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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
They're both great pics and models, thanks Zvezdochets!
0.34 screen shots coming soon!
"Orestes" not sended. Need add few detail. Tomorrow.
Don't hurry
You're faster than me anyways! What model do you want me to work on first?
Dont't know ... "Oracles". "Olymys" is too difficult.
Better start elect for best model for texturing. Democracy
It's your models, there need not be democracy for this. But if you don't want to elect a model, I will start with Hermes.
Agree! Support & suply and repair ship needed.
So here is the tech tree that I have been working on. This is a very rough draft and is to help layout what to put where. I am thinking that the santiago and civil war periods should be combined. Also I have a few questions about tech that I have not put in the tree yet.
For now please post sugestions for changes in tech locations and for tech that I did not include. Also please comment on the bundle consepts. All ships not listed in the tech tree are alredy avalable when the game starts. Right now lets just focus on getting the correct tech in the right places. After that is done it will be easy for me to go back and add descreptions and more details. Also once we get everything figured out and catagorized we can then work on the actuall cost, time, change ect of each tech item. The ships at the end are not tied to any existing tech becuase I was not sure what tech to tie them to. Also future versions will be easier to read.
Can we have tech for the following:
Anti mater so that reserves and refresh rate can be increased.
Ground pounder tech to increase damage given or restored by landers also tech that can decrease the time it takes to deal this damage.
Lastly ground pounder tech that increases the amount of loyalty bonus ect.
Umm... that... was rather funny... I built the Warlock and well... in it's first battle... it blows up... wtf? is it suppose to do that? that... was a rather big waste of resources... when the first battle it goes into makes it blow up for no reason after it fires off it's beams and then goes BOOM!!!
I know this is a WIP mod but does anyone know why that the icons or "buttons" in the UI do not appear. I'm sorry but i don't have there positions memorized.
@ ZEROibiswonderful, juts a few things:
1.) I insist on a period before the dilgar war - The age of expansion2.) I do want a break between democracy (sandiago) and dictatorship (clark) 3.) Nightwatch and Homeguard should have dictatorship as prerequisite4.) Omega should have Nova as prerequisite, Nova should have hyperion as prerequisite.5.) Avanger should need Tech Hangar bays6.) There need be 4 different starbase researches: military / battlestation, diplomatic (babylon 1-5), trade and colony7.) Myrmidon should be a further refinement of the thunderbolt, Apollo a refined bombardment cruiser, oracle a refined scout and so on...8.) I would have the avanger as a prerequisite for the badger9.) Victory should have a prerequisite "intercultural cooperation", as it was built with Minbari and EA tech.
@EternalRequiem - didn't notice that, will look into it
@walkercubed - could you post a screenshot? haven't notice that. anyone else?
Indeed! The Warlock has been sabotaged ... as soon as it fires ... BOOM!
Perfect, it seem that someone have include one of my idea about some special ability... I mean the Sheridan method for use the psy people modified by the shadow...
I will work on adding the changes to the tree as soon as possible.
Can someone explain to me what these other stations do? Is the difference something like this:
Military station:
Powerful Weapons and armor
Repair platforms
Antimatter restore
Ship Yards
Hangers
Diplomatic Station
Limited weapons and armor
Trade facilities
Culture Upgrades
Also for the explorer ships I was thinking that for them to really be useful they should come with some real benefits such as:
Large anti mater reserves
Long range colonization
Population growth bonus when colonized from this ship
Cheaper planet upgrades when this ship is in orbit
This ship can build jumpgates at a reduced cost
@Warlock Bug (and NOVA too)I found the bug and corrected it, quickfix is available. The reason for it was an ability from EvilTesla I did not understand completely (breaching pod) - It is such a marvellous piece of engineering, I need to work on this to make it ready.
@ZEROibisThe difference etween the stations is the quality of the upgrades for each type. Diplomatic stations will never have the firepower of the military outpost, but will have better trade (tough not as good as trade stations) and other perks. I'm waiting with them for diplomacy to come out to see what kind of diplomatic features I can get to better distinguish them.
As for the explorer, I think the ability to colonise as well as the ability to produce ships which can set up jumpgates is more than sufficient, since no other race will have a capital ship that can build them and no other jumpgate constructor will be able to open a jumppoint for itself. But the population growth bonus isa nice addition. Perhaps I will ask EvilTesla to look into this. Thanks for the input!
@ZEROibisMight wanna take a look at this
https://forums.sinsofasolarempire.com/358220
Comments say the newest version has a tech tree editor!
I wouldn't suggest that. I opened up the link in Firefox and my Avast! antivirus detected some trojans.
Noted something else when playing the EA last night... the colony capital ship when built causes a minidump... that is all... for minidump reports
also I noticed a major difference between the EA starbase/military outposts. EA has major range on their starbases while the Minbari outposts have like 1/3 or 1/4 of the range... this confuses me greatly seeing how the starbase has long range beam weapon upgrades
Thanks for testing EternalRequiem!I identified the problem... Lazy me, thought I did not need to change much for 1.041... Needed to change the string.entity as well as the entity.manifest. Will post a fix in the near future (just need some input from EvilTesla on an ability first!)
As for the starbases, EA always has the better military starbase tech. Though only 2/3 the range, the final weapon upgrade of the minbari is much more capable than the missiles from EA. Still, the range is nothing to be sneezed at!
Avast seams to find a trodgen in everything. Probibly becuase there is a wide range of false positives from that program.
really... I didn't know that about avast seeing how I also have that as my anti-virus... hmmm...
Could be he is using a different version (is there not a free one or something)
BTW got nothing on NOD32
My avast did the exact same thing when I put the link in my firefox address bar... though I expected it would happen but I don't trust all the alarms that go off on it. Why the alarm on a secure site like the forums for sins? lol false alarms yay... makes people who are paranoid panic and run around helter skelter
I am also running avast free 4.8 with firefox 3.53 and no popups other than the scanning window and I have avast ste to MAXIMUM paranoia
harpo
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