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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
One question, since I went from Win7 RC1 64 bit to Win7 Enterprise 32 bit I ccannot use the particleforge exe anymore, because of an error in Kernelbase.dll. Anyone an idea?
EDIT:
Got it fixed running dxwebsetup!
I've done all that... i met all the requirements for the research & the tile shows blue meanning I have everything need to buy it. But when I click it it wont buy. It doesn't make any sound as it would if i didn't meet reqiurements. its it it just wont buy and thats the way with half if the military reseach screen for example it wont even let me buy the repair platform.
I remember a similar problem with a previous pre-alpha but quite some time ago ... have you downloaded the latest version? AND delete the previous version you had before installing the new version ...
Does anyone else have a similar problem?
I haven't downloaded any onther version other then the .35 one
Strange... Could you post your savegame please? So that we can see for ourselves.
Hm I sometimes had the same problem with the Mimbari research.When I have it again I can post it too....but how
I deleated that save & started on a differant mod. the "stargate races" don't get me wrong i would love to try this mod w/o any research bugs but at the moment i'm unable to supply a save file...
@sparten117No problem, if anyone runs into the same problem, please post the savegame so I can check for myself. Ever since I started this mod I haven't been really playing sins, just testing here and there so it is more than possible that there will be bugs that escape our QA (we don't have a QA, so that would be the reason )
I just got the research bug as well. Forgot a savegame though. By the way, Minbari have a problem. Their scout ship requires research in order to be built, and that throws off the AI. They can't expand unless they are able to scout, so they just sit there in a single planet with their thumbs up their asses. This means they don't stand a chance. Another problem is the fact that the Minbari are forced to build the very expensive Tinashi at start, meaning in a small map they can get rushed by an EA player with inexpensive Artemis frigates.
About the Scout - I thought so and have made it a point to address with the next release. As for balancing the tinashi, maybe by giving the Minbari an inexpensive scout at start would solve that problem as well. As for the research bug, please make asave the next time you encounter it.
Thanks for helping us!
@ZvezdochetsAfter adding more roundings and bevels to the armor plates I'm now at 4.3K Triangles for the Apollo, so not better than you ( how could I ). I started to texture this week and will post screenshots once it is finished (or maybe SteinerX will do so).
The problem isn't that they don't have a scout, its that they don't have a light frigate capable of being built cheaply and quickly.
Also, I don't like what you've done with the ship build speed and costs. It slows down Sins even more, and considering ships blow up fast, the value of an expensive capital ship is debatable. It would be nice if you slowed down the combat speed so it took more time for ships to be destroyed so people would be able to better retreat and save their expensive ships. Also, please add in some self-repair to ships. I doubt an EA captain would just let air keep venting from his hull, even if his crew has to resort to duct tape and spit, and Minbari have organic hull plating on their ships that probably has some regeneration. Oh, and adding in Bailknight's mod for any vanilla graphics you have and ManSh00ter's mod so there's pretty fireworks when a Sharlin goes up would be great.
There is one small problem about capital ships. The first one is free. This means the Minbari get a free capital ship of extreme power, and the EA doesn't have anything that can compete with a free Sharlin that early in the game.
Same thing in that in the B5 serie... early in the serie, if Minbari have not surrended for "religious" reason, EA will not more exist...
Stopping joking now... on the now dissappear topic on the old 7DS forum, Tobi have explain that the main work is to have the visual ready the more fast is possible... balance will be for after... we are always in some alpha stage... Tobi plan to jump to the beta once TWO races are complete... with two races complete, some balance begin possible... it will be difficult to balance the mod now when new ships are added each weeks...
About Bailknight's mod and ManSh00ter's mod... I think that it is SteinerX who have begin to speak about them... it is a possible option for the future... but since the B5 mod will be already particule heavy due to rotating part, it is not sure that using these two mod along the B5 mod will be possible without asking people to modify their game ini file manually to rise the max limit of particules ( who is 6000 by default )...
The B5 team is a very little team but they work hard... and they don't hesitate to add some workload by helping other mod too !!!
In short, just remember that it is a alpha... they only add material now... once two races are almost finish, beta and balance work will begin...
@Fileosoft Thanks!
As for the Minbari. my main concern is to make the AI useful. I dont want every race to be just the same (build small frigates fast, spam, win).
The reason the ships cost that much is that it is never easy to have a large fleet and to really think twice before entering a battle. As for the Ships being torn apart in no time, in comparison to the series I think we are generous. In the series one hit from a beam is almost always killing a whole ship. Self repair is not an option (and I hate those auto heal games for it, mean you never need to retreat and repair stations are almost useless (except to accompany a starbase)) as that is not available in the series as well. Minbari have a better shield regen and much better mitigation.
This mod is not a "lets have a quick battle with amass of ships" mod, it should be strategically entertaining.As for the first capship, it is an option in scenarios if it is free or not, so just design a map where the first capship is not free.
0.35 always crashes 10 seconds in
tegron, was the shadows an AI player? if yes that is the cause.if not then put your debugging log on and play again and post the log.
harpo
everything was set to random, i crash if i play the human side, otherwise game works. still lots of stuff for you guys to do but looks good so far!
i wish starbasses would repair themselfs though.
This is your problem... with random, the shadow can be assign to a AI and lead to a crash !!!
People, a readme is included with the mod, take the little time needed to read it...
Yep, please read the readme! There are limitations, as this is a preAlpha so far. As for Starbases repairing themselves, that would be an option. I have the following possibiities to make this work:
a.) Standard Hull self repair value (don't like it)
b.) Ability to repair itself
c.) can Produce shipclass which repairs
d.) have a fighter type that can rpair the station (don't know if this is possible, would be my favorite though)
i like the C solution... and you have a lot of choice for the model who can be used for it :
- http://www.themadgoner.com/B5/B5Scrolls/B5Scrolls.htm#Screen2_01_16 can be used if you choose the D solution
- http://www.themadgoner.com/B5/B5Scrolls/B5Scrolls.htm#Screen2_09_18 can be used with B solution... particule effect making a bunch of little automated repair bot
- http://www.themadgoner.com/B5/B5Scrolls/B5Scrolls.htm#Screen2_09_19 can be used for C solution... not only able to repair station but other ship too... can be added to fleet for being able to repair on the way...
I think you should do both b. and c. A starbase will have a few maintenance bots on-board for repairs, and a repair ship will allow players to be able to support and repair their fleets when on the offensive.
ok so I would go with a ship class thats a like a "repair ship" that can go and repair other ships similar to a repair platform..? also can we have platforms that can be built based on starbase? like starbasses having tactical? so u cna get Defense turrets repair docks construction yard?
I really like that idea
Very simply - use repair ability with Hoshiko and add on our choosen ship.
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