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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Dutch you are? Well, I didn't really like the many hidden fouls they were making, but other than that, they played pretty good.
Well we're doing fine so far. Worried about Mexico though. Hate the fouls as well, but at least we don't bite people
Much to much violence in football these days anyway.
hehe, he needs to be fed before the match. Poor hungry guy
how the hell do you get this mode running?
Hi there,
Just like any other mod, basically just place the mod's folder in the right mods-rebellion folder and then enable it via the menu ingame. If you are unsure where the location is on your computer, then the menu has an option to show you the right path. You can find the right menu from the main menu -> options -> mods
Or do you encounter other problems?
I noticed the Narn Sho'kar was still a cubic placeholder, I've created a now model for that (with placeholder textures), I hope this is the canon model?
Also, I couldn't resist making up some Shadow vessels. There's so few canon models, not enough to cover all roles (siege, seeder, etc) so I'm experimenting some. Here's some samples, tell me what you think.
http://i60.tinypic.com/10s51jp.png
http://i62.tinypic.com/2ezsrdf.png
Hi,
Haven't played your mod, but did like the B5 series and have to say a lot of your models are very nice looking. Just wanted to comment on one thing:
The reason for this was probably (in part) that they had no need (or desire) to spread. Their homeworld was seen as a fortress. Their ships were mostly leftovers from their last war or slowly, in secret, built over the 1000 years since and hidden away in various locations then activated and recalled as needed. They were also so technologically advanced, that they didn't need many different types of ships as the few they had easily filled all needed roles (including planet bombardment).
Personally, in Sins, I don't feel as though the Shadows fit well as a playable faction (canonically speaking). I feel as though they'd fit better as the Pirates, or as a random event (similar in concept to either the Mad Vasari or Partisans/Open Rebellion). I say Pirates because it was possible to influence who the Shadows attacked (bounty), but at the same time, there were actual Pirates in the B5 universe and I'm not sure if you'd want to lose that... although they were very weak and (truly) prayed only on weak targets (freighters, weakly defended outposts), unlike Sin's Pirates. So maybe the B5 Pirates would be better regulated to a random event?
Vorlons I think are similar, in that (again, canonically speaking) don't fit well as a playable faction. They mostly just sat within their own territory until near the end of the war. Then they never struck out directly at the Shadows, but rather at those that allied with them. They almost might fit better as the owners of the Sin's Occupied world and, if possible with some clever doings, a random event.
Just throwing out thoughts. It's obviously your mod and you should do whatever you feel is best for your vision of it.
Go here: http://b5warsvault.wikidot.com/ and download the zip files for any race that you would like to see the ships official(video game, rpg game and tv and movies) and unofficial(user generated)
Another good site to look at the ships(pictures, 3d models) is this one: http://www.smikesworld.dk/smworld/galleri/spaceships.html
Looking through some of this, that reminds me... if you guys really want the Shadows to be playable, don't forget that they had "allies" of their own (ie, Drakh) and you could very easily "combine" them together to give you the ships you need.
hi, gives a new alpha or pre alpha for play a bit in the bab universe?
the waiting is so hard:-(
I like this one; I immediately thought it would do well as the Assassin, which fills the corvette role.
[quote who="Hael-sose" reply="4606" id=3476152"]http://i62.tinypic.com/2ezsrdf.png[/quote]
I'm not sure what to think about this one. Keep plugging away, the visions of your fertile mind are inspiring.
We considered the Drakh, League of Non-Aligned World races among others but there is so much effort remaining just to install the core races that those secondary efforts will have to wait.
As to the Vorlon and Shadow being playable races, the verdict is still out. Despite several years of tweaking balance both races remain OP. There are issues with the AI that make this even more difficult. Once established, both the Vorlon and Shadow are unstoppable, but the AI makes poor use of this.
We also considered having the Shadow as a raider option, but for now the intent is to have them as a playable race.
Right, sorry, I was mentioning that as a make the Drakh an actual part of the Shadows, not a separate faction. Umm... similar in concept to the Dawn of War series of games, with the Tau, how playing as the Tau faction you're actually using two or three different races' units all operating under the same banner. Hope that makes sense.
As to balance, yeah, canonically the Vorlons and Shadows were OP. The only reason they didn't just steamroll was because it wasn't their end goal. That's kind of part of why I say I don't feel as though they'd do good as a playable faction. You'd have to probably nerf them to oblivion (in comparison to what they should be) in order to get them at an "equal" strength to the other 4. And that, to me, wouldn't feel right....
