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), SteinerXBughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, ZvezdochetsModel Templates: Amras-Arfeiniel, James Newman (Firehawk)Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), ZvezdochetsMusician: Pauli ValkeejärviResearch: Rob Cummings, Darvroth, Rodney JenkinsPR: Darvroth, SteinerXSounds: Rob Cummings, Pauli Valkeejärvi, ZvezdochetsTexturers: Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5Moderation: Blake00
Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)And toMysticAngel for the Automated Fighter docking abilityThe Babylon 5 X3TC team
And thanks to all those modelers whose work is a inspiration and a template for creating ingame assetsIf 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
NEW - Balvarin Carrier and Minor Factions fix!
Installation Guide:
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:
TXT2SinsArchiveVersion 194Version 0enabledModNameCount 2enabledModName "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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Your graphical works great and impressive!
Thanks as are your modeling works!
Will add more race pictures from the TV series ...
As for the jump points in gerneral I found this very intresting: https://forums.sinsofasolarempire.com/365247
According to this user he was able to make it so a single ship could jump directly to any planet it wanted at will. If this was tied into the existing jump point ability it could be made so that it is easier for users to tell the ships what place to go to.
As for the organic tech we see this used by the minbari in the Valen Mk. II now I know that you may try to say that it was for the alliance but, so was the victory. I think that if the earth alliance gets the victory it is only logical that the minbari get the Valen Mk. II. In addation we also know that the layout of the Valen Mk. II is the same as most minbari ships just like how the victory is more like an EA ship.
In responce to the jump point attack abilities, I think it should be a reasurched ability from the minbari to open jump points in enemy units and destroy them while escaping for example. For the EA they should be able to do the bone head manuever except that if there is not a jumpgate they must use two jump points from two ships. Logically anything within range would be destroied as we know that this will even take out a shadow vessle.
ZEROibis, he wrote last "I'm now experimenting to see if I can give an individual ship the ability to ignore phase lanes, basicly make up its own for itself."
So I think all he did was to make jump blockers block all ships, and only ships with anti-jumpblockers could use standard phase lanes.
ZEROibis - Reading that forum entry further, now solution can be given. The only possibility is to do exactly hat the jumppointability we have does.
I'm running the B5 mod with Entrenchment 1.03 and it still gives me mini dumps shortly after I begin a game. It will let me go through all of the loading screens, which look great by the way, and then it crashes, any ideas? Are there certain graphics effects that I should have disabled, or is there a certain way to install other than unziping the folders in the 1.03 mod folder and copying over older versions? If you have any tips that would be great.
@PatsonAre you having one AI assigned Shadows? That (as the readme says) is at the moment not supported and WILL give minidumps!
I've put this message on the download information for both blog and 7DS:
DO NOT PUT THE SHADOWS AS AN AI OPPONENT This will cause a mini-dump!
Perhaps we need one on the download page for this thread.
EDIT: Please read the "Read me" file before playing!
just loaded it up. gotta figure out whats what.
avoided the shadows
You can play as the Shadows (but please remember it's a teaser race - under development - please read the "read me file" in the mod folder) BUT you can't set them up as Computer AI's or you get a mini dump!
I think we teach people to actually read the readme's
And no, I don't want to add it ontop, just because... well because!
Noted will delete from 7DS and Blog.
Sorry, I didn't mean that you should remove it. I just did not want to add a big disclaimer ontop of this thread
BTW, I got the Starfury (Aurora) from Fileosoft ingame, and it looks wonderful!
To be more specific, i played the humans and did not use the shadows as AI enemy.
Next time I will be more specific!
@DestraexYou played humans whithout shadows when it worked or when it did not work? As Said by SteinerX, you can play Shadows, but the AI cannot!
EA Victory Beam ability - Thanks to Evil_Tesla/Tobiwahn
Koobalt's Nova model update!
Excellent, Koobalt!
LOL KICK ASS BEAM ATTACK! One shot kill eh? damn that's a nice gun you got there I remember when I first saw this in the movie and was like... wow...
