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 #1352 Top

I am not happy that the new version is not out but, I am very happy that you are keeping us appraised as to whats going on and why it's not ready.  Thanks for your hard work Tobiwahn_Kenobi and Mod Team! :grin: :karma:

Reply #1353 Top

Small question with our Mod Team.

How many ship we make on this time ? Yeah, include untextured

Earh alliance:

Victory
Artemis
Saggitarius
Hermes
Avenger
Omega
Warlock
Delphi
Olympus
Oracle
Orestes
Chronos
Hyperion
Tetis
Poseidon
Explorer
Nova

Narn regime:

BIN'TAK

G'QUAN

T'LOTH

T'ROTH

Minbari federation

Sharlin [new model, WIP]

Tinashi

And if i forget - please remember me:blush:

Reply #1354 Top

:-( thank you tobi for letting us know, i will continue to wait patiently for your amazing work :-)

Reply #1355 Top

Well... I go away for a few months and you guys are STILL hammering away awesome... love the screenies I've been seeing... I especially love the redone model of the Sharlin :drool:

Reply #1356 Top

Quoting Zvezdochets, reply 1353
Small question with our Mod Team.

How many ship we make on this time ? Yeah, include untextured

Earh alliance:


Victory


Artemis


Saggitarius


Hermes


Avenger


Omega


Warlock


Delphi


Olympus


Oracle


Orestes


Chronos


Hyperion


Tetis


Poseidon


Explorer


Nova




Narn regime:

BIN'TAK

G'QUAN

T'LOTH

T'ROTH

Minbari federation

Sharlin [new model, WIP]

Tinashi

And if i forget - please remember me


EA:


Ships

Capitals

Victory - model/tex. done

Earthforce One -

Marathon - model done

Warlock - model done

Poseiden - model done

Omega - model/tex. done

Hyperion - model done

Nova - model done

Explorer - model/tex. done

 

Cruisers/Frigates

Hermes - model/tex. done

Artemis - model/tex. done

Olympus - model done

Orestes - model done

Oracle - model done

Delphi - model done

Avenger model/tex. done

Apollo - model/tex. done

Asimov - model done

Aeolus -

Myrmidon - model done

Sagittarius model/tex. done

Tethis - model done

Chronos - model done

 

Fighters

Firebolt

Thunderbolt - model done

Aurora - model/tex. done

Badger

Tiger - model done


Minbari:

Ships

Capitals

Sharlin - new model done/ Tex WIP

Sharoos

Sharkaan

Neroon

Troligan

 

Cruisers/Frigates

Tinashi - model/tex done

Neshatan

Tigars

Leshath

Torotha

Morshin

 

Fighters

Nial - model/tex done

Flyer - model/tex done

Tishat - model/tex. done


Centari:

Capitals

Vorchan model/tex done

Fighters

Centari figher model done


Narn:

Capitals

G'Quarn model done

Bin Tak model done

T'Roth model done

T'Loth model done

Fighters

Fighter/Bomber - model done


Frazi fighter - model done

Starbase

Narn outpost base - model done


Shadows:

Capitals

Battlecrab model/tex done


Vorlon:

Capitals

Dreadnought - model WIP


I think that covers most of them:)

 


Reply #1357 Top

wow that sounds very great

would they all ingame in the next release?

I have found an other Centauri ship..the Aquila Class...would it come into the mod too?

Reply #1358 Top

wow that sounds very great

would they all ingame in the next release?

The models are done ... but, they need a texture to be included ingame ... just Tobi and I are texturing ...

Ships = model/tex done are included ingame for 0.40 ... so EA Explorer and Apollo ... hopefully the new Sharlin ...

 

Any extra hands are always welcome to make textures for the ships and we'd be able to include more ships with each release:)

 

 

Reply #1359 Top

Quoting EternalRequiem, reply 1355
Well... I go away for a few months and you guys are STILL hammering away awesome... love the screenies I've been seeing... I especially love the redone model of the Sharlin

Thanks for your comments:)

Reply #1360 Top

SteinerX, thanks for info!:) And in january i use in game one of our model (myrmidon) as fighter - ship fast moving, attak targets - and not stay as all ship! Probably "Whitestar" we see as very big fighter:star:

Need only make "fire distance" less then ship speed.

P.S: "Aeolus" in W.I.P but ship have too many detail ... i think my limit not less then 7-8k (but i try reduce he)

Reply #1361 Top

Thanks to you all. Back now and will try to get some work done.

