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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
civilization if Ikarra
^
The 'if' should be 'of'.
@boshimi - good catch & corrected. I'm not firing on all cylinders today - full of a cold
Thankfully the text is correct in the string file - I hope!
Well then, drink a good whisky and get well soon
is this mod still being done?
It is still actively being developed yes.
Cheers, I'm over it now.
Anyhows, Darvroth's Technomage Coven has been discovered, let's hope they don't clear off to the rim at the first sign of trouble!
Infocard text:
Technomage Coven
Research cost decrease: -10%
Research upgrade rate: 5%
Culture spread rate increase: 10%
Culture resistance increase: 5%
Structures improved:
ISN Broadcast Station
A secretive guild of dreamers, shapers,
singers and makers that have agreed to
covertly assist your empire's research programme.
Nice, me like!
It is, but our current development team is very small (Darvroth and me, with help from NewHorizons), so things takes time. My Day2Day job is keeping me very busy at the moment as well, and my preparations for vacation (come September). I then have to do a database for a friend of mine (a gift) as well, so that limits my time for the mod at the moment. But We are still developing it. The difference is that I do mostly no modelling/textureing right now, but correct issues and bugs found by my colleagues.
@Darvroth
Is it just me or is BitBucket IssueTracker now completely botched?
Yes, Master ticket 3 had 10 issues not 8 and I now need to figure out what those other issues were... It might be a size limitation per entry issue...
TobiWahn,
Been thinking, PlanetModule_race_Orbital_Dockyard is an area ship repair as is the starbase ability. I propose that the PlanetModule ability be adjusted so it repairs only a few ships at a time at a higher repair rate and the starbase module remain a slower area repair. It would go better that planet docks have limited capacity but full facilities (quick repair) while the starbases have a lot of capcity but limited capability (slower repair) and would add more of a calculus to player options for repair. Thoughts?
I've changed Triluminary, from the initial proposal, to give a slight growth rate penalty to reflect the "Fewer Minbari being born into each generation". (Lennier)
A +2 relationship bonus seems to be large enough, +3 maybe over the top - you could end up with a Narn/Centauri alliance.
Infocard text:-
Relationship bonus: 2.00
Growth rate increase: -5%
Culture spread rate increase: 20%
Culture resistance: 10%
Structure Improved:
An ancient genetic profiler that can
recognize and reorganize DNA
sequences from different species. This
sacred artifact is the foundation of the
Minbari belief of the sharing of souls
between sentient races.
NewHorizons,
Don't fear mixed results. Feel free to give a bigger pop growth penalty, there are several techs that increase it, the penalty for the artifact would merely reset the controlling faction to closer to starting values.
Following tickets need review for closure: EA Hyperion, EA Poseidon, Shadow Ancient BattleCrab and Minbari Stealth Ability.
To date all abilities uploaded have been working but require modification to conform to the master string and entity files. Do you prefer to continue making these modifications or would you rather receive files with those modifications made?
There's not that many techs affect growth rate, the Centauri have the most**, but they're a mix of +ve & -ve values (upto -+20%).
Most races have one or two techs that give them a +5% or +10% increase, so I might increase Triluminary's rate to (at most) -20%.
** There's a duplicated entity file ResearchSubject_Centauri_Drak_Intrigue.entity & ResearchSubject_Centauri_Drakh_Intrigue.entity - the former is not referenced in the manifest but is referenced by ResearchSubject_Centauri_Years_Of_Isulation.entity which is also unreferenced. Looks like those two entity files could be removed.
I like that! Please make a ticket. Thanks
Agreed!
Will try to do so in the coming days
To be honest better with the modifications already made, but using the Syntax "Ability_Race_xxx". Buffs just need to begin with "Buff", not other thing required for them.
This should already be corrected.
There is an issue with the constructor frigate. Ability spot 2 and 3 while blank on the .entity file display push buttons for building civilian and military planetary modules. I'll play with it some more but abilities in spot 2 or 3 don't seem to work. Uploaded the modified repair module and ability files but don't adopt till the constructor issue is also resolved or there will be no repair mechanism for planetary modules. If all else fails that can be automated with a passive restoration rate as it could be easily presumed the planet facilities would be capable of repairing what had been built by the planet. More to follow.
Hi Guys,
As an avid B5 fan I wish you all the luck in getting this mod finished as I cant wait to play it.
It was such a shame that B5 Simulator a few years ago got cancelled, oh well.
All the best.
Riker13
Thanks Riker!
fashion over? Where is he?
When you resolved ticket 3 did that include the Nuklear mine issue? The ticket didn't specify.
I hope I'm not being too much of a disruption when I say, the the downloads for the full mod aren't working. I've tried both the links several times and neither of them work.
The Admiral
admiralrevan did you try the full download from gamefront? (the eth.cz link is also dead for me, BUT the gamefront link works for me
harpo
I tried the gamfront link too, and it doesn't want to work either unfortunately. After the download counts down, the page says "This webpage is not found" with an error at the bottom saying it couldn't find the file/directory. Sorry to be such a pain.
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