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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Also would it be petulant to desire the Un-aligned worlds as a playable race?
It already is, though minidumps might occur. Not everything is finished though
You might desire it, but there are two things standing in the way of your desire:
1.) Memory limit of sins
2.) too much work
We are still missing 182 meshes ingame. So adding another 50-100 is totaly unrealistic. Lets talk about that in 10 years
I've just adapted the frigates, capships and titans (no fighters) and committed the changes for testing
TY! I've got 3 races to go for titan repathing. I still want to redo the Minbari techtree more significantly but I'm thinking I'll send you the current balancing effort before embarking on that.
If I ever get hit in the head then magically wake up and develop the kind of skills you have I will be sure to help anyway I can with meshes .
if I ever meet you I can arrange the hit to the head, though the magically waking up part has to be done by somebody else
Ok I'll start testing for bugs in the new build tomorrow. Anything specific to focus on?
The latest tweak adjusted the engagement ranges for many ships to favor a shorter ranged weapon. This should improve the effectiveness of many early ships and prove especially helpful for the Narn, Centauri and early EA. The test would be if it does.
Ok I can't get it to work game crashed immediately when trying to open with the mod. I downloaded the most recent full version then I put the update in with it and replaced the duplicate files. Should I just delete it and use only the full mod and not the update?
You need to place the mod files in the mod folder typically: C:\Users\UserName\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\SpecificModFolder\
Once installed run the game, under options activate the mod, restart Sins, then feel free to play. The modding community recommends restarting Sins after any addition or subtraction of mods as it reduces instability. Hope this helps.
Yeah I did do that... it showed up under enable mod and all that.. I enabled restarted yadda yadda.. and boom crash and restart crash rinse and repeat..
Well I deleted it.. then reinstalled it without the update.. now when I enable the mod it wont even load it locks up during the load screen.. so I guess that's regressions not progression... I don't know what to do now?
\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\sotyr\
Make sure the path is correct.
It shows \Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 ... so I guess I will create another folder and shove it in there?
Nope didn't work infact I had to total remove and reinstall the game. I tried repeating the steps and it does the same thing I goto enable the mod and then it restarts and crashes...
Sorry my fault, there were old entity files that were exported into the entity.manifest but not included in the gameinfo folder. New commit should work now.
also, you should always test with the dev.exe, that way it would have loaded (did for me) and shown you the error just before the minidump/crash (if you are lucky that is)
also, you should always test with the dev.exe, that way it would have loaded (did for me) and shown you the error just before the minidump/crash (if you are lucky that is) <====I don't know how to do this?
So I should delete and re-download now?
yes, or just update your local repository (if you are using git)
in your sins folder under "Steam\SteamApps\common\sins of a solar empire rebellion" is an exe called "Sins of a Solar Empire Rebellion Dev.exe"
This exe will give you much more options for testing (shift-, or shift-. ingame I think) and also show debug messages.Be sure to backup your sins settings file though, as changing between dev and normal will erase all you settings from the option menus (key bindings, quality settings, player name and so forth)
edit: Sorry, I forgot you are not on the dev team (no space left on the free account), the sneak peak should work though, not sure what you did wrong. Best to delete the sotyr folder and redownload the sneak peak, then reinstall.
Yar will do.. thanks .
Where did you upload the new file? I went to the homepage wiki and DL'd and got the old one or at least if it was the new one it's doing the same thing.
Hello there! I had the chance to play again and just for fun, I played around with shadows (who could resist their dark side of chaos and evolution?) Maybe this is not a bug and meant to be for developing purposes, but I have made 2 games now and although the describtion says, that only 1 of 4 colony attemps are sucessful, I rarely see the seeding being unsucessful. without any additional research I am able to colonize 8 or more planets without any single seeder failing. that seemed...odd.
We have tweaked and overhauled the Shadow seeding ability at least half a dozen times attempting to find balance. I just checked all the abilities and buffs and the chance success for the seeding frigate is 100% and a 100% chance the frigate is expended by the seeding. The capital ship ability has a chance of failure as it has a nice buff for the planet and there is a small chance the capital ship will be expended by the seeding. The AI is frustratingly stupid, we have found that if denied colonization or after too many failed attempts it will shut down, roll over and play dead effectively stopping the Shadow faction. The shadow seeding frigate is expensive in resources and we hope serves as an adequate break to Shadow expansion in the early game. It is likely these values will require tweaking as more testers have at and we get feedback. I cleaned up the language in the description, you should see next build.
TobiWahn,
Just sent you a large commit:
You guys have put forth a ton of work. Any chance of a new public test soon since the old one is now horribly obsolete?
https://mega.co.nz/#!1UgCWSpI!ncyhi8hTc-dcMXbJezJduW9dKX-hCQnk5krr5U-o-RI
Is the latest public build, not that old. I will not publish these sneak peak links officially, as they may contain minidumps and such, but post them in this thread from time to time. It is on page 189 I think, you just need to watch carefully
I'm really loving this new build, the new models I've found so far look really nice. As usual you have all done an amazing job. So far I have played one game as EA against all other races and got a mini dump about 1 and a half hours into the game. Let me know if you want me to send the mini dump your way.
If there anything in particular you would like me to test, please let me know.
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