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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
As told a few posts earlier, yes, only pictures of ships that are in the mod and a few additional EA + some structures have pics yet. It's an alpha version. But we are working on it. Want to help? We need good texturers who can do UV mapping with a talent for optimising it but keeping it save for AO calculation.
Hey sotyr team,
I first came to love B5 from watching it with my mom when I was young. I first installed your mod yesterday and played for the first time. Originally I intended to only play long enough to build Hyperions and Omegas so I could take a look at how pretty they looked. I ended up playing for like 10 hrs and maxxed out my capital ships. I can tell when this is finished its gonna be awesome!
I would love nothing more then help i love BABYLON 5. but i dont have much time on my hand as of l8. With the loss of my job and soon my home other things will soon be taking all my time sorry.
Sorry to hear that. Hope life turns out good for you somehow. Economy is fucked right now. There are those without a job and those who have to overcompensate (15 hour shift anyone?) for the loss of them. Fuck economy. Really sorry for you mate. All the best!
Awesome on the nova front guys, I was using the hyperion's mesh on it and this looks much more awesome.
I am confused on something though
antimatter supply
the avaliable repair and refuel facilities (like the hermes) run out of anti matter and then are useless unless you demolish and rebuild them, the refuel station can't refuel itself or be refuelled?
My solution (if possible) is that trade ports get big antimatter recharge rates by automatic, and can refuel stations only, then you can build your refuel bits near them and this will result in a kind of supply chain I guess.
also a little bug I found, the repair ability of starbases doesnt seem to work, it applies it but the effect disappates in a second or so, so theres no time for any repairng
again guys, thanks so much for continuing to work on this, I love it.
Sadly, the AI can't handle a supply chain system for antimatter, so what the SotYR team really needs to do is restore passive antimatter regen to ships and structures (because that's what the AI is coded to handle) or possibly add antimatter regeneration to culture for all races and call it "supply chains" or something.
As to why nothing regenerates antimatter, I think this is because a lot of their stuff is left over from a system where trade ports and cargo ships transferred antimatter in a supply chain system, but I think that system was pretty poor since it seemed like a losing game since I could never find anything that would actually add antimatter back to the system.
trekky_rudd and SpardaSon21,
Comments appreciated and welcome but I would point out the mod is currently an unbalanced alpha build... Assistance is always welcome though...
Darvroth
Yes, we abolished the supply chain because the AI had no way of using it. And it was taking lots of CPU overhead. The Hermes and other ships do not regen antimatter, but the orbital dockyards do. not as fast as in vanilla (0.5) but not that much slower (0.2)
I will have a look at the starbase ability. If you want to actively test and help us you can register an account at http://origo.ethz.ch and post your issues under
http://b5-sotyr.origo.ethz.ch/issues
So we can keep track on them
At last! For an alpha release is a very good mod Of course, the balancing does not yet, but who expects that even with an alpha version. The pity is the "Babylon 5" station is not listed, where you had already been showing graphics? Nevertheless, I am excited about what you've done so far and happy to wait more updates.
Jack
The Babylon 5 Station is courtesy of Thoumsin and he was not satisfied with it. Who am I to argue against more perfectionism
Then you should look at the refueling station, since it has an antimatter regeneration rate of 0.05 a second, which means it takes 20 seconds to replenish 1 antimatter.
all the units in the entire game had to be resurched it didnt even let me start with any fighters or anything plus the units got all blocky littlerly a block in space can u fix it to were u start off with most units unlocked at least a fighter and a bomber squad and fix the blocky ness please other than that the mod plays real nice
Newsflash
The current release is PRE-alpha, just like the first post says! That some ships are blocks isn't a bug, those ships are simply not yet ingame.
What was showed is WIP ( work in progress )... and having see again all the serie and films ( the 2007 too ), i rework the model from the screenshoot taken... hard work since there is difference in the station between each season and each films...
Anyway, my last model, a station for a star war mod have need a year for reach his finished time... well, before the B5 station will be fully released, there will be other smaller and simpler model released... a example is the Minbari culture orbital station... not yet included because the same texture map have some empty room that i wil use for other models and Tobi cannot bake a AO until he have all models who share the texture map and the full texture map finished...
Not entirely true, but I thought you wanted to add some lightning effects to the bottom sphere. If you want I can add some lightning to the model and bake some dirty AO into it.
Well, the only lightning is the windows in the black strip... maybe a bloom effect for the lower sphere... and need particle effect... do we have a particle guy?
Anyway, i have send you a .dds for the cl... bad format if you need to make some work on it since .dds don't use a lossless compression... next package update will include the original .tga ...
No, hehe, thats me for now. I have some experience with it but am far from perfect.
Yes, for work tga would be much better. What kind of Particle and lightning had you had in mind for the sphere? a soft glow and some wobbling?
I'm getting a runtime error everytime I try to load the mod--suggestions?
Everything updated? Do not use Vorlons or Shadows for now, I repeat, do not use Vorlons or Shadows as they will minidump. Sorry for that, they are missing all planetmodules at the moment. They need at least the research stations. Will be fixed in the next update.
And install 0.422, other wise it will crash.
If nothing of this helps, please get me more details.
Cheers, Tobias
Well, i am good at it but not for soase !!! Particle system in pro 3D software don't work the same way that in games...
Well, in the next upgrade package, you will have the tga...
As for particule, something like in the render posted before... http://www.love-from-russia.be/Minbari_culture_station.jpg ...
For the lower sphere, a light ball inside a partially transparent ball with electric arc... if it is possible with particle, the lower sphere can be removed from the model like in the render...
At the top, a spiral shape effect with decay in intensity particle around it...
I'm all for the lower effect but not completely sure about the upper one. Me thinks that would be too blatant an effect. If a second effect should be neccessary at the top end I would go for a more substle effect. But you know how opinions are, everybody has one but seldom is it backed by wisdome.
having trouble with a few things...
jumpgates, how are they used exactly? ship jump > gate? or gate > gate?
also, what are the AI ships earth aliance has one that need 10,000 supply lol
Like the PhaseGates of the vasari, they just look nicer and can be turned on/off. Build at two planets, turn them on -> hyperspace link established. Now your ships will take the direct route (and much faster if all upgrades are researched)
Oh, what ships has THAT amount of fleet supply cost?? Should not be that high.
I don't recall seeing a ship that took that much supply while playing the mod, and I think I built at least one of every EA ship.
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