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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Hi,
being absent for a bit, I must say congrats Hael-sose on this very shadowy ship/structure - creepy. I need to go to sleep now, so I will have to look through your posts tomorrow. Here's something for you:
http://s1369.photobucket.com/user/TobiWahn_Kenobi/slideshow/Centauri/Primus
edit:It's in the repository for testing now
Thanks!
On the primus, gorgeous, beautiful texturing. How many poly's did it use? It looks very detailed. And, I like you chose the darker colour scheme. I'll download the latest build to see ingame.
Primus looks nice. Sadly, the sync function for the repository is kicking my rear. Perhaps I'm too tired.
Just shy of 12k. tried to use less, but this cinematic ship demanded the polys.
Give me a call if you cannot work it out
Thanks. We use my ModEditor for linking the Abilities/Buffs, but for visual analysis this might come in handy.
Yes, we need to tweak the constants, the fact the younger races do much more easily amass fleet than elder races sounds fine with me. It was that way after all in the series.
Wonderful. Thanks for investigating, correcting and implementing all this.
Damn, why is the AI so stupid? Hope we can work around all those bugs without sacrificing balance or B5 feel.
OK, thanks for checking.
Looks really nice. Perhaps adding another joint to the legs (and having the last joint then not looking straight downwards) might make it look more "finished)
We could adapt the GalaxyScenarioDef
Didn't find anything, sorry.
True. Should we or not? I do like them to research it, but if it breaks AI behaviour, we might have to let it go.
I'll rid the tech trees of the capital fabricator but you'll have to add them to the GalaxyScenarioDef to ensure every faction has one at the home planet, and that they are buildable thereafter when I return that commit to you. I'll also rework the titan prereqs for each race to ensure vital tech is hit along the way.
Hi there,
added Vorlon Scout mesh by Hael-Sose.
http://s1369.photobucket.com/user/TobiWahn_Kenobi/library/Vorlon/Scout
it is now used on the Vorlon Fighter (Frigate) while the model used earlier (Vorlon Frigate) is now used for the heavy drone.Submitted to Rebellion_testing
Nice, things are coming together.
Looks good! Glad to see that at least someone is still able to do something in this humid warm weather
Vorlons and Shadows are very stable in the last build. i haven't had a minidumps even in a huge FFA(only with vorlons and shadows, tough) with Titans build.
Will start testing younger races next.
Thanks, work is keeping me uber busy of late. I hope to contribute some this weekend.
In my mucking around, it appears the Shadow did not have colonizing research access to all planet types, oops. It is now corrected in my version of the DB and will be passed in my next commit.
Sorry for going MIA my HD crashed had to reinstall windows, will post until the next commit is available.
Sorry to hear, work is keeping me to busy to make any headway at the moment.
Darndest thing Narn Rongoth was used effectively by the AI as a means of thinning fighter numbers and in preference to engaging frigates or capital ships. It would engage in a fleet action but prioritized strike craft, and would maneuver to maximize effectiveness against them.
Trouble shooting your own work is like Ground Hog Day mixed with a sadistic twist of deja vu and a morning after hangover.
Never heard of it described that way before... but I think it fits.
Vorlon Squad Fighter by Hael-Sose
http://s1369.photobucket.com/user/TobiWahn_Kenobi/slideshow/Vorlon/Squad%20Fighter
Wow. So much effort for something rarely seen. Though I'll admit to following fighters a time or six to observe weapon effects.
I do this often, love them duke it out
I am so glad to see this mod still alive. The babylon universe was always one of my favorites and simply to see an omega destroyer flying makes me happy again! I would be absolutly amazing to see the mod completly finished some day. It is already amazing, but to have station and ship models for all units, fitting the babylon 5 style would make the atmosphere even more perfect! I hope you will keep up that great work! Hopefully it helps to know, that here are people who simply can't wait to see more of it! No matter how long it will take to finish this mod, no matter how the final version will be or if there will be a final version at all: I have already played this mod for hours and it was incredibly fun, so I want to thank you, thank you for all the time and effort you put into this mod. As a player, I think it was totally worth it. Thank you, for so much fun and thank you even more if there will be more in the future!
Thanks! I'm on holiday in Hungary at the moment, hence the silence. I'll be back next week.
If you have any ideas for balance, pacing or any bugs you've encountered please let us know. Testing is very time consuming and I'll admit to shortcutting if I hit "good enough" or "it works" which may not be true for every gaming rig.
Please be sure to use the latest build to minimize duplicated effort and thanks.
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