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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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August 2, 2012 2:14:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
If there is ever going to be a Drazi faction, they would obviously be split into green and purple.

Just don't ask Ivanova to arbitrate that one again!

I was actually thinking about the Narn earlier today and there would be the hard-liners advocating revenge against the Centauri, but what about those who followed G'Kar after his post-dust "revelation"?

For them sacrifice, in the defence of others (eg B5 Severed Dreams), to free the galaxy from the great darkness was a price worth paying if it meant liberation for their homeworld. That faction could have strong diplomatic options to enable them to quickly build alliances. This would be another trait of Nobert's Preservers faction.

Darvroth, what abilities do you have? That might give a bit of context (and inspiration!) for the rest of us.

Regarding Thenta Makur: is that the version that attempts to lower a cap-ship level?

I like the Technomage Coven, it could probably have a culture bonus too, but you'd have to be careful about a First One's homeworld. I did consider something similar, but I thought the bonuses could be too powerful - plus it probably would have a very nasty automated defence system. Maybe that could be used for Rebellion's artifact planet victory? Hence I settled on Forge of the First Ones as that could have been from an abandoned, outlying colony.

Sins has a "toxic fallout" planet bonus, maybe that could be renamed/reused for the "Plague World"

Some lazy ability suggestions for the Centauri:-

1) "Blockade" Re-use the Sova's Embargo ability - many League worlds which bordered Centauri space complained about the negative effect the Centauri had on their economies - plus they did attempt to blockade B5 with a Primus.

2) "Strip Mine" Re-use the Jarrasul's 'Drain Planet' ability

3) "Grand Fleet Admiral" Re-use 'designate target' from the Ceilo, maybe include Akkan's 'target uplink' for a range increase. Probably fits the Octurian best.

4) "Elite Gunners" rate of fire & chance-to-hit increase, probably suits the Vorchan.

Ultimate ability for Minbari Sharlin:-

"Honour & Death" : Heavily damaged war-cruiser overloads its reactor to cause large amount of damage in the surrounding area. Maybe use a toned-down version of the Argonev's 'Red Button'.

 

 

 

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August 2, 2012 4:18:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
Some Minbari AI player names.

Added

Quoting NewHorizons,
Should we add, or replace, artifacts? Some of these proposed B5 artifacts are similar to those in Sins itself.

I'd go for replacing.

Quoting -Norbert-,
If there is ever going to be a Drazi faction, they would obviously be split into green and purple.

Hahaha. That idea should be implemented, if only with one ship

 

Quoting NewHorizons,
1) "Blockade" Re-use the Sova's Embargo ability - many League worlds which bordered Centauri space complained about the negative effect the Centauri had on their economies - plus they did attempt to blockade B5 with a Primus.

2) "Strip Mine" Re-use the Jarrasul's 'Drain Planet' ability

3) "Grand Fleet Admiral" Re-use 'designate target' from the Ceilo, maybe include Akkan's 'target uplink' for a range increase. Probably fits the Octurian best.

4) "Elite Gunners" rate of fire & chance-to-hit increase, probably suits the Vorchan.

Ultimate ability for Minbari Sharlin:-

"Honour & Death" : Heavily damaged war-cruiser overloads its reactor to cause large amount of damage in the surrounding area. Maybe use a toned-down version of the Argonev's 'Red Button'.

Sounds reasonable. Thanks

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August 2, 2012 4:32:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have an idea for an ability for centauri envoy ships.

Decadence: Improves trade income in the system.

The story to it is pretty much Londos opening speech, when he starts his story for Luk and Lizza (however they are spelled) in "In the beginning".

Or for those who don't remember (or never seen the film), the Centauri's decadence made them very interrested in art, literature, music, cuisine and lots of other not stricktly necessary stuff, which greatly fostered trade.

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August 2, 2012 6:33:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Shadow seeding ability finished, bonus for sacrificing the Battlecrab is still missing.

