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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Yes, my very thoughts!
Try taking the current military tech station, increasing the scale, adding a second lower node cluster and making them obvious fighter bays. Connect the upper and lower at the center or not as it suits you.
TobiWahn,
I sent you a large commit via e-mail.
Improved overall balance, esp in the tech trees. Races are still unbalanced but not as much as previously.
Modified several races tech trees to improve AI behavior.
Further balanced ships across all races. In general early, mid and late game ships esp for the younger races are better balanced against comparable time line ships. More advanced ships will generally defeat less advanced ships for the same logistics points. Some ships age badly, some age well, a few have researchable upgrades.
Cleaned up many descriptions across the game.
Added additional names for all races.
Three months of on again off again tweaking, I don't remember every change but lots of testing and researched changes.
Given that 0.44 was a long time ago, any chance of a new version with all these gameplay changes?
Sorry, still restructuring my life and trying to forget the past 6 years...
Darvroth has sent me a large Commit which I will import this week I hope. Then I will verify its integrity and push it onto the repository. Will try to post another sneak peak after that.
Tobias
Thank you, and I hope you can get your life in order.
I've adapted the design to be more factory like. Here's a screenshot. The scaffolds can be moved closer or further throught the magnetic rings, to fit multiple ship sizes.
Truly unique, functional and very Minbari. Kudos!
Wonderful!
Thanks!
I've been trying to get this (and the religous caste station) build by the mobile constructor but that doesn't seem to work; nothing is build. @Darvroth Is that something that you've patched in your update?
Yes, the last commit I passed to TobiWahn fixed (again) yet more vexing star base issues as well as balance issues. Weapon mounting on the model is the start point for range calculations and for some place holders that start point is inside the model exterior which for some shorter ranged weapons has proven an issue when ships bump into the model edge but haven't yet reached weapons range... I corrected all Starbase weapon ranges to account for this but it may need to be retweaked once the correct model/weapon mount pairing is in place.
Commit is pushed to the repository, thanks. Will get back to you in the coming days
PS.: Short test with all Victory Conditions worked, but sins crashed on exit
Yes, it does crash upon exit, after the save which if it must crash is a great time to do so. I have had on occasion to force shut the program after the crash, some times not. I haven't observed if any particular race matters. Thanks for posting the commit, I
l'll give it a once over and ensure there are no unintended consequences.
Thank you! With Darvroth's commit I can now build the Minbari caste stations. Haven't had a single crash so Minbari seems stable. Now I can go back to creating the warrior caste station
All the races starbases are working, all the races titans abilities work, tested all races and i didn't crash once, except when you finish your game and exit.
Very Stable build guys, would proceed to test the AI in massive games(8+ races and 2+ stars FFA )
Looking good.
TY and I look forward to your results. The races are significantly more balanced against each other and early, mid and late tech matches. They are not however matched, by design some play better at different stages in the tech tree. EA for instance operates at significant penalties during the EA-Minbari war and again during the Clark vs Sheridan civil war.
One note here, there is an issue with the Vorlon shield planet abilities. I haven't been quite able to place my finger on the culprit by I know somewhere in those related techs there is an issue.
Here's a rendering for the Minbari Warrior caste space station. Emphasis on heavy armor and many fighter bays, as well as mayor guns.
Looks really good, bay entrances on the inside is a cool idea. If possible could a couple fins be added, perhaps as upper and or lower extensions to the armored projections?
Working on an update, I also wanted to have the guns mounted from a cavity rather than a mount. I'll also add the horizontal 'fins' from the military tech structure. Ofcourse then I'll have to redo the armor to preserve poly's so all in all a total workover haha.
Generally like the idea, but I think it is missing the elegance and alien feel that strikes fear into the heart of its enemies.
Hmm so something more omnious then uh? I'll think on it.
How about this one?
I like it.
Very cool design. Have sent you a mail regarding that station!
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