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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Eh, my SoaSE time isn't as often as it used to be thanks to filling out applications by the handful...
Problem is, I have little to no time to play. Spare time is divided between outside activities, friends, working on projects like SOTYR and playing No Mans Sky
Also, I'm rather the coop LAN play guy with friends. And I haven't played multiplayer in about 3-4 years.
I used to play MP with my son with great frequency, a lot of the balance efforts were to improve the MP experience. The races aren't and never will be balanced but the tech trees are banded into early, mid and late game and correspondingly shift the balance of power.
I've noticed most of the 4X crowd are active with Stellaris though there are still fringe groups enjoying older games, esp with particular mods.
Quickfix from 0.45a to 0.46a for 1.92 menu bug fixed, full download archive will come later
https://mega.nz/#!kYhhALIQ!v3aO1hLX6Osxh_Dvbvp2_qp9-nfoNGFJQdGKxKzYRHI
0.46a full download
https://mega.nz/#!FZxVlbhS!9i1SOt8f1Qy8xPvGirJ0nHDKX46Nv2FskM8vu0TLnLo
Just an idea don't know if anyone has suggested it already but you should make two different variants of the primus one with the mass driver and one without.
The Primus mass driver is a capital ship ability so...chose a different ability set... I'll have to look how they are packaged, some capital ships have sort of pre-programmed ability upgrades based on ship level, others have more flexible arrangements.
You'll find planetary bombing damage is pretty nerfed for most races, this gives time for fleets to arrive and prevents a glass and go campaign though the Shadow and Vorlon late game can do so. The Centauri Primus and Octurion mass driver abilities really make a difference when reducing a planet, esp when there are multiple capital ships adding to the mix.
To keep your Centauri capital ships alive escort them with the Morgrath frigate with the unlocked tech ability ECM. ECM periodically draws fire from the capital ships to the Morgrath (which doesn't live long as a consequence) but since the Centauri favor mid range forward arc firing weapons you have to survive the initial beams to close to optimal weapon ranges. The AI will focus fire on capital ships so it is a very useful fleet enhancement tool.
I'm going to be honest the main reason why i suggested it is because I prefer the look of the primus without the mass driver hahaha.
Ah, well there's only the one model which is independent of any particular ship having or not having that ability unlocked. I'm not even sure the engine will support if tech tree can unlock a different model...I'd have to ask the folks over at SOA2, their mod has been more or less complete for 3 years now though they keep improving it.
Thanks for the explanation! Since SOtYR is still short 70+ models (at last count) having a duplicate of an existing model for the sake of finesse will be dependent on volunteer labor. I'm know TobiWahn has a prioritized list of models he'd love to import. The ominous black cubes are so distracting...Though it was a big improvement when they took on faction hue.
Two models I can't wait to be done are the warlock and the centauri titan.
Centauri Titan is done. Or am I missing something? Adira should be ingame. I did that model over a year ago.
Closer to two, yeah it's in game.
Wow ok I maybe its just my brain playing tricks on me probably getting it muddled up with another ship my bad.
Having an issue. I have imported the brush files to the window folder so I could use the hud icons, pictures and mainviewicon. I have added them to the brush file so that the game recognizes them. The textures have been imported to the texture folder. When I copy and paste for example picture-capitalship-ea-omega into the entity file for the omega and go into the game the window is blank. Same happens for the hudicon and mainviewicon. I have done this with ships from other mods and they show up, however, SOTYR is the only one that they are coming up blank. I enabled SOTYR mod to see if there was any issue within the mod and they show up. So for some reason when I import it into the mod I’m doing (mod is for private use) they won’t show up. Is there something I am missing? Can you help me with this?
So you want to import our assets into your private mod? As long as its private that is totally fine with me. But as to why they how up blank I would need more info on what exactly you are doing.
We use our own texture files that need to be copied as well and I'm not sure if there are other dependencies. Are you using Dev exe? if now that would greatly help as it gives errormessages about what is missing.
Just curious - what mod are you doing? A Babylon 5 mod or a a crossover with other SciFi universes?
Update/patch for 1.93
https://mega.nz/#!8M5CyCYJ!_o5pAlNTjzWNW-_KAZ5Ngdi3LD4WhiZkVPej2Vgf5ug
The new update would make it really intriguing to add the LONAW races as minor factions. If only time and (wo)menpower
Interesting, It'd make sense to make the entire LONAW a faction vice each race as a faction as there just aren't enough ships to satisfy the AI if each race was a faction. Alternatively a tech common to the Younger Races could unlock "bonus" fleets made up of LONAW ships. There are several mechanics within the game that could make this work but of course that means more models....
We could just make one race as a starting point for minor factions, they are configurable to some extent in the galaxyscenario.def/gamesconstants.def
But yes, as I count myself as 1/16th of modeler/texturer right now there is no hope to add yet another race. Perhaps in 2030
Ich liebe den Mod und Babylon 5. Vielen Dank für deine harte Arbeit. Schöne Feiertage.
Advate
So you want to import our assets into your private mod? As long as its private that is totally fine with me. But as to why they how up blank I would need more info on what exactly you are doing.We use our own texture files that need to be copied as well and I'm not sure if there are other dependencies. Are you using Dev exe? if now that would greatly help as it gives errormessages about what is missing.Just curious - what mod are you doing? A Babylon 5 mod or a a crossover with other SciFi universes?
sorry it’s taken so long to get back with you. It is a cross over between stargate and Babylon 5. Yes it is a private mod. What I have done from the stargate mods I have been using is copied the textures from the texture folder of their mod to the texture folder of mine. Then I copied the brush files from the window folder pertaining to main view, picture and hudicon from their folder to mine. Next I went to my brush file and added the file names that was added to my folder so the game would recognize them. Then I opened the brush files copying the description, example: Picture_Asgardthor, then paste in the correct spot in that ships entity file. In each case for the stargate ships the icons have shown up in game. I have followed the same order for the SotYR but they are not showing up in game. I have checked to make sure the textures are in the texture folder as well as the texture names are the same as listed in the brush files. I have made sure the brush files located in the window folder that I copied are listed in the brush file so the game will recognize them. I copied and pasted the description name directly to the ships entity file, but nothing I do is fixing it so the icons show up in game. I hope this description helps.
Also I have recently come upon a mesh that the convert mod will not convert. And of coarse the mesh resizer won’t resize unless it’s in txt format. Have you come across this and if so how do you get around it to resize.
Last thing, I have some meshes for Babylon 5 that I got from a now dead mod that nobody is responding to messages, I don’t know if they would be of any use or would have to be redone, but I have meshes for:
Minbari whitestar and bluestar
Narn Th,Rahn and Tenthus
EA Icarus, Warlock and Marathon? (Not sure on that the last one)
constructor and transport
If interested I could send them to you.
*lurks*With the outstanding models, I've no idea how to create the mesh files that are needed. I can however work with solidmodeling software and export via .STL files etc. Would that be beneficial at all? Would they be able to be imported and converted to the format you're looking for?
Just trying to see if there's something I can tackle to help with the burden of model making, hopefully without creating any additional challenges.
Edit: Also of note, there are a larger number of models popping up freely available for download/printing that may be of use to this project. Is there a list of outstanding models that you're still looking for? I can do some digging and see what I find.
boshimi336 long time no see! I know TobiWahn is eyeball deep in real life, he's who will need to respond in detail to your gracious offer.
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