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August 2, 2012 8:39:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

BTW--you could create some militia groups named "Purple" and "Green" and give them Drazi ships.

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August 3, 2012 5:02:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

When the new PreAlpha 0.43 will be  finished? 

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August 3, 2012 6:01:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Rustiek,
When the new PreAlpha 0.43 will be finished?

Screaming ain't gonna help

Vorlon colonizing ability needs to be done, then it's just a matter of how many issues I want resolved before release. I would want to work a bit on the research tree before releasing, but how much I cannot decide yet.

@Davroth

Have you downloaded the latest version from BitBucket? If you didn't manage to get GIT going you can also download it using the website, just log in to BitBucket, select Tab "Source" and slightly beneath the tabs on the right there is a button called "get source". You can use that to download the latest build. Please test it if you got the time. Many thanks

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August 4, 2012 4:33:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

NewHorizonas,

Built abilities are indicated under each ship name ticket. Some are complete so check closed tickets if you don't find what you are looking for. Request add appropriate notes in the format found for proposed ideas and I'll upload when built. Some ships mainly frigates that could have abilities are not yet listed as we've been focusing on CAP ships. Feel free to open new tickets and propose ability ideas. Envoy ships in particular have seen no love as of yet. Assign tickets to me for responsibility please.

 

TobiWahn,

Not yet but I will!!!! Lots of progress this week.

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August 4, 2012 5:01:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

Was the forward firing mining ability for the Centauri submitted? I forget which ship.

I also may have a workable Shadow ability which will degrade planets population for a time... let me know which ship should get it.

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August 4, 2012 6:34:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

Started playing with the new build late last night, to soon to form any real opinions and only with EA thus far but I'll post problems encountered in a new ticket. Old save games are not compatible with the new build, which isn't really a surprise.

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August 5, 2012 6:10:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
I also may have a workable Shadow ability which will degrade planets population for a time... let me know which ship should get it.

Ancient Battlecrab I suppose, but whichever ship you think it would suite best. You have a better overview of the abilities at the moment.

Quoting Darvroth,
Started playing with the new build late last night, to soon to form any real opinions and only with EA thus far but I'll post problems encountered in a new ticket. Old save games are not compatible with the new build, which isn't really a surprise.

Thanks. Will look at them.

Quoting Darvroth,
Was the forward firing mining ability for the Centauri submitted? I forget which ship.

Dunno. Don't think I got that ability, sorry.

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August 8, 2012 5:13:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I like the idea of negative effects for the Shadow diplomatic envoy ships.  Mobile Mr. Mordens.  The population decline above would be a good one for it when near an enemy world.

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August 9, 2012 12:34:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
I like the idea of negative effects for the Shadow diplomatic envoy ships.  Mobile Mr. Mordens.  The population decline above would be a good one for it when near an enemy world.
.

Agreed.

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August 10, 2012 12:42:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Working on an ability map to make it easier populate all the ship (and some researched) abilities. Direct combat effects are straight forward, what I need help with from the community at large are ideas that could fit within cannon. Easiest would be a modifaction of an existing SoaSE ability but original effects are possible. Ability ideas do not have to directly assist the equipped ship in battle to be useful. The hard part is coming up with ideas that could fit within B5. A proposal need not have video evidence or mentioned in conversation but it should be something that nests within the B5 universe.

Many thanks in advance.

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August 10, 2012 5:42:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Darvroth (and many others)

http://grammarist.com/usage/canon-cannon/

 

Quoting Sinperium,
I like the idea of negative effects for the Shadow diplomatic envoy ships. Mobile Mr. Mordens. The population decline above would be a good one for it when near an enemy world.

I find that most appealing

Quoting Darvroth,
The hard part is coming up with ideas that could fit within B5. A proposal need not have video evidence or mentioned in conversation but it should be something that nests within the B5 universe.