Again, though, this is your project so take it however you want.
Looks very Centauri like, which since the Narn used available parts makes sense. The following link confirms your revision is good:
It does and we did consider it as possible future growth. Honestly, the last review was 2 years ago and we've made great strides since then but there remains much on the current to-do list.
Actually the Drakh were a servant race of the shadows since the first shadows war(the planet killer is actually drakh made using technology from the shadow), the shadows and the vorlons both use servants races to pilot their fighters and ships.
About the balance I played the B5 RPG for a couple of years and the balance is fine with all the ships, bases and fighters in the game, and the game stays true to the lore(since it had authorization from JMS), the same ca be applied to this game, after all the younger races actually develop ships that can rival the first ones(valen, bluestar, whitestar, victoria, etc) and they have the advantage of a lot of more resources.
At the beginning the shadows and the vorlons should be a lot more superior but not at the end at least not that much 2 or 3 whitestar were capable of killing a capital ship of the first ones and the victoria destroyer can take them one on one, it actually was the most powerful ship when it was build.
And remember that the shadows were actually steamrolling the vorlons in the first war, the vorlons had to create telepaths from their allieds to beat the shadows who according to the lore were the second of the first ones after Lorien, so they actually were stronger than the vorlons.
Sorry i digress what i wanted to said was that you should look at the rpg for ideas and ships to obtain a better balance.
Thanks for the references, unfortunately there's no 3d models left there, but the PDF's were a great read!
Interesting, even though they've never been seen fighting together. I've also thoughts about tech that allows you to call on first ones to battle the Shadows/Vorlons for balance. Too bad we can't program the AI more directly, there's some nice scenario's I'd like to replay I've had long thoughts about Shadows as the pirates like you have, with Vorlons being some kind of help-scenario-tech or spawing events. But I think the focus is first to get everything done on the path we're on now, so much to do..
@TobiWhan_Kenonbi, Perhaps we could have a milestone defined for what needs to be done for a new alpha? Also, the base post is rather old (it mentions 2012 in the title, and it's now Rebellion compliant) and not up to date. There's already an alpha post 0.43. Is it possible to update the main article?
Thanks! I noted there's talk of assassin in the tech but could not build it. I have a new tool for organic models and just wanted to try something out. My only concern is that it's not enough space-ship like,
LoL me neither; it was just an attempt to use more common shadow shapes instead of insectoid, but somehow it appealed to me. As I said, just experiments.
Yeah I had the same picture to work from. Given your statements about Narn reusing stuff, I made the top wing the same as the side wings. Seemed just more practical.
And in general, nice to read so many new posts; it's good to know people still like B5 after all these years, there's just something to that show I can't put to words and I'm just glad I'm not the only one haha
Wonderful. I'm out of order at the moment, ligamental strain. Hope to be back in action soon though, to finish the primus, than the many vorlon models and finally onto your Narn ones.
I like your shadow creations, btw. especially the first one.
I do understand, and it makes sense. Darvroth didnt mean we couldn't add them to existing races, my objections come from the fact that we still have over 80 models to create/texture, so adding new ones to the agenda seems pointless at the moment.
I do want to release a rebellion compatible version for this summer. What needs to be done is get it to not crash on enabling all victory conditions and no minidumps. Then we can release it with whatever content we have finished.
I also want to open a mod-page on ModDB when we have a rebellion build for release.
Thanks you allTobias
Working it, one bug at a time. The problem is some are serial in nature and can be cloaked or hidden by a more obvious bug. Also, not all bugs result in a crash, odd AI behavior also fits my definition, as does something not working when it should, or it used to.
yea my main problem is i think this is a old copy of sins, it doesnt have a mods option. and i am not finding anyway to update it
The folder pathing for mods changed for Rebellion, but was consistent for SoaSE, Entrenchment and Diplomacy. I don't have the path for Trinity handy but for Rebellion it is:
C:\Users\UserName\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82
Sorry to hear. Hope you get well soon!
Thanks, getting better already. I can almost walk Working late night on my day to day job at the moment, perhaps I will have time this weekend to finish the Primus.
The last official released version of the mod was for Diplomacy, the last sneak peak for Rebellion. If you have a version of soase that is older than rebellion you need to buy it (on steam or stardock central) to play the next official release of this mod.
Darvroth changes now finally committed to the repository. Next round of testing can begin.
wonderfull good news,cant wait:) and i will it say again,your team is unbelievable cool,genial and my really favorit for bsg modifications:)
There are many great features available to you once you register, including:
Sign in or Create Account