Lord Tareq

[Mod Announcement] Babylon 5 - Dawn of the Third Age

[Mod Announcement] Babylon 5 - Dawn of the Third Age

- No longer active -

 

 

- This mod is no longer active. Instead, TobiWahn_Kenobi is creating another B5 mod that looks very promising. You can find his mod here: https://forums.sinsofasolarempire.com/361694

Please let this topic die in peace. -

 

 

Since it is pretty outrageous that there isn't a single mod for Sins featuring the Babylon 5 universe, I have begun working on it myself. This mod will be designed for Entrenchment, as a Babylon 5 mod just has to have starbases in my opinion.

 

Setting:

This mod (at least at this stage) will focus on the early Babylon 5 series, before the formation of the Interstellar Alliance. I always felt that the best part of the series were the earlier ones, with the Shadows being "the unknown hidden threat" and the younger races emboiled in diplomatic manipulations with one another. Think season 2 & 3, with the Centauri being manipulated by the Shadows to wage all-out war with the Narn, The Earth Alliance being frightened into a pact of non-agression with the Centauri while their Babylon-5 Space Station fights a series of skirmishes against Centauri forces, a renegade Minbari Sharlin warcruiser, in other words alot of possible reasons for the different races to fight eachother.

 

Aims:


- A summer first release, featuring:

- 4 Playable races at first release. These will be:


- The Earth Alliance

-> The Earth Alliance uses ponderous but very solid ships with impressive armor. Their ships that lack the powerful long range weapons of the other races, which is compensated by powerful although somewhat inaccurate short to medium ranged weaponry.

- The Centauri Republic

-> The Centauri use fast and highly maneuvrable ships with devastating weaponry. Their ships are however less durable than those of the other races, even though the Centauri experiment with a new type of shielding on some of their ships. Centauri fighters are superior to Narn & Earth Alliance fighters, but they generally deploy less of them as several of their ship classes are not capable of supporting fightercraft.

- The Narn Regime

-> More ponderous than the ships of the other races, Narn ships are durable and well armored. They favour powerful long range frontal weaponry, with their trademark weapon being the energy-mine launcher. Even though their frontal long range weaponry is impressive, most Narn vessels are undergunned compared to equivalent ship classes of the other races. Narn fighters are comparable to Earth Alliance's Starfuries, but somewhat less maneuvrable.

- Minbari Federation

-> The most powerful of the young races, their ships are superior in all regards to those of the other races. They are faster, have superior maneuvrability, carry extremely powerful beam weaponry, and are protected by a form of cloak that makes automatic targetting impossible. Oh, and their fighters are superior in every way too.

- At least 5 ship classes per race (plus fighters) for the initial release. Most ship models already exist, but they need to be converted to XSI which is difficult and tedious.

- One starbase per race.

- Sins pirates will be replaced by their B5 counterpart the Raiders.

- Buildings will be for a later release. Except for the Starbases I feel most Sins buildings can easily function as babylon 5 constructions.

- Integration with several other mods to change planets, planet bonusses, explosions and other such things to better suit the Babylon universe

- This mod will aim to reflect what you see in the series/movies as best as possible. Most ships will not have shields but use armor that determines their amount of migitation. The best survival a ship has is to not get hit: weapons will have a substantial chance to miss, but when they do hit it will hurt.

- Supply lines that allow you to keep your ships working at their highest potential

- Small to medium-scale conflict. No fleets of hundreds upon hundreds of vessels that insta-zerg everything in their path.

- Loosing ships will matter. Loosing an entire fleet will be a disaster. Knowing when to retreat will be important.

- Meaningful special abilities that resemble the stuff you see in the series/movies. The Centauri Mass Drivers for planetary bombardment for example.

- Fully immersive music, sound and speech.

 

Plans for the second release include:

- More ships.

- Completely reworked research trees that allow new ships to be researched.

The second release will also introduce the Shadows and the Vorlons as playable factions. Both of these races will have the incredibly powerful ships we know from the series, which will be balanced out by their high cost and possibly other things as well like lack of trade income, or very limited research, but that will be a future concern. Both races will be designed around their respective philosophies "What do you want" and "Who are you".