Agreed

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August 11, 2012 3:53:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

just found this, having fun, ships dont auto regenerate health or energy, is that right? figured i need the resupply structures etc.

so when can we see more models  for ships? 

 

one thing, everything seems a little slow due to everything costing a fortune, even for a slow game like sins this mod does things slowly.

 

anyway keep up the good work, looking forward to next version

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August 11, 2012 5:35:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There is something hard coded about laying mines that really, really makes it hard to use them as directional weapons. Frustrating is not the word.

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August 11, 2012 5:41:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

katadder,

Hull and AM regen are set to really low values, effectively off on purpose. Few of the AM mechanics are fully implemented. The intent was to force fleets to return to base for resupply and repair. Ship costs are high on purpose and until most abilities are in place it is hard to do even course adjustments for balancing. Recommend play with resources at fastest to mitigate and play with an accelerated game speed you are comfortable with. Thank you.

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August 11, 2012 2:47:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Feel like trying your hand at artifact .entity files?

I've got the first artifact, Ikarran Vault (MkII) done. Figures are subject to change as it improves (the already very strong) defences in SotYR, but at least it's a proof of concept.

Infocard text for a Minbari player:

Ikarran Vault

Max hull points:               5%

Armor increase:               1.0

Relationship bonus:         -1.00

Structures improved:

Kanet 6, Kanet 11, Planetary Hangar

Defenses, Orbital dockyard, Orbital

Refuel Station, Nuklear Mine, Jumpgate

 

After centuries of invasion the ancient,

but xenophobic, civilization of Ikarra

developed semi-organic defence

technology. This subterranean vault

contains all that remains of their

research

It's taken a little while as I've also been working an on entity file validator - which already spotted a couple of mistakes.

I might have a go at Triluminary next ...

 

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August 11, 2012 4:27:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice. So the intent is to boost planet module strength only or is the bonus empire wide?

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August 11, 2012 5:31:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's an empire wide boost to all defensive structures, I may also add a bonus to planet health, ie better shelters.

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August 11, 2012 8:04:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I like it.

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August 11, 2012 10:41:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

Spent last week working with the latest build playing Centauri while testing new abilities. I have not made it very far due to the complexity of the issues discovered thus far. I'll post the findings shortly as ticket 3. I will be adding more to this ticket but it has taken time to develop and test solution sets. Adjust recomendations as you see fit but there is quite a bit of testing involved behind them.

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August 12, 2012 1:20:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I couldn't find a bonus that gave a % increase to planet health, so MkII Ikarran Vault now includes a bit of Ion Field Generator, InfoCard text will now read:-

Ikarran Vault

Max hull points:               5%

Armor increase:               1.0

Bombing damage taken:  -20%

Bombing survival increase: 10%

Relationship bonus:         -1.00


Structures improved:

Kanet 6, Kanet 11, Planetary Hangar

Defenses, Orbital dockyard, Orbital

Refuel Station, Nuklear Mine, Jumpgate

 

After centuries of invasion the ancient,

but xenophobic, civilization of Ikarra

developed semi-organic defence

technology. This subterranean vault

contains all that remains of their

research.

 

Currently testing Triluminary and Darvroth's Technomage Coven, as yet undiscovered ...

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August 12, 2012 2:31:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Spent last week working with the latest build playing Centauri while testing new abilities. I have not made it very far due to the complexity of the issues discovered thus far. I'll post the findings shortly as ticket 3. I will be adding more to this ticket but it has taken time to develop and test solution sets. Adjust recomendations as you see fit but there is quite a bit of testing involved behind them.

Hi, had a very busy week, sorry. I will look at them today or tomorrow.

Quoting NewHorizons,
I couldn't find a bonus that gave a % increase to planet health, so MkII Ikarran Vault now includes a bit of Ion Field Generator, InfoCard text will now read:-

I love that bonus. As for planet health, you cannot give percentage, only fixed value to a planets health.

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