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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Thanks! And yes a lot of work but the results are GREAT!
Ah okay. I understand. Yeah, I saw the pic and it wasn't pretty. And at this point I really wouldn't suggest re-doing the mesh. In terms of gain-lose, it really isn't worth it.
In fact, it is better like it is now... only the name of the class but not the name of the ship itself... normally, in the serie, the letter come from the name of the ship... in sins, you can have a list of name for a ship ( since recently ) but you cannot have a bunch a texture related to the ship name since you have a single texture set for a mesh...
I think that it is the reason that the explorer class have "explorer" on his hull and not "Cortes" by example...
When i have texture my now removed starfury, i have create a lot of texture for it : team leader, black Omega, presidential escort, Ivanova starfury, etc... but it was only possible to use one of these texture with sins...
You forget B4, B5, Earthforce One, Advanced Omega, Asimov class ( one black upgraded version is the main ship of the psy corp ), Station prime, the secret station where was build the excalibur, raider battlewagon ( not EA but human )... now, you can cry
You absolute right! I forgot about this ships ... but a say about "in-game ships". And unknown, be added "shadow (advanced) Omega" in mod or no ...
It will be Tobi who decide... and i think that it will be related to the research tree... if i good understand, research tree are more related to a periode of time in the original TV series... and the shadow advanced omega is not something who is early in the series... so, if it is included in the mod, it will need a lot of research ( time )... EA have no superweapons of level 8 research... but a shadow advanced Omega can become a super weapons...
Until now, all potential research tree posted here seem really complex... when fully implemented in the mod, it will add a new dimension to the game ( mod )... but B5 is really a complex series/story ( maybe the reason why people like it )... the mod need to show these complexity but AI and sins limit can be a problem... by example, in the original sins, i have never see the AI build a superweapons... So, i trust that Tobi will make what is the best for the mod... and until now, he make a very good job... in fact, all your little team make a very good job... you, Tobi, Steiner and koobalt... other have help but the 4 of you have allow the B5 mod to survive...
You absolute right! I forgot about this ships
Not sure that all these ship will be included in the mod... but i really wish to see a psy corps dimension in the mod... it is really something important when related to the original story... if sins was with cut scene and scenario, presidential ship model can have be important... and of course, the B5 stastion is really very important... maybe it will become the more important piece when diplomacy will be released... B5 station is really about diplomacy !!!
Wasn't the excalibur built way after the shadow omega?
Yes, that is correct, rather than has specific names on the ships tex. a general name Omega/Explorer would be better.
Yes, looking forward to see what research trees are implemented! They will add greater depth to the game ... just hope the AI can be altered to cope with them!
YES! Tobiwahn has done a great job getting all the elements ingame! Just as Zvezdochets/Koobalt have produced/ing great models, and all the others for their input/help for making this mod something very special!
Yes
Thanks for the flowers (in all our name)!
As for the shadow omega - As said before, perhaps at a later stage (same goes for the Psi Corps) either as a seperate faction or included into the EA. We might also do other factions in seperate faction packs - LONAW, ISA, Drakh, Dilgar,...)
I also thought about using the first ones or Thirdspace aliens as Raider replacement for really heavy assaults ( if many many credits are put on raiders and the target has many a planet)
About rotating sections, I do not know if we really need every rotating section that way. I'm not sure we really need the explorer to contain a rotating section as it is not that distinctive. B5 on the other hand really needs it. The Asimov would be nice, but since I plan on using it as the trade ship, I don't know how important it would really be. (I want to use the EA Cargo Transport as refinery ship)
About trade ships, since we have no reference ships for other races than EA (mostly) modellers have to make their own versions. I only urge you modellers to try to make them fit into the race scheme.
Yes, like this idea ... something a bit nastier!!!
@ZvezdochetsYou just got the assignment to do them
As for Minbari, I know they use flyers, but I though of making a dedicated trade ship for them. Something unique!
Fileosoft is working on the sharlin now... having reach the 12k tri without the side "ribs", i am in a very painfull poly reduction process... hope to reach the 10k and being able to create the rib with 2k...
And once done, i have a EA fighter to finish, a Vorlon ship and a first one ship ( have already begin one on it, it will be a surprise ) for the B5 mod... i have work to do for the Tesla mod too... for the Starwar mod... for the Halo mod ... etc ...
So, i will help when needed but it seem that these mod have a good working team... maybe a second texturer will be welcome ( not my speciality ), but 3 with already 3 modeler in the rank ( tobi, you and koobalt ), it is more that enough... Hey, i think that Steiner have enough work until next year with you models and these of Koobalt !!!
Thanks alot thoumsin ( aka Fileosoft). As for texturer, yes another would be welcome since I hardly have time for modelling these days (texturing and guidiance take alot of time )
Narn fighter - Zvezdochets- very nice!
Centari fighter by Zvezdochets - Great work!
Always looking forward to your work!
EA Sagittarius New mesh tex!
mighty nice SteinerX!
Such a log would be great, but I don't think the devs will do such a thing.
What I would like best would be a grouping of combat into battles like Empire Earth 2 did. In the statistics at the end you could se all the great battles that were fought with start and end time, participating forces and losses and wheter it was a conquest or draw or defeat. THAT would be my battle heaven!
There are many great features available to you once you register, including:
Sign in or Create Account