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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Agreed.
A Sharlin is a very powerful ship to start off with, especially considering the first one is free.
The only real threat at the start of a game are two or more neutral Drestes (if they get in range) or another Sharlin.
How about making the Tinashi the Minbari's first capital ship, may be increase some of its statistics to elevate it from a cruiser.
The Sharlin could then require some research, having say "Grey Council" and 2 or 3 military labs as pre-requisites.
This (hopefully) conforms to the series storyline: the record of the first Shadow war (that Delenn shows to Sheridan) has several Tinashi warships (but no Sharlins) patrolling the space around the Minbari starbase - just as the Shadows slice & dice it.
This might be one solution, but I propose another: Disable the "first capship free" setting. I absolutely advise against it in this mod. You cannot balance for that with Shadows and Vorlons.
And the sharlin was built before humans went into space at all (1957)
I got the impression that the Sharlin came after the first Shadow war, may have been designed in reaction to it though.
BTW: Congrats on an excellent mod, as Darvroth stated "It is a blast" !
Thanks! We do our best!
Using the latest down load would help. Doh! Shame on me. So caught up in the weeds couldn't see the forest.
Darvroth
Anyone can tell the proper checksum for latest version 0.4202?
V0.422 is the latest though it also requires 0.4202 (checksum 96560292) to be enabled.
hmm, 0.422 and I am getting 52971287...
are you enabling V0.422 over V0.4202?
yes that checksun is 0.422
tbh, I always copy the contents of 0.422 over the files in the sotyr folder from 0.4202
I can look at home what the checksum is for me.
TobiWahn,
I'm wondering if the latest Windows 7 patch broke the mod. After it installed Thursday I couldn't get the mod to work. I've even gone so far as to uninstall and reinstall SoaSE and redownload and reistall the 0.4202 and the 0.422 patches. When enabled there is no checksum for either. SoaSE seems to work normally but nada for the mod.
Any chance it could be the new .061 beta patch for Rebellion that somehow broke it? (probably not but I figured it should be asked).
boshimi336,
Good thought but I have not downloaded that beta due to concerns it would make testing abilities for SotYR that much more difficult.
Have you tried playing with the UAC, Run as Administrator, or 'Read Only' settings on all of the files? When you reinstalled Sins, did you make sure the mod folder was removed (moved to a different directory) prior to the reinstall of the game?
I will be sure the mod is removed and try again as I'm not sure it was removed during the deinstall. Gamestop formerly Impulse already is set to run as administrator as several games from that service have issues if not.
Back in business. Many thanks.
Did the "Run as administrator" help? If so, I think you need to adjust the security settings of your sins folder (as this often happens when the sins folder rights do not include your account)
Sorry, was mostly absent this weekend. Thanks for the Abilities, I wil have a look at them soon (though not today - work... damn).
I've redone the Battlecrab UV and Texture (and corrected a few model problems). The Battlecrab now has a high res seamless texture (2k x 2k) with a fitting UV. I will also redo the Shadow fighter texture (seamless) and then all ship models for shadows are in!
Not sure what the actual problem was but removing the mod folder and reinstalling SoaSE then replacing the mod folder did the trick.
I have success with granting fighters (squad entity) abilities but am still trying variations to get the ability to function when I want it to. Testing is slow and painful and so far seems stable though changing the ability.entity between tests will cause minidumps if I don't miticioulsy self destruct all the new construction ships under test. Altering buff files does not seem to cause this, though it may in some instances.
Nice. But the risc I see with fighter abilities is thatwe have very very many of them. And granting them abilities means putting even more strain on the CPU regarding fighters. The key will be how playable long games are.
You could always tie the abilities to the carriers / hangars the fighters are based from (range based area of effect) for passive buffs / debuffs.
Specifically I was looking at granting the EA Thunderbolt a bombing ability as it is an atmospheric capable fighter. I looked at tying it to the launch platform but since each race has at least 3 choices of strike craft and the EA has 6 and very few strike craft have the B5 cannon capability it was not a good fit. Once I get it working I'll propose a similar ability for the Minbari Flyer as it is also atmospheric capable. Not sure any other strike craft need an ability so I'm not that concerned about CPU lag though there turns out to be an issue it can be sacrificed. I'm tinkering with a passive ability or an ability with a time elapse. In either case it is not yet working as desired so I have more testing to do before I can pass it on to TobiWahn.
In any event I recommend any ability be tested by at least two other poeple on different machines to reduce the chance of bugs making it into the mod.
Shadow Carrier
Nice! What is the fighter count spread from level 1 to level 10? I presume it counts as a capital ship...
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