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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Glad to have you back
@Tobiwahn - Have retextured Omega back to the texture you saw before ... still a WIP lot more details to go ...
New Mesh for the OMEGA
Looking good
I have been very buisy with tests for the last week and from the end of the previous week. I will be working on the EA tech again this week. I hope to have a good draft of all the tech in place by the end of next week so that we can then work on the descreptions along with the cost/time ect.
Something to think about is how long we want the time lines for this game. Personally it seams that in B5 there are a heavy use of cap ships. A lot more than how regular sins works. I personally think it should take longer to research the tech for a cap ship then to build one.
As far as the dynamics go, yes I know that is more something to worry about later on when the basics are done, I think that becuase fleets can basically go anywhere on the map at will the strats will rely on the use of many smaller fleets with 1-2 cap ships. If you even look at the initial EA expedition to minbari territory they had quite a few cap ships along with supporting frigits.
Worst case I can actually create some balencing equasions that I am learning in economic stat right now that would allow us to mathmatically balence the races overall power but still give them very different strengths and weaknesses. This would logically work by assuming that the three basic races to the current game are equal; however, more advance formulas could be developed.
Stupid "Myrmidon" This only sketch and need add round surfaces. But this ship not have many polygons, only ~ 1k tri Sorry for low-res image [7.3kb] *image deleted*
Has potential:)
EA Omega Update WIP2 (Main Hull)
Still a lot more work to do ... just an update!
Impressive! You have talent in 3d texture work ! About "RAM ability" - no problem! Use buff with spacemine and in other file write radius and damage (may use effect with neytron torpedo ).
If need - i make this ability (earlier i use this ability on cobalt frigate [kamikaze-run] against big ships.
Question - about "damage radius" 1,2 km ? And damage - how many points ?
P.S: about "Myrmidon": this ship not have many detail and not too nice like "Omega" "Olympus", "Explorer" and many others ... and main problem - on this ship i not find good schemes, only photo [like "Marathon"]
Thanks as is your work:) Yes! Could be an interesting option to ram...
For big ships like "Warlock" or "Marathon" need create special big missiles [like "neutron torpedo"] and deploy their as spacemine - but he immediately fly on targets. Enemy may destroy missile use normal weapon.
Especially if he use beam weapon. Fighters be work not only as fighters or strike craft but and as anti-missile weapons.
When i ended i send ability to SteinerX.
About spacemine for EA: in film "In the Beginning" says about nuclear weapon onboard EA ships. Maybe use ability - deploy mines [1-3] ? Use against minbari [allure on mine field].
Thanks! About the myrmidon, this ship should also not have many polygons, as it is cheap as chips.
About ability, cantact EvilTesly-RG for the ability to ram, he may have some nice input for you. He's a master of abilities.
RamAbility - not a problem. I try and very interests.
http://rapidshare.com/files/300508886/AbilityRAM.rar.html
About EvilTesly-RG - more interest self made miscellaneouses ability
P.S: now use "destroyable" rockets against pirate - after launch six missiles - only 1 (!) missile damage cruiser.
Others - destroyed.
Very nice! Might I make a suggestion? Could you add an 'O' to the lower and right of the EA logo? All EA ships have the first letter of their name located there. Example.
Thanks for the ability Zvezdochets, but I as of now refuse to try to download from Rapidshare - it's always overloaded and I don't want to pay for downloads.
No problem!
http://sri-corp.com/Forum/index.php?action=dlattach;topic=2436.0;attach=2229
P.S: now work on "Monsoon" gunboat [crusade era]. Nice ship. On this time - 3.0 tri and soon finish his.
Like earth "White star" small and good armed. And "Tillmann" battleship [non-canonical]. We all have done nearly all EA ships ...
A very nice sugguestion ... it does look good, but the letter becomes visable on the inner side ... for now ... perhaps a future mesh ...
EA Omega WIP3 (Third mesh!)
@Zvezdochets
If you feel confident and capable, you might try something different. How about babylon 4 and 5 stations ( using about 10 to 12 k polygons)?
I'm sure you can do it.
Need use few section [like omega] or use only one mesh ?
P.S: i not start work on station maybe later when we finish work on others ships [explorer, hyperion and others].
Motivation is disappeared
A rotating section would be wonderful, but perhaps we try to use the conventional approach first, and then try to do the rotating version
nice. rotating version is what makes the bab5 ships so different. a static one will look a little strange but will be ok i guess. I wonder whether the symetric or diagonal look is best
What symmetric or diagonal look?
choosing a static point that the rotating part stays in. some look wierd.
Hu?
Understood.
You do know that, in their mod, the part does rotate? It won't be static in the mod itself.
The Omega rotation looks nice ingame!
Tobi's just ironing out a few issues with the mesh ... finalish tex. - cl
.da and .nm textures to go all being well!
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