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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Is there any way to either
1) increase the effectiveness of the ai
or
2) add the species from the vanilla version to the mod
I set 2-3 ai at max settings against me but it just isnt the same, I'm not sure whats wrong but the ai dont seem to vibe w the mod xP
To reiterate the effort mentioned in Discord, I have cost adjusted all the frigate, capital ship, some planet module, titan and star base files (216 files) if I recall correctly. They are currently out for rebalance to ensure a Zerg rush wasn't accidently introduced.
The Vanilla ships don't stand a chance against the modded ships. Generally damage output is far higher from the modded ships. Modded ships also have a very different shield and armor characteristics and shield mitigation is used in the tech tree to toughen newer ship designs as the tech tree is unlocked.
As to the AI, it has many known and several suspected behaviors. Basically its dumb. At higher levels of toughness the AI is given additional resources as compared to PC players. I'm not sure how the AI achieves "aggressiveness" but the code implies the AI is given goals and works to achieve those goals. An example would be destroy N planet modules or X ships or Z type of ships within some time frame. It's also good to know there are several AI. Strike craft for example have their own behaviors.
Probably not the answers you were looking for but did that help?
So its not possible to easily enable the other races?
It can be done, but it requires diving deep into modding and rewriting a decent chunk of the mod code. It's essentially a different mod at that point. Also, the Vanilla Sins ships, don't stand a chance against the mod ships as a general rule.
Merry CHRISTMAS 🎄
Hi there!
I am currently rewatching B5 because its on Amazon Freevee and decided to revisit your wonderful mod to scratch the itch for some epic B5 space battles!
Is there an easy way to replace the awful looking tempcubes with another available model? Like just renaming some files?
I'd rather have some ship types share the same visual than having to see those cubes all the time
Really great work you all did with this mod, I check out ever new release and am always happy to see that it is still alive, even when the wait tends to be a little longer
Take care!
Yes, if you are comfortable with Python scripts. You can change the image the ship entity file calls from but that is technically making a sub mod. Always make a backup copy before tweaking changes so you can revert to a known good.
Thanks for the pointer guys, worked like a charm!
Replacing the meshName "tempCube_W3" with a value from another ship was all it took
Perhaps we should make a list of models that should be used as temporary stand-ins for the missing ones? Perhaps someone cares to make such a sub-mod?
Posted an update to Moddb to correct the MadVasari crash.
Should the "Orestes battleship" still be using the tempcube model?
For the moment yes.
It's been a while. Work in progress:
Nice.
I've completed the remastered textures of the Vorlon models, so I'll join our efforts in one download.
Nice! Looking forward to it
Woot!
Looking forward to one of you guys taking on the EA Warlock class at some point. Love that ship!
Any chance well see the EA Warlock?
Maybe. I do have almost no time to work on the mod at the moment. But have a half finished warlock somewhere on my harddisk. When the olympus is finished I might tackle that next.
Your the best man! Good luck on the endeavors of rl and we await on your mighty return
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