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

 

14,163,676 views 5,473 replies
Reply #5052 Top

Oh, and if someone could please test and find the reason for the asserts when loading?

 

D:\SinsRebellion\main\CodeSource\Engine\DataStructures\DynamicArray.h(126): assert! [i >= 0]

and

D:\SinsRebellion\main\CodeSource\Engine\String\StringLibrary.h(107): assert! [result == 4]

and

D:\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(79): assert! [maxV >= minV]

 

 

Thanks!

Reply #5053 Top

Someone correct me if I'm wrong but doesn't this:

" 5. All maps updated to map version 5.

As far as I can tell, the only difference is that map version 5 removed the following lines from Star and Planet definitions. Probably because they weren't that popular, and their default values in galaxy forge weren't that accurate.

moveAreaRadius 60000.000000
hyperspaceExitRadius 50000.000000

However, the change log says there is backwards compatibility with map version 4. So if you do really use these lines in special maps, you can continue to use them and ignore this difference. If you do update to 5, them the moveAreaRadius and HyperspaceExitRadius will always be pulled from the planet/star entity file."

Invalidate a significant tech tree for the Shadows and Vorlon who until this change had significant advantages on where in a gravity well they could jump from? I've not tested this since 1.83 came out but have others observed this change?

Reply #5054 Top

After a bit of research and asking veterans I'm confident I can address some vexing long standing issues:

Victory Planet can be modified to our liking.

Rebellion tech modifier triggers Rebel units, sadly these are one size fits all but I can get rid of vanilla. Their are two levels I recommend for level 0 early EA ships and for rebel 1 a mix of early EA and Narn ships. Alternately, I could rip the whole mechanic out except for one or two races. Counter arguments?

Pirates have a variety of levels I recommend early raids be B5 raiders, mid game be Centauri and late game be Shadow ships. I'd also have to adjust raid duration as the raids grew stronger. Counter arguments?

Sadly the new militia units from 1.85 are one size fits all. My inclination are early EA units but a more ISA approach to a random chance for mixed race fleets is also viable. Thoughts?

 

 

Reply #5055 Top

Testing the changes so far and wow what a difference!

Reply #5056 Top

So far modifications are working wonderfully. Only EA and Minbari suffer from Rebellion effects during their respective civil wars and the correct ships attack. Pirates have five tiers: two fighter equipped "raiders", one Centauri and two progressively nastier Shadow groups. A word of caution "raiders" are dangerous to colonies though I purposely did not include planet bombing among the Shadow raiders.

The Militia are annoying even amended and seriously retard most AI; I do not recommend choosing that option unless it is a PVP match. As a benefit the presence of militia increases clashes and makes diplomacy far more difficult. 

A bit more testing and I'll forward the patches to TobiWahn for integration.

Reply #5057 Top

Most curious thing the Narn DagKar Energy mines didn't do a thing to the enemy but blew the snot out of any Narn ships in the blast area... Need to look at that again. The capital ship ability(s) worked as desired last time I checked...

Never done with this thing, always something to fix.

Reply #5058 Top

Took much longer than planned due to real life, but I found several abilities that were broken with the conversion to 1.8.5. I'll pass a bunch of files to TobiWahn that address a great many things: bug fixes, balance, AI issues, etc.

Reply #5059 Top

Not dead, just very busy with life.

Reply #5060 Top

I'm not sure if this has been addressed before, but why no Warlock destroyer for EA? Edit nm though its not on the OP list i did see it as an option in game. for the 1.85 update is that something i need to add to the previous build for 1.83 folder (from the OP), or is it the solo folder i need to copy into my mods folder?

 

Reply #5061 Top

The Warlock is in game and has a researched upgrade. The model is not yet complete or imported and has been in the mod for several years now. 

Reply #5064 Top

I've found a bug.  The EA can't deploy the initial military starbase since it links to a "StarBase_EA_Military_Outpost" reference that was never added to PlayerEA.entity.

Reply #5065 Top

Rar ist ok, its the new Rar5 format though, so you might need to update winrar.

Reply #5066 Top

Quoting SpardaSon21, reply 5064

I've found a bug. The EA can't deploy the initial military starbase since it links to a "StarBase_EA_Military_Outpost" reference that was never added to PlayerEA.entity.

Changed the files and updated the download, thanks for checking.

Also affected Centauri

Reply #5070 Top

Quoting Pulsipher, reply 5069

Thank you sir. And thanks for sticking with it

You are welcome

Reply #5071 Top

I just want to say what a great job you and your team are doing on this mod. unfortunately i don't know much when it comes to the meshes and textures. I have been doing some very basic modding using several different mods for my own personal game play and i have been able to get a mesh and textures for the Whitestar. i was able to fix some weapon locations editing the mesh in text format but the issue that i have is that the size of the whitestar in game is about the size of the Omega Class Destroyer and i figure it needs to be about a third the size. again i don't know much about modding meshes and textures so i don't know how easy or hard it would be to reduce its size, but is there a program that can be downloaded that would allow me to do this or is there someone in your team that i could send the mesh and textures to that could reduce the size for me?

Thank you for your help and imput.

Reply #5072 Top

Quoting afcrobert22, reply 5071

I just want to say what a great job you and your team are doing on this mod. unfortunately i don't know much when it comes to the meshes and textures. I have been doing some very basic modding using several different mods for my own personal game play and i have been able to get a mesh and textures for the Whitestar. i was able to fix some weapon locations editing the mesh in text format but the issue that i have is that the size of the whitestar in game is about the size of the Omega Class Destroyer and i figure it needs to be about a third the size. again i don't know much about modding meshes and textures so i don't know how easy or hard it would be to reduce its size, but is there a program that can be downloaded that would allow me to do this or is there someone in your team that i could send the mesh and textures to that could reduce the size for me?

Thank you for your help and imput.

 

You could use

https://forums.sinsofasolarempire.com/476805/soase-multimeshresizer-for-rebellion

 

there was another one but I'm not sure if it is still available.

 

Merry christmas and happy 2018 y'all. Better late than never :grin:  

+1 Loading…
Reply #5073 Top

Quoting Thoumsin, reply 2741

If somebody wish to create a good map of the B5 universe, the book "mgp3341 - B5 - Galactic Guide" is a must have... everybody know http://nurpa.com/2005resources/files/b5galacticmap2262.jpg ... from these picture somebody have made a map for sins : http://skins14.wincustomize.com/32/77/3277048/70/174/preview-70-174.jpg ... well, in the first pic, they are all star system... becoming planet in the sins map... when in fact, each star system have more that 1 planet ...info can be found in the Galactic guide ( 203 pages of data )

 

does anyone have a download link for that map for rebellion? I did achieve to find this map at some weird french website but it doesn't work. At least for rebellion. I can't open that map even in galaxy forge to edit, it shows just same black screen. (French website: http://www.jeuxvideopc.com/jeux/sins-of-a-solar-empire/mods/41818-babylon-5#)
Is there any work around or did anyone released another map for rebellion?

Thx in advance)

Btw don't know if that is suposed to be so, but earth force one (EA capital ship) with 18 beam damage has like 0 range. It almost rams the opponent and still cannot shoot. Sometimes ocasionally it will if it rams and turns under some specific angel though.

 
Reply #5074 Top

We live!

TobiWahn those links were fixed in the last patch I sent you...however long ago that was. I've also done a speed and maneuvering re-balance that resolved several very annoying AI behaviors. Let me know when you are ready to receive the entity files.