 

Since I am currently working on this mod on my own, it is going to take some time before a release. In addition, I do not have much modelling experience, and even though I already have most ship models so far my first attempts to try and convert a LightWave-made Sharlin Class Warcruiser to a Sins compatible XSI format were not an overwhelming succes.

So if anyone with modelling experience is interested in converting/creating models let me know. In addition if anyone knows any good models we can use for this mod let me know.

 

Regards,

Lord Tareq

446,614 views 159 replies
Reply #76 Top

@High_Gurad

well, well. You really think I'm just working on the hyperspaceanimation ? =P

I'm converting all the EA Stats from the ACTA Tabletop game to SOASE with a few (or many) tweaks. It's no good having the models when everything else looks and feels just like SOASE. I can't speak for Lord Tareq, but I'm sure he's doing lots of work on the mod.

When (if ? ) I start modelling the ships I will definitely have a look at what has already been done. Lord Tareq only wants the Capships ingame, wheras I want all the ships I can get. (Take a look at the ACTA Fleet List if you can grab one)

 

@YellowDiciple and ajfoster

Sorry to say it this harsh -> I dont care as long as it looks good =)
I made a yellow/orange anim as a replacement for those who like that one better, but I do not intend to make it look like in Crusade. Perhaps a bit more cylindrical...

 

Well than, thats it so far.

 

 

Shipsstats already converted (abilities not complete)

Capital Ships
*Explorer        2225    Heavy Construction and Exploration
*Hyperion - 3rd Age    2240    Battleship
*Nova Dreadnought    2241    Heavy Battleship
*Omega            2255    Advanced Battleship
*Poseidon        2255    Fleet Carrier
*Warlock Destroyer    2261    Advanced Battleship and Bombardment, agile

Frigates:
*Hermes            2168    Supply and Repair
*Artemis        2190    Standard Frigate
*Olympus        2202    Missile Frigate
*Oracle            2216    Scout
*Orestes        2228    Heavy Cruiser
*Sagittarius        2230    Heavy Missile and Bombardment
*Tethys            2230    Cheap, Beamweapons, uses only 2 slots
*Avenger        2238    Carrier
*Myrmidon        2264    Light combat vessel, uses 3 slots
*Apollo            2267    Advanced Heavy Missile and Bombardment

Fighters ( Starfuries):
*Tiger            2205
*Nova            2229
*Aurora            2237
*Badger            2240
*Thunderbolt        2259
*Firebolt        2268

Reply #77 Top

Well it certainly does look good - and if we wanted the game perfect it'd never get released X|  

 

 

Reply #78 Top

LOL good point. And kudos to what ya got done already :D I like it. I also agree that most of the existing structures can function for the mod - shipyards in particular. As for the turrets, I dunno, but hey, your call. Honestly, I'd like to see ships OTHER than the Kol BB and the battlestation equipped with beam weapons!

 

Reply #79 Top

Found a screen with a jumpgate from the side...

 

http://www.youtube.com/watch?v=fV-ek0kaq58&feature=related

Minute 0:55

 

Dunno if it's fanmade or genuine, but it looks like a cone!!

 

=)

 

Reply #80 Top

Good enough for me ^_^

Reply #81 Top

You can see some jump vortex examples done by the B5:War Without End mod team for Homeworld2 (released in 2003 but using updated shaders) in this fan made video:

http://www.youtube.com/watch?v=8iKJOSAtf0c

Its worth noting that in SoaSE you will have the oppourtunity to have a ship pass through a vortex cone where as the HW2 guys are having to render a ship out of the front due to the way hyperspace effects work with the HW2 engine.

I would recommend using this material as reference for size, scale and shape of the 3D vortex cone.

Reply #82 Top

I regret to announce I will no longer be working on this mod. Due to personal circumstances I lack the time, and things only look worse for me after the summer. In addition I'm becoming increasingly frustrated with how Sins somehow manages to screw every ambitious idea I have.

Should anyone else decide to try and develop a B5 mod for Sins I wil be happy to assist in any way I can.

 

Lord Tareq only wants the Capships ingame

 

Not really, I just wanted to start with getting the ships we see in the series, which automatically means mainly capital ships for the initial releases.