Well, it is a modified Vorlon Death Ray afterall! Though, will it have the same draw backs as it did in the show? For those who don't know, after that beam was fired, the ship lost all but basic support systems for 1 minute.
Yes, thats it. After shooting it you are unable to move, fire, phasejump, use abilities, turn, basically you are a sitting duck! You regenerate AntiMatter though. So use it wisely. And, there is not autocast available (too dangerous).
And btw SteinerX, My I encourage you to disable the colored skyboxes? Would give better impression of vast space (but thats just my preference )
And for all of you that don't know about this:
Homepage of ENB Series
Sins looks so much better with this!!
And if anyone can answer the following, please help
From Koobalt
Maybe is the hangars for fighters ?
New version "Olympus"
Small update:
"Thetys" cutter
"Olympus" has 2.7k tri [poly]
"Thetys" has 1.7k tri [poly].
Now work on low-poly model breaching pod [very useful, but enemy often destroy they]. Very interesting seize enemy heavy cruisers and cap-ships in big battle! Later add few screens, illustrating this process.
Something I realized when trying to come up with ideas for an EA tech tree. What dates are we starting/ending in? The victory project is from after the earth gets plagued. Are all the races supposed to be on the same timeline or are we altering it to try to make the game more balanced. For example having the minbari start further in the past than the EA. Or are we trying to balance the game though costs and ship production times.
Currently the tech periods I was thinking about are:
Also I was thinking that jump points should be allowed sooner in the tech tree as it has been a "slandered feature" for almost all in the series. I think however that the first generations of this should just be very slow. This way races such as the EA can get upgrades such as the bonehead maneuver at the correct time. I really think that both jumpgates and ship jump points should be a level 1 tech with improvements being made to it along the road.
Another question I have is if it is possible to have prechecks for tech from other areas. For example you can not get a particular military tech unless you get a particular civilian tech first.
About pre-Checks, Thats definitely one thing I desperately need in (it is possible). For minbari I want to have the general timeline (Valen Council, warrior centric Council, Council broken, civil War, Worker caste centric Council) in the religious cast tree where the other trees depend on that advancement. Also, I would want to have drawback in some research (civil war) so that you would be careful when to advance in research. I would recommend to make that timeline research cost many a resource and take loads of time in general.
As for the timespan, I plan on orienting on the ships manufacturing dates for the timeline:
EA:2225 - 2268
Minbari:1958 - 2271
Ship "release" dates:
Earth AllianceCap Ships:Explorer 2225Hyperion - 3rd Age 2240Nova Dreadnought 2241Omega 2255Poseidon 2255Warlock Destroyer 2261Marathon 2266Victory 2266Frigates:Hermes 2168Artemis 2190Olympus 2202Oracle 2216Orestes 2228Sagittarius 2230Tethys 2230Avenger 2238Myrmidon 2264Apollo 2267Chronos 2268Delphi 2268Fighters:Tiger 2205Nova 2229Aurora 2237Badger 2240Thunderbolt 2259Firebolt 2268Minbari FederationCap Ships:Sharlin 1958Sharoos 2008Sharkaan 2261Troligan 2266Neroon 2271Frigates:Tinashi 1920Neshatan 1977Tigara 1990Leshath 1995Morshin 1995Torotha 2006
If you have choose random AI for ennemy, it is very possible that shadows was choosen too...
By the way, if someone have problems, try to use the developer.exe ( can be found on the stardock download page ) for start the game... it will not resolve the problem but will generate a log in text format who can help Tobi to find the problem... and correct it...
It is a pre-alpha... alpha or beta are better play with the developer.exe since the goal of alpha or beta is tracking bug and resolve them... a "i have a mini dump" don't help Tobi to resolve the problem... or know what is the problem...
Thanks Thoumsin, thats a good request. Thats it for me today, it's 0:44 here and I need to get some sleep for tomorrow. Have a nice night ya' all
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