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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Rant: Stupid blog not letting me know it was no longer logged in AFTER I made a long post. Rant off.
After much testing I've decided on the following changes:
EA Tiger, Minbari Flyer, Centauri Razik, and Narn Gorith will retain gun AntiVeryLight and I'll double the base damage.
All other strike craft will have their gun upgraded to AntiLight retaining the weapon damage values which will half their effectiveness against other strike craft (due to the armor adjustment tables) and increase the effectiveness significantly against ships with L armor, effectively against M armor and of limited effectiveness against ships with heavier armor. The missiles from bombers still cause far more damage than the guns, with the exception of ships with L armor.
I still need to test the Elder race fighters but feel the same sort of scaling will apply. Ships with L armor will not fair well against clouds of fighters, I'll need more testing to see if this is unbalancing or not.
Minbari fighters were paper tigers and have required extensive rebalancing, expect some surprises next build.
Here's a pre-texture rendering of the Narn T'Loth. Because of it's very nature, it takes up some poly's but nothing too much
Nice, very nice and glad to see you are still slogging away at the model problem. Rebalancing the fighters is proving to be a pain in the rear, I can assume nothing as testing has revealed some interesting results.
I do not envy you, but I do look forward to the next build
Nice work on the T'Loth, love that ship
Fired up SotYR for the first time in a while and I like updates. Centauri Primus is really nicely detailed, colours are spot on, though it could do with being larger. ATM it's not much bigger than a Vorchan which IIRC was about half the size (width).
Found a hard-to-spot missing string from the Commodity Boom random event. Add ...
... to English.str and increment the count.
Welcome back, your insights are always of benefit.
Do you mean this one?
@ Darvroth: is this Centauri base in the Centauri tech tree? I was planning on doing the G'Karith, but i could start with the base too
SB Constructor for it could possibly be like its Minbari counterpart where is can either deploy civilian (like Ragesh-3's) or military variants of the SB. Former could have colony-pod/trade-port type upgrades, latter would have more weapon/armour upgrades.
A model for the G'Karith would be nice - I always thought (if I could figure out what the correct orientation was) that the angular 'C' or 'U' (sometimes with 3 dots) logo on the side of Narn ships would have made a good faction icon.
Woah, nice work there!
Welcome back. Thanks, worked hard on the primus. As for the size, if you can give me hard numbers (meters) then I'll adjust (easily done with the moddb). I thought I had the correct numbers from sources on the net, but I may have taken the wrong ones.
I have an old model of that one I worked on some years ago, may check it out if it is still OK.
Thanks to all for the positive feedback!
Ahhh I am already almost done. Well worst case you have 2 models you can choose from
When looking back in old (ancient) posts in this thread, I do notice seeing models from other people that are not yet in the mod. Do you have all those models or are they lost to us? Basically I am asking, to prevent double work, is there a list for which models you do not yet have?
Not sure how 'canon' these stats are, but the figures that 'Into the Fire' would have used were
Primus:-
Vorchan:-
Length of the Primus is deceptive due to the 'tail' and forward antennae. Width (beam) is probably the best dimension to use for relative scaling.
Sort of, I've scripted the EA, Minbari and the Narn SB but don't let that stop you. I'm almost done with the fighter re-balance, guess I found my new project.
Here's a untextured rendition of the G'Karith, with some blend-in from how the T'Loth and other Narn vessels look.
Good rendition, while purist to only have the one connection for the sensor ring at the base of the bridge would it make more sense to have a few struts for structure?
not quite. I do have a vast amount of models in various states of "finishnes"", but no list about them and I have no idea of the state of each model. Lets see...
I have
Most are not even touched, some are easier to get ingame, some more difficult. But that should basically cover it. We had more models once, but Zvezdochets wanted to not hand them over until finished and then had a Hard Disk crash, losing many a model in the progress.
Most sources on the net say the Vorchan is 608 meters in length, the primus is already at 1586 meters in the database. Didn't find a source claiming the vorchan to be only 360 in length (except the wikia). Some say it is about 260, some estimate it at 800 meters. I think 608 is about correct, but is easily adjustable if there is consensus that it is too large.
Nice! Should make that ring a bit more round if poly limits allow.
I'll see what I can do that still looks nice.
It would raise the count above 4000, but not by much, I'll check.
Ahh that's too bad, luckily we have the cloud now
TobiWahn,
Finished rebalancing the fighters and reviewed ship antifighter weapons making necessary adjustments. Forgot to review SB and planetary orbitals, I'll capture that in the next commit. On to scripting Centauri SB...
Fighters are now a bit tougher and cause a bit more damage. Missiles still cause the majority of damage when outfitted. The difference between interceptor and bomber roles should now be more apparent.
Hale-sose,
Don't forget the T'Loth uses blue accents vice red which is the Narn norm.
Does Mongoose have anything to say before I get heavy into scripting? My internet search has revealed little to any details about Centauri space stations of any type.
This might be a heretical thought but currently we have large clouds of fighters using squadrons where canon had individual fighters. For example B5 when fully outfitted had 3 squadrons of fighters, the current build Minbari Military Caste can have as many as 50 squadrons.
Despite just finishing a comprehensive rebalance of fighters if there is the desire I'm willing to revamp the numbers which will force the building of additional squadron types to accommodate those ships had by canon only had a few individual fighters fitted vice a few squadrons.
In my rebalance efforts I took the DPS for 4 squadrons as my benchmark.
Standing by while I begin the scripting of the Centauri stations.
post error
That's for TobiWahn and his epic texturing skills Will take me ages to figure out how to do that properly.
Can't wait until next build, thanks!Meanwhile, a sketch for the Minbari space station (Centauri space station is already modelled I read above). Very difficult to keep low on poly's because about everything is x8 on this thing.
Acorns in space!!!!!!!
All we need now is First One with a giant squirrel for a ship. Seriously, looks good; I especially like the uneven tube structures on the bottom as it perfectly complements the symmetry on top.
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