Reply #83 Top

So Lord Tareq, not to be sarcastic, but what did you do after all? You did not release any information (not even to me), all I have from you is a model of a Sharlin from some other person, no reply to most of my messages and no information on what you were working on. No detailled roadmap, no ability to create models, no sustained interest, no dedication. We have had enough people boasting to do a mod and then delivering nothing at all. Next time you consider doing a mod perhaps you should at least try to evaluate the work ahead of you and then decide if and when you make public to do such a great undertaking! I never expected to do it alone, I never even said I would do any models, but at least I kept the community informed about my progress, which leads me to believe that your age and qualification is under no circumstances and in any way sufficient for managing a project that huge!

 

Sorry to say this in such a tone on your own forum entry, but to leave me hanging in the air after you initiated it is like a child wanting something an then discovering that it cannot do it without sacrifices and dedication.

Yes, the SOASE engine is not suitable to do all the things one would want it to do, especially in relation to B5. But what kind of leverage do you think you have when a dev sees that instead of trying to work it out or solve it with support from the devs, you just abandon it without showing any kind of prove that you have done anything at all?

 

Anyone wants to help me still? Or just some innocent bystanders waiting for the work to do itself? People, its your mod too! If you want it done, help me! Help yourself! I couldn't do it as a two men team and I sure as hell can't do all of this alone (in a sensible timeframe)

I need:

Someone who does the modelling (or part of it)
Someone doing the texturing (or part of it)
Research tree (I have suggestions for the parts to be able to research, as well as a timeline for what is needed in which order to get the specific research)
Loading screens
Icons of Buttons, Icons of Research, HUD themes, music, sounds
Special abilities (part of)

What I'm at:

EA Fleet is mostly converted (stats wise)
Minbari Capships and Fighters converted
Minbari Frigates at work ATM
Rest of the ship stats and some abilities (Narn, Centari, Shadow, Vorlons)

I will try to upload the files as soon as have finished the Minbari stats for playtesting. this will not include any model (except the jumpgate model)

 

since the SOASE engine ATM supports only a max of 3 weapons per ship, the weapon emitters will not always correspond to the weapon ports of the series. If you have any dev at hand who is willing to eliminate this hardcoded limit, please get this done (as quickly as possible!!) Also, if there could be support for configuring fire arcs, this woud, be fantastic (cause the main beam on EA ships mostly fires straight ahead, but has no 90 degree fire arc!

Animation support in models would also be a welcome addition, but I suspect too much would need to change for this. Still, if there is an easy way to support this, please get it done!!! (Omega destroyer)

 

Well then. I will not give up right now (but I do not say I will do all of this alone either)

Hope some of you will answer the question
"Who are you"
with the words: "A man dedicated to Babylon 5"
and not think only of "What do you want"

 

Thanks for listening. END OF RANT

Reply #84 Top

Hey, I have an older copy of Lightwave 5.6, the same version they used to make B5...lol.. but honestly I just don't have the time to do any serious modeling.

However, I am a HUGE B5 fan, way more than any Trek series, and I have all 4 seasons on DVD.  Oh, and before anyone says anything... all real B5 fans know there wasn't really a 5th season... it sucked, was a total sell out, and should have never been aired (rant... rant.... lol).

So like I said, I just don't have the time to do any modeling... I'm in the middle of recording something, which is a nightmare in itself...lol, but I do have some dead time, so I will gladly help out on the tech trees or any icons or any screen shots for loading screens you may want.  I probably know as much about B5 as anyone here, and have all the DVD's to draw references from. And I'm a pretty good graphic Aritist, I can Photoshop just about anything.

Oh, I'm also pretty good at proofreading entity files to fix Mini-dumps (mostly my own...lol). 

Unfortunately as far as the music I'm more a flute player than MIDI or keyboards, can't help ya much there...lol.  But anything else just pm me with what you need.  I'm dead serious, there is absolutly no Sci-Fi Series I loved better than B5, or any MOD I'd want to see finished more than this one.  So if I can be of help just let me know, ok?

Reply #85 Top

Thanks alot!

