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

 

14,158,962 views 5,473 replies
Reply #5176 Top

Quoting Darvroth, reply 5174

A time delay in one of the buffs should give us a close approximation but I'd need to review exactly how the  revs strung together the ability. 

PM me your e-mail and I'll send you the files.

Reply #5177 Top

Vorlon colony

Vorlon Lifegiver (colony).. now working on planet seeding effect where the pods are dropped.

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Reply #5178 Top

Nice!

 

Reply #5179 Top

That Vorlon looks good. You might want to talk with the Dawn of the Reapers guys too. They're working on something interesting.

Reply #5180 Top

Hi SchismNavigator, thanks for your reply! I'll check them out on discord.

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Reply #5181 Top

Quoting Hael-sose, reply 5177

Reduced 76%
Vorlon colony
Original 1024 x 922



Vorlon Lifegiver (colony).. now working on planet seeding effect where the pods are dropped.

 

NIIICE!

 

Reply #5183 Top

I've added a frigate support carrier, which also launches plasma missiles. And a VeryHeavy frigate with 2 heavy pulse beams.

Vorlon carrier, vorlon heavy assault

Reply #5186 Top

Thanks! Hopefully you won't have to wait too long. Nearly done with the Vorlons. Still need to do:

- extractors

- starbase

- outpost

- possibly refinery with refinery ships

Reply #5188 Top

So will you be concentrating on completing one faction at a time now as oppose to adding bits and pieces to each faction here and there?

Reply #5189 Top

That would be my preferred MO yes, it's easier for me to stick to one at a time, having more focus on one particular theme. And I do have a particular soft spot for Vorlons as you might have noticed. 

Reply #5190 Top

Quoting Hael-sose, reply 5186

Still need to do:

- extractors

- starbase

- outpost

- possibly refinery with refinery ships

Ready with the resource extractor, starbase and refinery. Now gathering inspiration for the refinery ships. Vorlons do not trade ;-)

Reply #5191 Top

Quoting Hael-sose, reply 5190

Vorlons do not trade

Just reuse the extractors..as you said...Vorlon's don't trade until later...

Reply #5192 Top

I'm not sure what you mean with reusing the extractors. But indeed, it would seem odd to have a vorlon trade station. That's why I included a refinery. The refinery vessels stay in vorlon territory and pendle between the extractors and the refinery, looks really nice (refinery ship is also done).

 

Reply #5195 Top

We've long debated including Whitestars...the new minor faction system may change the original "later" approach but there is still a whole lot of core work to be done first before adding on nice to have projects.

The question is to make them super fighters or stupid fast corvettes? A frigate entity is the easiest to code but it won't behave like a WhiteStar in game. I may need to do some testing to see about adjusting the movement parameters to achieve more WhiteStar like behavior from the AI.

Reply #5196 Top

Can't you just give them fighter attack and high speed and maneuverability?

Reply #5197 Top

Strike craft use a different entity file system than frigates. Frigates will generally close to the  specified weapons range and then slug it out, which is decidedly un-Whitestar behavior. It will take some work to  blend the AI behavior. 

 

Reply #5198 Top

Sins of the Fallen Angels had some ships with swooping behavior...I'll have to see how they did it...

Reply #5199 Top

There's a line in ship entity files called "useFighterAttack" that will do what you want.

Reply #5200 Top

First of all, wow! Did not check this forum like in 6 month, but it appears, that Hael-sose brought new life to it! Amazing work guys, I am really looking forward to seeing the updates live!

And since the latest topic is "white star", could not you simply give them corvette behaviour? As this would pretty much resemble the fallen angels one, yet not require digging through an old mod?