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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Be advised we still haven't completed the rebellion mechanic as some call statements still refer to the vanilla ships (TEC) for rebel or civil insurrection. Rodney thought he had this figured out shortly after Rebellion release but it was never fully implemented. I'm confident you could cull Vasari and Advent ship models across the board with no impact. If I'm wrong then the rebellion mechanic is the most likely culprit.
They sure didn't make finding V 1.83 easy did they?
no, did slip under my radar as well
V 1.83 seems not only stable but my rig ran considerably cooler than previous builds which is an indirect measure of processing and system consumption in support of the game.
I've been thinking...a dangerous activity...in my zealous attempt to fabricate unique approaches to the diverse races SB I overly complicated them. I'll begin an effort to simplify upgrading SB which will also assist human players as AI are never resource poor and the current scheme consumes too many resources on SB construction and upgrade given how easily an SB can be destroyed.
TobiWahn, when you get a chance can you lob me an editor build with all the latest changes and I'll forward my results... Thanks.
Will do in the next day, thanks!
Ok, the conversion to 1.83 included some renaming of files to follow existing conventions, unfortunately that messed things up for many of the races SB. EA and Centauri will not build the military outpost. There is an original file called Starbase_*race*_Military_Outpost for each race and that is the wrong file for the MobileConstructor to build and it also breaks all the SB upgrades.
The correct file calls for the Constructors should be:
EA: StarBase_EA_EA_BattleStation
Centauri: StarBase_Centauri_Orbital_Citadel
Narn: StarBase_Narn_JaStat_WarBase
Minbari: StarBase_Minbari_Warrior_Caste_Station
In every case StarBase_*race*_Military_Outpost is the wrong file and is the reason the above races can't build a military SB.
I suspect we'd need to specify our own RandomEventDefs.randomeventdefs that either don't have those RandomEvents or use modified ones that use, say, EA ships.
Also SotYR uses the normal AsteroidDef.asteroidDef which also references Advent/TEC/Vasari models for planets such as the Ship Graveyard.
Observed several sync errors during Lan MP games today.
Sync Error detected between player0 and player1 at tick: 79440. Again at 745200 and at 11002200. Reloading recovered and some MP features continued to work but the game was essentially split into two with the off player being taken over as an AI.
These desyncs appeared to be associated with placing SB and planetary modules. After reload the error leading to the desync could not be replicated but a new error would occur sometime later. Frequent saves helped. Ideas?
I'll try web MP later and see if they suffer the same issue as LAN MP.
Edit: Web MP doesn't appear to have any issues aside from some late game lag.
Is there a race modifier that increase the targets per bank for a titan? The EA Victory is a killing machine all out of proportion to what was intended and what my understanding of the entity files represents. The Victory is behaving quite a bit differently to what it did under 1.82, something important changed with 1.83 and we didn't catch it yet. Ideas?
Edit: Tested the other titans and the issue is solely found with the EA Vengeance. It seems to be able to simultaneously target 30+ ships on each facing and makes short work of most foes to include Vorlon and Shadow.
"Old version of Sins detected. Ensure you have the latest update." WTF Both were running V 1.83. I've looked at all the developer sites and Steam and there is no information about a newer version. Ideas?
Weird. Steam just presented me with a Windows 8 look then didn't when I logged back in. If they force that crap down my throat I may have to start organizing angry 40 somethings until they change it back.
I'll be out of contact for a few months due to a crossroads in life. TobiWahn, my last question to you via email is still valid. See everyone on the other side.
Is it normal that the Ability "Squadron Automation" to work properly only in the beginning. Later, she is no longer effective ...
Ist das normal, dass die Ability "SquadronAutomation" nur am Anfang richtig funktioniert. Später zeigt sie keine Wirkung mehr...
Hey guys.
I've been really excited to try out this mod, but I can't get it to work. I downloaded Release 0.44a03 but for some reason when I try and activate the mod, it gets stuck on the loading screen with the rebellion logo.
I've tried activating the mod from within the game, and making my own EnabledMods.txt file, same result both times.
I'm running Rebellion 1.82.
Am I using the wrong download?
I've tried doing everything like I normally do for mods, made a "b5-sotyr" folder in "Mods-Rebellion v1.82" as the intructions said, but just won't start
Any help would be appreciated.
My checksum is 135719537 is that matters?
Quoting StarBornDK, reply 5039Hey guys. I've been really excited to try out this mod, but I can't get it to work. I downloaded Release 0.44a03 but for some reason when I try and activate the mod, it gets stuck on the loading screen with the rebellion logo. I've tried activating the mod from within the game, and making my own EnabledMods.txt file, same result both times. I'm running Rebellion 1.82. Am I using the wrong download? I've tried doing everything like I normally do for mods, made a "b5-sotyr" folder in "Mods-Rebellion v1.82" as the intructions said, but just won't start Any help would be appreciated.
PreAlpha 0.44 for Sins Rebellion 1.83 - Look at the version number. 1.83 probably not running under 1.82!
I thought about that, but there's no download link for 1.82 though. Looked at their website and the previous mod is unavailable
our latest built for in testing is: 71fed7c65bc44055f7a5532615c0ffeb97bd0f0e [71fed7c]
the previous build was: c5658916c2e1d1c3d011685141605493c484c3ee [c565891]
the first 1.83 compatible was: 29ce8cf8800301629ee8480ca473034e3dff4d17 [29ce8cf] 2 builds back.
u need to have 1.83 to play after 29cebf.
Sorry, wrote you back just now. I'm pretty much not at home for most of the last 2 month. Many things happening, good and bad. So progress
Yes, no official version for 1.82, sorry. Can't keep everyone happy I guess, but you can just opt-in on Steam for 1.83 and help the community find bugs in 1.83 and sotyr
Since the not reasonable to not work with the "Squadron Automation," I have these times recreated and assigned to the ships directly, now it works well. Just as some "Capital Abilities".
Da das mit der "Squadron Automation" nicht vernünftig bis gar nicht funktioniert, habe ich diese mal neu erstellt und den Schiffen direkt zugeordnet, jetzt klappt es auch. Genauso wie einige "Capital Abilitys".
Gruß
JB
New DLC "Outlaw Sectors"... wonder how long it will take to conform the mod to all these changes...
Hi there!
Huge Babylon 5 fan, would love to play some sins as Minbari
I appreciate that the mod is described as unstable....but is it playable with 1.85? I looked through the last few pages and it just refers to 1.83?
Thanks!
Kieran
The last internal build was 1.83 compliant and was reasonably stable. It will take some effort and a good deal of time to update the mod to 1.85 and that is not including any new content the mod team intents to add.
I would love to see an update to 1.85 for this
Yes, we want to see the version at 1.85, with only bug fixes from previous versions!
Thanks for the mod!
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