Yeah, I will post my progress somewhere on the net as soon as possible (perhaps today after work) and post the link here. I will also give you a list of what I thought a techtree might look like (but if you got ideas of your own that should be no problem I suppose)

For those of you who want to help, I will try to coordinate your efforts as good as possible. It will still take time though, as there are other things in my life besides b5 (sacrilege) - mostly work and my girlfriend.

I am experienced in Photoshop as well (have had version 1 =)), but I lack the time do do everything alone, and I'm not qualified to make music (well, I coudn't reproduce anything remotely related to b5 at least)

 

Thanks for your support!

 

And yes, there is no season 5! (Except, well the psycorps episode was quite funny. But about season 5 -  I hate her! you know who I mean)

Reply #86 Top

Personally I think you are going to need developer support to get a lot of the B5 features like the jumpgates working properly, but if you manage to pull it off yourself then serious respect...

What will also be helpful when its released is a feature list for the next SoaSE micro expansion, things have been pretty quiet on that front for sometime now.

Reply #87 Top

Hi,I am new and was wondering if there is any way to get wallpapers of all the portraits !!!???,They all are SO AWSOME !!!,and I am a Huge Babylon 5 Fan, PLEASE :) :blush:

Reply #88 Top

@ donaldstorm

What portraits? The ones posted by Lord Tareq? Dunno if he's still visiting this site.

 

@ just_jim

Haven't had time the last days because of my girlfriends birthday. But wil try to get the things online on saturday.

 

greez 

 

Reply #89 Top

take your time, I'm buried here right now anyway trying to finish up two new songs for my website

Reply #90 Top

Nice to see some people are still working on this!

 

X3 has a B5 mod:

http://www.youtube.com/watch?v=88ti-nCZN2I&NR=1

Nexus has a B5 mod:

http://www.youtube.com/watch?v=o3PpzjB_DhA&feature=related

HW2 has a B5 (WIP):

http://www.youtube.com/watch?v=8UoQCLgWyk4&feature=related

and an example for Sins:

http://www.youtube.com/watch?v=CIS5y1MrIko&feature=related

Surely, with the permission of the modders, these models can be placed into Sins ...

There is already a "My homeworld mod" (by in progress for Sins, if those models can be transfered to Sins, so can the ones from the HW2 mod?

The following are images from Homeworld 2 Mod B5 War without End:

It's an amazing mod in progress for a game engine from 2003!

- Imagine this in Sins!

Nova - HW2 mod - B5 WWE

Omega x - B5 WWE

Reply #91 Top

Hello everyone, yes I was talking about the Centauri,Earth Allance,Mimbari,Narn,and Shadow and Vorlon Preview for the Babylon 5 The Third Age of Mankind ??? :) Thank all of you for responding !!!

Reply #92 Top

Sorry to double post,I am talking about portarits on page 2 of this forum,I also want you to know I did not join just because of portarits,they caught my eye and thought WOW,Because I collect Babylon 5 Wallpapers,Weird Huh :)

Reply #93 Top

Oh, I just downloaded "The Babylon Project"... the one based on Freespace... OMG!!!  I'm a HUGE Freespace fan, now I may never play the Sins again!   lol!

Reply #95 Top

Quoting donaldstorm, reply 17
Sorry to double post,I am talking about portarits on page 2 of this forum,I also want you to know I did not join just because of portarits,they caught my eye and thought WOW,Because I collect Babylon 5 Wallpapers,Weird Huh

 

Glad you like them. Unfortunately because of the small size they are unsuitable to convert to wallpaper format.

 

TobiWahn_Kenobi said:

So Lord Tareq, not to be sarcastic, but what did you do after all? You did not release any information (not even to me), all I have from you is a model of a Sharlin from some other person, no reply to most of my messages and no information on what you were working on. No detailled roadmap, no ability to create models, no sustained interest, no dedication. We have had enough people boasting to do a mod and then delivering nothing at all. Next time you consider doing a mod perhaps you should at least try to evaluate the work ahead of you and then decide if and when you make public to do such a great undertaking! I never expected to do it alone, I never even said I would do any models, but at least I kept the community informed about my progress, which leads me to believe that your age and qualification is under no circumstances and in any way sufficient for managing a project that huge!

