount of purchases from the black market - no questions asked 

Crystalline Deposits : +20% or +30% trade. Ship/structure construction time & resource cost -15%. If possible for Minbari only, other races have +10% trade.

 

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June 13, 2012 8:13:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
Done & done.

Thanks. Done and evaluating.

Quoting NewHorizons,
Not sure if you've considered planet bonuses yet, but how about

G'Quan Eth plantation : culture boost +50%. If possible apply culture boost to Narn only, other races get +10% trade.

Na'Ka'Leen Feeder : Planet population -30% to -50%

Brivari distillery : Trade +20%, construction time +35% **hiccup, stagger**

Trader Station : Trade +30%, maybe unlocks a 3-5% discount of purchases from the black market - no questions asked

Crystalline Deposits : +20% or +30% trade. Ship/structure construction time & resource cost -15%. If possible for Minbari only, other races have +10% trade.

Good idea, get it in the issue tracker and we'll see to it. You can even give me a sins entity file which includes those bonuses and I'll put them in the repository

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June 14, 2012 12:19:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Good idea, get it in the issue tracker and we'll see to it. You can even give me a sins entity file which includes those bonuses and I'll put them in the repository

 

Pick this one!

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June 14, 2012 1:27:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Good idea, get it in the issue tracker and we'll see to it. You can even give me a sins entity file which includes those bonuses and I'll put them in the repository

Will do.

I've no idea how Sins entity files fit together though - why do I get the sneaky feeling that TobiWahn is trying to make a modder out of me? 

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June 14, 2012 5:05:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
I've no idea how Sins entity files fit together though - why do I get the sneaky feeling that TobiWahn is trying to make a modder out of me?

You're just imagining

One can try, can one not?

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June 14, 2012 11:41:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

NewHorizons,

'Cause that is how I got involved! I'll look into the faction specific diplomatic bonuses but we had that very idea two years ago and it is still not in game... There are many good SoaSE modding tutorials, though I fear unless your a 20 something or a programmer by trade alot of it is a foreign language.

Darvroth

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June 15, 2012 1:13:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

From what little I've dabbled in once you get up to speed on the basics it's not too bad.

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June 15, 2012 2:38:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
...unless your a 20 something or a programmer by trade alot of it is a foreign language.

... well as it happens I am a programmer (C/C++ on Unix & Windows) but it's been a while since I was 20-something, so it may be a case of teaching old dogs & new tricks.

 

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June 15, 2012 10:10:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
... well as it happens I am a programmer (C/C++ on Unix & Windows) but it's been a while since I was 20-something, so it may be a case of teaching old dogs & new tricks.

Started the same. Haven't done any C++ programming the last 3 years though. Objective-C and FileMaker for me atm.

Sins modding should be easy to grasp if you ever wrote parsers for config files in C/C++. It's just the abilities that would benefit from a reference manual so one can see what which internal command does/can do instead of using trial and error.

It was far harder to adapt from creating 3D for rendering to creating 3D for games for me.

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June 15, 2012 8:00:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Davroth

ModDB is now updated and includes abilities and buffs. No Filemaker required. You can send me your files using the Backup function in the settings screen (cogwheel) so I can reimport them into my DB Version

SinsModEditor

 

If you got questions regarding use, just send me a mail. Requires java to be installed on your machine.

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