- This mod is no longer active.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
I still need more images for the minbari and ea ships - it is difficult to find good ones that i can mod to fit in that tiny little rectangle - also, minbari are a b!tch to make a render of -.-
Few hi-poly models for Babylon-5: but they VERY hi-poly [Sharlin - 130k, but i can reduce -> 30k]
http://www.celestiamotherlode.net/catalog/fic_babylon5.php
TobiWahn_Kenobi, thanks for help! Work in 3d Max 2008. In this time i have only two models [Thorun fighter, Artemis frigate] each ~1200 polygons. Tigerfury fighter work in progress.
Just send me an info what kind of ships you still need. But yes, it's very difficult to get them that small and make them still be recogniseable.
Thanks for the link. I started redoing the minbari nial (cause every model out there has too much polys for a fighter...) but I still got around 2k polys, which might be too much for a fighter. We will see about that when I get it ingame. I would like to incorporate your EA models if you don't mind. And I would appreciate it to get a sharlin with about 20k max. But lets see how this mod will turn out.
Cheers
would reducing the size of the frigates and cruisers reduce the poly count? these ships don't have - i mean, in the show they appered huge, but that was the show, this is a game. It's one thing to have a starbase so large, but I am thinking the largest these things should get are the size of the "space egg" or the Advent Mothership...but that's just me ^^
No, the size of an object does not neccessarily correlate with the polygon count. Minbari spaceships have so many polygons because he have so many round surfaces. EA will be easier.
I have as of yesterday implemented the nial (tishat - shares the same hull except for the weapon points) fighter. I cannot release it for now, because SOASE crashed on me during testing. As I am mostly using the same safegame even after changing the entity files and stuff, as well as using Windows 7RC I cannot say for what reason it crashed. It worked well for about 45 minutes, then suddenly crashed.
I will start a new game and test it again and release it as soon as possible. If someone wants it nevertheless, send me a pm with your emailaddress and I will try to get it to you when I get home.
It is great to see the 2nd playable B5 ship in Sins, Nial fighter.
It's also a refreshing change playing Sins with the B5 stat changes ...
Perhaps for future upates the more powerful ships eg: Victory class could have a research requirement, needed before they can be built.
Love the jumpgates!
Any chance for the next update to have an EA ship? And some Furies?
I don't know how much help this could be for your B5 Mod, but download the B5 Mod for Nexus: The Jupiter Incident... there are textures and mesh files that could prove beneficial... you might need to give kudos to the makers of that mod however
ajfoster and me decided to do the minbari first. EA will be second. Working on the tinashi atm, hope it will be finished today (3k quads means 6k polygons, should work). I will try to release it today because this week I wont have much time to do anything on the mod and the weekends to follow are already occupied by private commitments.
I will try to finish at least the research tree in uml and hope a good soul will be found to implement it. Hope it's not me...
Peachy - image link
http://babylon5ins.blogspot.com/
Image link
Sorry not to have released the update. Was working on the tinashi till 2.00am in the morning. Now the model is corrected (had a few mesh problems before) but the textures need to be redone as well as the tangentspace adapted. Since I will get home very late I'm not sure if I can make it happen today. Still hope so though. Thanks for posting pics! Btw. Why is a beam coming from inside the ship? This shouldn't happen. Is it a beam from a opposing ship?
Cheers and be well you all!
Not sure why the beam is coming from inside the ship ... and it's NOT from another ship, I have manshooter's Vol. explosions enabled, but wouldn't think it was that.
I have to check this at home, but I have never noticed this. I have not put any weapon emmiter inside the ship, nor any of the abilities IIRC. Just the standard ones. Even bomb isn't in the center but at the main weapon. Please try to disable manshooters mod and see if the error persists.
Manshooter's mod - OFF -
The beam from the Sharlin happens when more than one enemy ship is around or ships fly past it.
The beam comes from the body of the ship as in image from previous post.
Error persists.
Both Sharlin and Sharkaan have the same issue - (as they use the same model)
Image: link
Sorry to hear this. I have not been able to reproduce this (and I have about 10 Sharlin flying around and other ships, always engaging lots of enemies...) The only points (under root point) in the model (directly in the center) are Aura and Center. It could be that I need other points like flare and such in the model as well (besides hangar, bomb and weapon). Still, should not happen.
PS.: Could not access the image, link seems to be broken
Now to talk about the good thingsNext version including: Sharlin (Sharoos, Sharkaan), Nial (Tishat), Flyer and Tinashi
http://www.filefront.com/14260563/Babylon5ForSoaSE.rar
Have fun everyone!
Yes images/links seem unstable via Stardock, had to put the images on a quick blog to get them in this forum, sometimes the pictures appear, sometimes they don't on this thread, same with the links???
You can view the pics at the above site, just created to get pictures in this thread.
Beams: it's not a major thing and could be ironed out later.
Thanks for the next version!
Have edited posts/links let me know if they still broken.
Tobiwahn,
I got a pm request:
"please say me: how many polygons in "Tinashi" fragate ?"
OMG Nice screenies on the B5 blogspot! Keep up the good work guys, I can hardly wait to try it out!
Random question that JUST occurred to me: is it possible for a ship (capship or otherwise) to have more than one type of plnetary bombardment weapon? I had this thought that the Warlock (or other ships, jsut chose the warlock as its the one stuck in my head atm) could have planetary bombardment beams like the Vasari, but also have orbit to surface nukes, like the TEC?
Is there a version of this for Entrench 1.3 or the newest SINS by anychance.
Yes! link from post #142
I play it with Entrenchment v1.03 -
There are many great features available to you once you register, including:
Sign in or Create Account