 

Sorry to say this in such a tone on your own forum entry, but to leave me hanging in the air after you initiated it is like a child wanting something an then discovering that it cannot do it without sacrifices and dedication.

 

I do not think that is a fair assessment. I have replied to most of your PM's except the last one which just informs me the sharlin model I gave you is unsuitable. I have also send you a PM some time ago which states what I have been working on. You have made it clear from the start that you did not want to be part of this mod as you did not agree with certain aspects (mainly the initial focus on the bigger ships), but that you will be making some ship models I'd be allowed to us. Which is fine and appreciated ofcourse, but I do not understand why you are now talking about me leaving you hanging in the air when you never really offered to be part of this mod. Perhaps I completely misinterpretated your intentions but I was under the impression we were both working individually on basically seperate mods which in the future when both have made progress could use aspects of one another.

Secondly, my initial aim of this mod announcement was to provide a startup for all those B5 fans who'd love B5 mod for sins. Since as you know I cannot model/texture I was hoping simply having this topic would result in people saying "hey, I love B5 and I can model/texture/code whatever, I'll be happy to assist" which unfortunately did not happen. Which results in me still working on my own on everything with no chance of me providing for models, and aside from your jumpgate from a few months ago I haven't seen a single B5 model being made.

Add to that my increasing frustration with the sins engine and my very busy summer schedule and I've come to the conclusion that I will not be suitable to lead a mod like this, but I'm happy to assist anyone who will attempt to make one in the future, including you. I guess I'll forget the age comment.

Reply #96 Top

I agree, it was not fair. My apologies for being rude.

First I want to say, yes, we would have released two seperate mods at fist, I suppose. But most of the work could have been reused, so it's like we were working on the same mod in two different dev trees.

Second, yes, you once informed me, that you were trying to create the ability of a mass driver for centauri ships. Thats it. You haven't posted progress, you haven't told me what else you intend to work on. You haven't tried to manage a project, but instead just made a bold statement to do this mod (though I know you did say you'd not do this alone)

You cannot expect the devs to take any requests serious as long as there is noone who shows dedication and progress for a mod, which, I'm sorry to say, you clearly lacked. I know SOASE has severelimitations, but thats something to work around. You show no professionalism if you give up as soon as the first difficulties come into sight. This was not the first attempt at initiating a B5 mod. Hope it will not be the last.

If you initiate a mod with ambitions to really do this, you cannot just open the thread, then hardly post anything at all and then say you gave up on it. How and why should anyone take you serious anymore? Hell, soon after you started this thread, I was the one moderating it. You showed no interest.

I know it's not nice to be handled that way, but thats how I feel about it. Sorry.

 

Reply #97 Top

@ Lord Tareq :

No problem :) ,that is a shame though,they are awsome portraits :thumbsup: I hope I haven't upset anyone !!!

Reply #98 Top

The Sharlin model you have does work in game you can see a brief clip of it (looking pretty damn good with a basic black skin) at the end of this video done way back on the beta version of SoaSE.

http://www.youtube.com/watch?v=d9ITqkSlI2U

What problems are you having?

Reply #99 Top

Quoting TFL, reply 23
The Sharlin model you have does work in game you can see a brief clip of it (looking pretty damn good with a basic black skin) at the end of this video done way back on the beta version of SoaSE.

http://www.youtube.com/watch?v=d9ITqkSlI2U

What problems are you having?

 

Wow!

Reply #100 Top

So I see you've done a bit of stuff already (well, I've seen the omega Destroyer before)

How many polys do you use per model? Any desire to send me that models? Are they custom built or reused from the HW2 mod (or X3 mod)?

 

Another thing. As I thought about it, it will probably be necessary to do the boresight beam weapons (the ones firing a straight line ahead) as abilities (cause one can use the ?HasToFaceTarget? - or what it's called - flag). This would also free us from using a weapon slot for the main gun making us a bit more independent on weapon placement.

Has anybody any desire to make such an ability (for me). PreBuffCooldownTime 12 secs. Beam using standard beam templates (which I can change later). Beam lasting for about 3-6 seconds.

 

Thanks alot.