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

 

14,168,166 views 5,473 replies
Reply #351 Top

B5 Sharlin Update by Fileosoft/Thoumsin

(from 30/09/09)

Reply #352 Top

Quoting SteinerX, reply 351
B5 Sharlin Update by Fileosoft/Thoumsin



(from 30/09/09)

 

Wow! Great model! I wonder how Fileosoft created the central curvaceous part with ribs (sofar without them), i tried it before myself and failed :D

Anyway it is really not easy model to build so kudos to Fileosoft.

Reply #353 Top

About "Marathon" "advanced" cruiser - very strange ship and difficult for modelling.

About strike craft: types fighters may be more then four - not need add modern "Thunderbolt" on old ship, like "Nova" and "Orestes" and "Saggitarius". And on very modern ship like "Martathon" need maybe "fiction" strike craft. I try says - types craft maybe 6-8 but on choosen ship add not more 2-4. Miscellaneouses fighters group on miscellaneouses ship.

"Orestes" and other pre-Minbari war - "Tiger" and "Nova". Rest Badger and Aurora. And very new - Thunderbolt and ? [need make]. And in research trees may add "upgrade ships hangars " for powerful "Thunderbolts".

Reply #354 Top
Grrrr.... be forum have again some problem... button reply and quote don't work... menu with bold, and other thing is dissappear...

Wow! Great model! I wonder how Fileosoft created the central curvaceous part with ribs (sofar without them), i tried it before myself and failed

In fact, it is really simple... start from a cylinder that i subdivide... and game with magnet... magnet don't add something, only move what is already existing... in 3D, magnet work like these in real life... a zone of influence and a intensity who vary with distance...

You can see a guy having fun with magnet in wings3d at http://www.youtube.com/watch?v=E3E1KZ8ZhE8 ... perfect for create organic shape in a easy way... you can only use magnet in wing3D if you are in the expert mode but numerous professional 3D software have them directly, with more complete and complex function...

Really advice any people making a model with rounded shape to use them... at first, train with a plane and a single magnet... with experience, you will be able to use multiple magnet where zone of influence cross each other and create interesting shape...

So, i have no merit... simply choose the right tool for the right job...
Reply #355 Top

thoumsin, as a person that has had some training in art/sculpture/engineering, the requirements for an excellent piece of work is TALENT, experience, knowledge of the tools, knowledge of the material's behavour, suitable(preferably the right) tool(s) for the job and time to do the job to the best of their ability.

you have in my opinion achieved excelence.

harpo

 

Reply #360 Top

Thanks for the flowers :')  

I hope to release v0.34 soon

 

@Fileosoft - BTW I hope you don't mind I've used your fins (the ones on the thrusters) as yours were much more beautiful than mine!

Reply #361 Top

Nice work, SteinerX!

 

Just took the aurora's photos ... the work was done by Tobiwahn (model/textures) ...

 

@Fileosoft - BTW I hope you don't mind I've used your fins (the ones on the thrusters) as yours were much more beautiful than mine!

... and some nice touches by Fileosoft.

Reply #363 Top

New Release!

Added Content consists of:
Starfury Aurora
Towboat (EvilTesla-RG)
Ability to fight over planets (who has had that idea again? You can hand your thanks to EvilTesla-RG)

And a few other tweaks!

 

Enjoy!

Reply #364 Top

As for fight over planets I assume you mean the idea where ships drop "armies" to take the planet which causes the planet to take damage over time. Is this the idea you are refering to if so THANK YOU. If not then that is cool too and I will defently be checking out this fight over planet thing.

Reply #365 Top

Yes, this was exactly what you wanted! Just one sideeffect EvilTesla-RG told me about - if you use it on your own planets while at full health, you will loose health!

Reply #366 Top

It has the feature where you can use it on your planets to boost health when low however correct? Also rather than have it take health away if you use it at full health how about this:

If power is used when planet health is full the planet health will be boosted by lets say 100 hp over 30 seocnds (this is example numbers only but would be the same numbers as the restore amount that would occure if the planet has dammage) it will then decrease again back to the max over the cource of 40 seconds durring this time planet population will decrease to support the addational troops and will start to replenish only after they have left.

 

Also I will finish the first EA beta tree tommorow I will then post the new map out of the ideas. Then we can all look at what to change around and even better names for the items. Right now I am just trying to match the tech to the period. Also note that any ship that is not listed in the tech tree is avalable at tech 0.

Reply #367 Top

The effect of having the pop decrease is not because it is nice, but because it only works that way. But your Idea was nice nevertheless!

Reply #368 Top

Ah I see so it currently does damage to the planet and thus reduces planet population. With that in mind here is another idea (yea you just read that):

It could be made so that if you use it when the planet is at full health it does what you say above as that is the only way for it to work but so that there is actually a reason to do this how about if the planets loyalty increased durring the effect time or something. Think of it like this, your planet is about to be taken over by hostile culture so you send in some troops to "keep them in line" this explains why it damages the planets health and lowers population but hey at least you get to hold onto the system (at any cost lol)

Reply #369 Top

Good idea, will see if EvilTesla-RG thinks it's possible.

Reply #370 Top

EA Omega

EA Nova

EA Explorer

All models by Koobalt, and they are wonderful!

Reply #371 Top

Hmmm I'm sorta wondering about the hyperspace gates... do they act like the Vasari phase gates... or do the ships in themselves... the ones that have open hyperspace ability the ones to use in conjunction with these things?

 

nevermind... lol I answered my own question xD

Reply #372 Top

If people are looking for more ship models with usable meshes then Rav's Babylon 5 mod for Galatic Civilizations II has heaps in directX format (UV mapped) and textures. The poly counts are appropriate for Sin's which is good.

It's at , http://b5mod.awardspace.info/readme.php . And can be downloaded at http://b5mod.awardspace.info/news.php .

 


Reply #373 Top

If people are looking for more ship models with usable meshes then Rav's Babylon 5 mod for Galatic Civilizations II has heaps in directX format (UV mapped) and textures. The poly counts are appropriate for Sin's which is good.

 

Thanks! That's very interesting to know!

 

Zvezdochets: Just wanted to update the model shipyards on the blog ... if you had any nice images of your excellent ships would love to update them!

 

EvilTesla-RG - Wow! those abilities are GREAT for the B5 Mod! I bet there's a treasure chest of them in your Tri-Pirate Mod!!!

 

Tobiwahn: Terrific stuff for the PA B5 0.34 mod!

 

Reply #374 Top

 

Zvezdochets: Just wanted to update the model shipyards on the blog ... if you had any nice images of your excellent ships would love to update them!

In this time i not work on next model.

About images: only "Oracle" have nice view.

"Thetis-class" cutter {or corvette :sun: }

Reply #375 Top

I'm sorry I'm so late to texturing your beauties :grin:

 

But one of yours will be next I promise. Wich one of the Ships would you have included next?

 

Thetys
Oracle
Orestes
Hermes
Tigerfury
Olympus

 

BTW. I might be missing something Zvezdochets, but have you already sent me the Orestes? I don't seem to have it!