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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Update for 1.85
https://mega.nz/#!wJYHDagb!BIWWtg1m-YoYOc-MiaERdcoCAQ9DOJs_vXlu0VH_CiE
Oh, and if someone could please test and find the reason for the asserts when loading?
D:\SinsRebellion\main\CodeSource\Engine\DataStructures\DynamicArray.h(126): assert! [i >= 0]
and
D:\SinsRebellion\main\CodeSource\Engine\String\StringLibrary.h(107): assert! [result == 4]
D:\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(79): assert! [maxV >= minV]
Thanks!
Someone correct me if I'm wrong but doesn't this:
" 5. All maps updated to map version 5.
As far as I can tell, the only difference is that map version 5 removed the following lines from Star and Planet definitions. Probably because they weren't that popular, and their default values in galaxy forge weren't that accurate.
moveAreaRadius 60000.000000hyperspaceExitRadius 50000.000000
However, the change log says there is backwards compatibility with map version 4. So if you do really use these lines in special maps, you can continue to use them and ignore this difference. If you do update to 5, them the moveAreaRadius and HyperspaceExitRadius will always be pulled from the planet/star entity file."
Invalidate a significant tech tree for the Shadows and Vorlon who until this change had significant advantages on where in a gravity well they could jump from? I've not tested this since 1.83 came out but have others observed this change?
After a bit of research and asking veterans I'm confident I can address some vexing long standing issues:
Victory Planet can be modified to our liking.
Rebellion tech modifier triggers Rebel units, sadly these are one size fits all but I can get rid of vanilla. Their are two levels I recommend for level 0 early EA ships and for rebel 1 a mix of early EA and Narn ships. Alternately, I could rip the whole mechanic out except for one or two races. Counter arguments?
Pirates have a variety of levels I recommend early raids be B5 raiders, mid game be Centauri and late game be Shadow ships. I'd also have to adjust raid duration as the raids grew stronger. Counter arguments?
Sadly the new militia units from 1.85 are one size fits all. My inclination are early EA units but a more ISA approach to a random chance for mixed race fleets is also viable. Thoughts?
Testing the changes so far and wow what a difference!
So far modifications are working wonderfully. Only EA and Minbari suffer from Rebellion effects during their respective civil wars and the correct ships attack. Pirates have five tiers: two fighter equipped "raiders", one Centauri and two progressively nastier Shadow groups. A word of caution "raiders" are dangerous to colonies though I purposely did not include planet bombing among the Shadow raiders.
The Militia are annoying even amended and seriously retard most AI; I do not recommend choosing that option unless it is a PVP match. As a benefit the presence of militia increases clashes and makes diplomacy far more difficult.
A bit more testing and I'll forward the patches to TobiWahn for integration.
Most curious thing the Narn DagKar Energy mines didn't do a thing to the enemy but blew the snot out of any Narn ships in the blast area... Need to look at that again. The capital ship ability(s) worked as desired last time I checked...
Never done with this thing, always something to fix.
Took much longer than planned due to real life, but I found several abilities that were broken with the conversion to 1.8.5. I'll pass a bunch of files to TobiWahn that address a great many things: bug fixes, balance, AI issues, etc.
Not dead, just very busy with life.
I'm not sure if this has been addressed before, but why no Warlock destroyer for EA? Edit nm though its not on the OP list i did see it as an option in game. for the 1.85 update is that something i need to add to the previous build for 1.83 folder (from the OP), or is it the solo folder i need to copy into my mods folder?
The Warlock is in game and has a researched upgrade. The model is not yet complete or imported and has been in the mod for several years now.
Update for 1.91
https://mega.nz/#!pQwGCQrL!ltgl-BUOJxV3oIxVvULJUPdnjJeaZZ8KwIcy2jDKXnY
The WinRar File is Damaged
I've found a bug. The EA can't deploy the initial military starbase since it links to a "StarBase_EA_Military_Outpost" reference that was never added to PlayerEA.entity.
Rar ist ok, its the new Rar5 format though, so you might need to update winrar.
Changed the files and updated the download, thanks for checking.
Also affected Centauri
Tobi,
The 06 mega link seems to not work anymore
New Link:
https://mega.nz/#!NV4yXKrJ!ufuBMS-MMDmKi1iAm8fPTRNqcPm4ECr9tNA_Nlon8Jc
alternative:
https://www.dropbox.com/s/wdpnc9bmi54hzhl/sotyr_0.44a06.rar?dl=0
Thank you sir. And thanks for sticking with it
You are welcome
I just want to say what a great job you and your team are doing on this mod. unfortunately i don't know much when it comes to the meshes and textures. I have been doing some very basic modding using several different mods for my own personal game play and i have been able to get a mesh and textures for the Whitestar. i was able to fix some weapon locations editing the mesh in text format but the issue that i have is that the size of the whitestar in game is about the size of the Omega Class Destroyer and i figure it needs to be about a third the size. again i don't know much about modding meshes and textures so i don't know how easy or hard it would be to reduce its size, but is there a program that can be downloaded that would allow me to do this or is there someone in your team that i could send the mesh and textures to that could reduce the size for me?
Thank you for your help and imput.
You could use
https://forums.sinsofasolarempire.com/476805/soase-multimeshresizer-for-rebellion
there was another one but I'm not sure if it is still available.
Merry christmas and happy 2018 y'all. Better late than never
does anyone have a download link for that map for rebellion? I did achieve to find this map at some weird french website but it doesn't work. At least for rebellion. I can't open that map even in galaxy forge to edit, it shows just same black screen. (French website: http://www.jeuxvideopc.com/jeux/sins-of-a-solar-empire/mods/41818-babylon-5#)Is there any work around or did anyone released another map for rebellion?Thx in advance)Btw don't know if that is suposed to be so, but earth force one (EA capital ship) with 18 beam damage has like 0 range. It almost rams the opponent and still cannot shoot. Sometimes ocasionally it will if it rams and turns under some specific angel though.
We live!
TobiWahn those links were fixed in the last patch I sent you...however long ago that was. I've also done a speed and maneuvering re-balance that resolved several very annoying AI behaviors. Let me know when you are ready to receive the entity files.
You could usehttps://forums.sinsofasolarempire.com/476805/soase-multimeshresizer-for-rebellion I have downloaded it but I'm having a hard time figuring out how it works. Do you have a walkthrough of how to use this?
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