@LoneRanger1
As for Aquila -> That one I don't know, would sound odd to name a ship after such a hated emperor.

@SteinerX
Thanks for the post, thanks alot! Sums it up nicely.
As for Tishat, that is just a refined nial with better dogfighting ability and less weapons.

@Zvezdochets
Looking forawrd to it, thanks alot!

 

At y'all:
This weekend of relaxation (and without electronics) was desperately needed and agve me much of my strength back. Now lets get this mod going. And thanks for all the praises that my teammates more than deserve.

Reply #1362 Top

@SteinerX ah I dit understand it wrong..two new ships where realy ok

@ TobiWahn_Kenobi ...You can found the Centauri Aquila Class on the webside from the B5-Moddingteam of the game X3 Terran Conflict ( http://b5.hc-gamer.de/ ). look at the Gallery on page one.

Reply #1363 Top

@LoneRanger1
As much as I look forward to seeing this mod (X3) finished, I will not take their usercreated content as basis for our models. If I am going to include non canon creations, I'd rather give my members the chance to come up with something unique themselves.

Reply #1364 Top

eagh X3 game actually killed my graphics card a while back... good damn game yes... but geez... makes your head spin at times...

Reply #1365 Top

There's something in the mist ...

...

...

... and when it's this close ... is there any hope?

Shadow Deathcloud by Tobiwahn WIP

Reply #1367 Top

Nice idea, TobiWahn_Kenobi! And later need make new model for "shadow missiles".

P.S: is the Shadow "superweapon" for highest military research ?

Reply #1368 Top

@Zvezdochets
I think so =)
Deathcloud still leaves many things to be desired ( has 15k triangles, and because about 40% of them are visible at any given time you look at it, it consumes GPU power en masse as soon as you use SSAA  ^_^' )

Reply #1369 Top

hello:)

comes the primus class with mass driver cannons for the centaury too?

you can show the model in b5 mod for star wars empire at war by moddb:)

 

Reply #1371 Top

First my great thanks for your hard work on this mod i really love it, the omega is one of the finest modding works i ever saw. :)

I played all sides but minbari so far, really good balanced the ships, at least the omega and victory :) for the omega i'd have a suggestion, seeing that it mainly engages forward maybe some modded guns like the ones from radiance battleship forward would be nice as the pulse emitters forward are the main weaponry alongside the heavy lasers. Maybe trade that for one or two of this heavy lasers she emitts like evil to all sides :D

I really like that you have her balanced in that well so she really is an all arround capitol ship, capable of engaging smaller fleets alone and in groups survive everything if good commanded.

 

Also tried the shadows out. after 8x speed up and a good hour i came to test the ancient battle crab. it's really nice, but maybe a little slow it can outrun enemys in phase jumps but a regular tec carrier outran me what was a little disapointing. and it would be cool if there is any posibility to give her something to bombard planets. but besides that the concept of 36 minutes build time for one really makes up in her firepower.

 

well that just as my two cents, i might try the minbari ships later and the centari, if thats possible.

truly great work. Thank you guys, i will follow this project and maybe lend some texturing hand once i had a look into that system here. cause there would be nothing making me more happy then seeing this mod fully working.

Reply #1372 Top

@JimmyRanger

Thanks alot for your comment. About the Omega Pulse Cannons, that would be cool and we would love to do more correct weapon effects, the problem is that with sins one can only have 3 different weapons, and each fires all particle emmitters when firing. That would mean if we put some pulseguns to the front, the side ones would also fire (to the front) if the ship fired to the front. (please corret me if I'm wrong - I'd love to be wrong on that one!!)

As for the helping us out, well, we can always use a hand with textureing! Morethan one hand to be true ^_^

Reply #1373 Top

Sins fires all emitters in a certain arc when the weapon in that arc fires.  Sins wouldn't fire the weapons that are targeted at the left or right arcs if the target was only in the frontal weapons arc.  This is because each arc does damage independently of all the other arcs.  However, weapon arcs in Sins are 180 degrees, so they do overlap.

Reply #1374 Top

@SpardaSon21
How does sins evaluate which emitters belong to which arc? say if I make an emitter face 90 degrees left and another 90 degrees right (both belonging to the same weapon) and the ship fires at a target 75 degrees to the left, only the first emitter would fire?

Reply #1375 Top

Yes.

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