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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Yes, thanks to Timmaigh and yourself!
@Darvroth and HotRod
I've had a more indepth glance (still only a glance) at the research list and the ability list, and not only am I impressed but also have to thank you very much for all this great work you are doing! Keep it coming!
TobiWahn,
Glad to help. Sadly most of the data is strictly place holder till the matter of relative scale is determined and the first rough balancing occurs. It is a given weapon damage will be higher but combined with fewer shields and damage mitigation it raises lots of questions. For example in SoaSE a tech that increase armor by .8 is noticable but with the heavier weapon damage is an increase of 5 more appropriate? I know you and Rodney have been engaged to some extent along this line and I've postulated my opinions seperately but with only the Vorlons remaining for a tech injection, the topic of balance and scalability is becoming more pressing.
Standing by.
Darvroth
@All
We have a showstopping bug at the moment, game is minidumping, so we need to work that out before further releases.
Any idea what was the last thing you added / did before it mini-dumped? [e digicons]:'([/e]
No, thats the problem. It minidumps about 10 to 15 minutes into the game, but not if I play vs one AI only.
Pirates are not at issue, (missing) envoys are not the problem, brushes seem not to matter...
Rodney Jenkins had the idea the new refuel mechanic could be the culprit, but we need to test it out.
I am still working on the scout model but it has been pushed to a lower priority due to some contract work that has consumed my time in the past two weeks. I'm hoping to get back to it soon.
I downloaded .40 and .41 recently, and I get a minidump when i apply the mod on Diplomacy v1.21. Any solution to this or is it possibly the same problem you mentioned above? Or, could it be the version I have?
In any case, I'm very excited to see this mod is very much alive. Many kudos to all of you!
@stickynote070.41 is solely for diplomacy 1.0110.42 will be for diplomacy 1.21
@boshimi336Totally understandable.
I've no kind of pinpointed the minidump, though I'm still in the darks as to what precisely is the culprit and how I should avoid it:
- In a game I have I got a save that crashes reproducible- If I overtake one AI player, wait till pacts are available and then enter the pacts (the first two tech pacts, using all players centauri), wait a little, then switch the player to AI control again, everything works.
- If on the other hand I leave the AI in control of the player, the game minidumps.
Kinda odd...
Update:
Even with locked teams the game minidumps. Though if I load the last savegame before the dump and turn off the AI for the first computer opponent it keeps running. If I turn the AI on it will eventually minidump later on.
I hope you figure it out. I have a similar issue with my latest race I've added which mini-dumps 10-15 minutes in if the AI is controlling it. Hopefully in my case it's an ability I haven't tested fully.
Not sure yet but I don't think it is an ability at fault here. Though I can't think of anything else that might be the culprit.
Just brainstorming some things that cause mini-dumps
According to Thoumsin (Fileosoft) some models can cause mini-dumps in the game. Though this would seem to not be the case if a human can play the race with no mini-dumps.
I've had personal experience with a bad diplomacy tree causing mini-dumps with the AI early on when I first started toying with Diplomacy modding. When I replaced my partially completed tree with a stock research tree the mini-dump (10-15) minutes in the game disappeared. I'm not sure if it was missing research items that the AI was looking for or what necessarily. Now I just make sure my new races have all the standard diplomacy research tech and haven't had any problems with that since.
On abilities/buffs, I have some that mini-dump in cases where the finish condition isn't right. For example the resource drain type of buff on a planet mini-dumps if the finish condition doesn't end the buff when the planet goes neutral.
I've a new one to add... Wrong role type on a planet module. I'm pretty sure this caused my latest mini-dump. I had a role type of WEAPONDEFENSE on a tactical utility module (i.e. no weapons). The game mini-dump consistently 10-15 minutes in and was the only new thing I could find I added. Took the module out and no mini-dump. Changed the role type to something else and no mini-dump. Wish I could help with your issue, but I'm sure you'll find it soon.
Thanks for the input. I'm still searching... hope to find it soon, but testing is tedious and takes a lot of time.
Damn bugs!
Still looking forward to playing this again. Im definately excited.
Raid?
Tobi, do you mind if i ask the community to re-size the Shadow battle crab down so as i can add it to my mod as a fighter. Ive tried and failed and im hoping somebody with a bit more knowledge will do it for me and send me the stuff so i get an understanding of how its done.
Please
Theres some Karma in it for you!
Theo
I can send you the mesh in txt file format when I'm home (probably tomorrow, as me and me girl are celebrating another year today) and you can use the resize toolon it
http://www.modcraft.net/community/topic/13543-new-mod-tool-finished/
or this (i think it is the same, but I'm not sure)
http://sins.imperial.cc/show.cgi?id=sins&a=view&f=3&t=10
to resize it to your likening. Also you can add or delete meshpoints as needed (using your favorite text editor).
Just give credit somewhere to the creators of this mod and the model in particular (if you know who did it, I'd need to look it up)
Tobi,
Thanks
That's the same re-size tool Whiskey showed me and the two you've posted are the same.
I failed to get the thing to work.
I'm hoping someone out of the community will do it for me.
Loads of credit will be coming your way.
Theo.
I will do so today (lest i forget) but keep in mind that the polygon count of the shadow battlecrab is very very high for a fighter! Unless you don't mind and have a good graphics card I would advise against it. But you can still try it out.
Half the fun is trying stuff out i suppose, as long as no crabs are actually harmed.
Oh and i dont melt my computer.
Thanks for sending me the mesh and takein time out from your loved one.
You are welcome. And please either call me by my handle or Tobias.
Cheers
Check this out:
https://forums.sinsofasolarempire.com/409797
The designers have heard our call out in the wild.
@DavrothThanks for the link. Sounds good though they are still not promising to do anything for the modders (e.g. making pacts moddable)
I'm still hunting down that minidump bug. It's much more work than I had hoped, but I will get it eventually. As soon as the bug is worked out I will (If there's not another bug) incorporate Rodneys and your research work, make the new Credit Video and the readme file and here we go. But I need to get that bug eliminated first.
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