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

 

14,164,549 views 5,473 replies
Reply #176 Top

Wonderful! Just trying to get my victory in order (remaking UV mesh, then texturing, then next release and onto the next model (hermes hopefully, or starfury =)

Reply #177 Top

Fully agree! Big ship better then smallest. And need later new effect "main gun" for she.B)

Good work!

Reply #178 Top

When I was looking for images for the loading screens I found some great images that people have come up with for a ton of differnt structures that look amazing! I can post them up if anyone want them. The images range from minbari space stations to earth trade ports to mining bases.

Reply #179 Top

Every contribution is welcome!

Reply #180 Top

The following is a series of images for different B5 buildings that I have found around the internet. My hope is that these images can be used to come up with ideas for structures for the different races.

Centauri trading station

Centauri trading station

 

 

 

 

 

Most images have the name embeded in them.

 

Reply #181 Top

The following is a series of images for different B5 buildings that I have found around the internet. My hope is that these images can be used to come up with ideas for structures for the different races.

 

Nice!

Reply #184 Top

"Beta" version corvette. I know about bridge on wrong place :D . Change in final version. Very difficult model [for me].

In this time has 2.9k poly, but try reduce.

Reply #186 Top

Ah, good find! I literally just went though every image tagged babylon 5 in devinat art. lol

 

Also in a few weeks I plan to learn how to make tech trees. I am not good with the other stuff but prehaps I can make some really intresting tech trees that may intrest some fock.

Reply #187 Top

@ Zeroibis

That would be wonderful. Though I have some specific things in mind with the tech trees. zRazor has as of now implemented the Minbari Warrior Caste Tree and I hope he will take over the task of implementing the other Minbari tech trees as soon as I get my act together of providing him with the details.

 

I could send you a rough brainstorming of what I had in mind with the ea research trees next week including some guidlines of how I expect to advance trough it in general. (Basically, as stated above, I want to make the trees dependent on each other for advancement as to give the impression of a civilisation advancing into new eras)

Reply #188 Top

New release out!

 

Have fun everyone

+1 Loading…
Reply #189 Top

ohhh... really now? I'm gonna check this out then and good work guys on the models and such :thumbsup:

hmmm... an error on the extraction of the rar...

CCRC failed in Babylon5/Texture/sharlin-warcruiser-cl.dds the file is corrupt

has anyone also run into this problem or is it just me?

Reply #190 Top

I just tested the file I uploaded, everything is OK. Now downloading to see if the upload itself went wrong.....

 

Ok, something with the upload seems to have gone wrong, sorry. Will reupload and give you the link, hopefully this time it'll work.

Reply #191 Top

Download does work now. Sorry for the inconvenience

Reply #192 Top

Ah? wow... glad I posted the issue when I noticed it :grin: I thought for a second it was just me having a problem and not the file

Reply #193 Top

Ah, so you had basically the same idea that I did. Personally I have always felt that tech trees should tell part of a story about a given race and that goes for any game. I have always felt that the items in a tech tree should not only be upgrades but should also give the player a sence for the culture of the given race. Simuraly I view advancement in a tech tree as changes in time and the advancement of the given races civilization. As such I also love it when the descreptions and links of items sort of tell a story about the race too.

I was planing on modifying the ones that already existed but I am also open to helping develop new ones too. Also if you need any help coming up with the items for the other races let me know and I would be glad to help bounce ideas off of and even develop consepts from them.

Reply #194 Top

Hmmm... seems I found an issue with the polygon design of the Sharlin. I see some polygons in game that don't match... here are some screen shots of what I mean

 

thought I'd let you know

Reply #195 Top

@ ZEROibis
Any suggestions are welcome! I'm glad you have the same Idea of research as I do. I always thought the researchtree in Sins was abysmal and not at all like an 4x game. If you want you can make a rough layout yourself as well and we can go over it together to finalise it.

 

@EternalRequiem
Thanks for telling, but this model (the sharlin) has many errors. In part because it was never intended for such a game (high poly model). We try to make a new model sometime (or refine this one - if fileosoft does it) but we wont fix this one in it's current state. Thanks nevertheless.

Reply #196 Top

We try to make a new model sometime (or refine this one - if fileosoft does it)

I think he did ...

Reply #72

7DS

Reply #197 Top

Yep, but as we have got now word on the subject other than the screenshot, I cannot say for sure that it is finished or given to us.

Reply #198 Top

In this time i work on "landing ability" and "steals ability" - but last ability TobiWahn_Kenobi perhaps add in mod:hugme:  In landing ability i want use new mesh - "breaching pod" [destroyable].

Reply #199 Top

What do you plan for the landing ability? What would differentiate it from the Breaching pod ability already included?

Reply #200 Top

Quoting TobiWahn_Kenobi, reply 199
What do you plan for the landing ability? What would differentiate it from the Breaching pod ability already included?

In new variant: ship launch landing module on enemy - and enemy may destroy them. For balance. Early variant ability too simply: need only stay few seconds [or more] and target seized.