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 #5202 Top

Is this thread still active? There had been alot of posts and then went silent without anything in over a month.

Reply #5203 Top

It is |-)  

I've been working on adding light effects to textures. Can't do that with ZBrush, so I've installed Blender. Takes time to learn though; but I'm getting there. Also I've been working on how tech trees work and ship abilities. Lot's of trial and error hehe.

I did complete the Refinement Vessel. And the Colony Vessel now has colonize animation and effects. Plus, I've added a long range Capital ship (so now the Vorlon have a close encounter/tank Capital, a siege Capital, a Carrier Capital and a long range Capital). I'll post some pictures somewhere this week.

That would complete the Vorlon race. For testing purposes, I've made a minimod that just adds the Vorlon as a playable race to the base game, with token abilities and tech tree. A bit of time went into that as well.

Next on the list after I've done my lighting, is I think the Narn scout vessel; it is the earliest ship you can build for Narns and it's still a black box; can't have that O:)  

Reply #5204 Top

Love the Narn ships!

Reply #5212 Top

When the update will be released to version 1.94, with all these new changes?

Reply #5213 Top

Quoting KorsakSD, reply 5212

When the update will be released to version 1.94, with all these new changes?

@TobiWahn_Kenobi manages the releases, I really don't  know the timetables.

Reply #5215 Top

Vorlon starbase transport

From concept to ingame. The Starbase starts as a capital ship (Starbase Transport), and can be deployed (first only vertically) and opened up to 'hang' as Starbase. I wonder if I should let it revert to transport mode again for redeployement :)

The AI can't handle capital starbase constructors, so I have to also have it as a frigate with the starbaseconstructor roletype, hidden from players and available only for the AI.. but for upgrades, I don't know how to hide research from the research window.

Reply #5218 Top

Quoting Hael-sose, reply 5215

The AI can't handle capital starbase constructors, so I have to also have it as a frigate with the starbaseconstructor roletype, hidden from players and available only for the AI.. but for upgrades, I don't know how to hide research from the research window.

Tech have a grid coordinate system to populate the 2D icons, just ensure the hidden tech has a grid coordinate that is off the page and its hidden.

Reply #5219 Top

Is there any plans to do a release soon? I noticed that it has been over a year since the last real update and there is alot of cool content based on the thread. I have played this mod for quite some time and am excited to see what all is added after a year.

Reply #5221 Top

Hi guys,

sorry, real life is a bitch. 

@Hael-Sose
Wow!! Looks awesome. 

@New release
I'm not sure I can manage this anymore (well, I didn't for the past year). If there is somebody who is willing to take over for me I would provide all Models, Textures, ModDB, basically everything I have under the premise that the readme as it exists now is included and credit is give to all those who have worked on it. 

Reply #5222 Top

Quoting TobiWahn_Kenobi, reply 5221

sorry, real life is a bitch.

TobiWahn,

Sorry too hear life of late has provided you with excess entropy. I don't have the time or technical chops to pick up the lead.

On a side note since last we spoke I've become a grandfather to twin girls...

Reply #5223 Top

Quoting TobiWahn_Kenobi, reply 5221

If there is somebody who is willing to take over for me I would provide all Models, Textures, ModDB, basically everything I have under the premise that the readme as it exists now is included and credit is give to all those who have worked on it. 

I think I'll be able to do that. And of course the premise will be honored.