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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Now i has understood, how add any ships as "local militia"! Need only make one "special" race - LONAW and add
10-30 frigates for her. In file GalaxyScenarioDef we change TEC ships on any ships - in my variant PSI LR-frigate. But we may add Drazi sunhawk, or Avioki cruiser as Local militia.
planetItemsTemplate templateName "Template:LocalMilitiaVeryWeak" subTemplates 0 groups 2 group condition type "PlanetOwnerIsMilitia" param "" owner "PlanetOwner" colonizeChance 0 items 6 item "Psi:Frigate:LongRange" item "Psi:Frigate:LongRange" item "Psi:Frigate:LongRange" item "Tech:Module:CrystalExtractor" item "Tech:Module:MetalExtractor" item "Tech:Module:GaussDefense"
planetItemsTemplate
templateName "Template:LocalMilitiaVeryWeak"
subTemplates 0
groups 2
group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 6
item "Psi:Frigate:LongRange"
item "Tech:Module:CrystalExtractor"
item "Tech:Module:MetalExtractor"
item "Tech:Module:GaussDefense"
How Does one get invovled in this mod. Im an ex game-design major... I can script. I have also dabbeled in 3D modeling and Graphic design. If I can help.. contact me at stilettonale@yahoo.com or a private message on here. Kinda interested in helping.
By making a post like yours
Sure that Tobi will welcome any help for coding since he plan to code all the races soon, and not more waiting that models are done... anyway, it is Tobi who is the mod leader and it is him who decide everything...
@ Tobiwahn - Next Ship for Tex. ?
Will have finished Sharlin very soon.
@oFant0moPM'd and job description link added to the top
@ThoumsinCouldn't have said better
PS: Do you want to do the light cruiser (after you have done the heavy cruiser now) for the vorlons as well? You did an amazing job with the model, and I'm desperat to have the others as well, I must admit in shame
@SteinerXOh, I almost forgot. As I have yoga tonight I might not have the time for getting the Hyperion ready, but probably tomorrow. Want to do the Hyperion? (I certainly want it done )
PS.: I started a Wikientry for texturein (very basic, well, even basic is too much) on origo (link in the docs section). If you or fileosoft want to add tutorials there, would be wonderful.
Hyperion - NEXT - will do
Wiki great! Well done!
@SteinerX
Thanks. I also have checked in the Vorlon ship stats and the Vorlon cruiser from Fileosoft, so if you update your repository you can enjoy the beauty
Zvezdochets,
Nice screen shot but I don't recognize the hull. What is it?
Darvroth
Breaching pod?
The model who was done now is officialy called "Vorlon Star Dreanaught"... once i have finish the work for the other mod, i plan to make all the canon Vorlon ships... it mean that i will make :
- Vorlon planet killer : biggest Vorlon ship http://www.themadgoner.com/B5/B5Scrolls/B5Scrolls.htm#Screen5_05_6
- Vorlon transport ( 3 variants ) : one can be used for colony cruiser, the two other for commerce and mining transport ship... the usual variant ( these who transport the ambassador ) is sometime called light cruiser type...
- Vorlon heavy fighter/fighter : can used the heavy fighter for bomber and the 1 million year old fighter see in the movie thirdspace for fighter
- Vorlon destroyer : the brown one who can be see at http://www.freewebs.com/dedonta/VorlonInvasion.jpg
After these canon models, i will submit you some non canon candidat for fill the race... i plan to make ALL the Vorlon ships... followed by all the other "first one" ships... the Sigma Walker will be a real challenge !!!
About the "amazing job", i have simply used the needed time and not rush... and almost 50% of the time used for the segmenting and UV optimization... two important step for have a fast, easy and good texturing after...
No... the breaching pod have only 4 engine ( similar to the of the starfury )... look like but it is not...
No, Aeolus towship.
http://www.sienafoods.com/chris/Pi3D/csat.html
Great work, again!
@ File'o'soft/Thoumsin - Love the Vorlon Dreadnought model! Wow!
@ Tobiwahn - Great tex. update on the Vorlon DN!
The true "Wow" is the use of the Star shader and the particule code for rotating part for the light emitting part, along with the Tobi AO method and texture... it really show that the sins engine can make a lot of thing, only someone need to have the idea to use it... again, it is a good example of what can be created with a good team work...
Just a few things:
I had an Idea and want to know what you all think of it:
Basically give no ship antimatter regeneration (except Vorlons and Shadows), using tradeships to transfer Antimatter and make the Tradeports refill them automatically as well as a starbase which refills them. The tradeships automatically transfer the Antimatter to the starbases (and only to them) where other ships can recharge.
I'm not sure this is possible, but I'd like it very much. One could block the supplylines of an enemy, pirate raid on te trade ships would really hurt, one would have to regroup at a base to fill up the reserves and so on.
@Fileosoft / Thoumsin
Meant that one:http://www.epicarmycard.com/ACTACards/ARM-VOR-LightCruiserHeavyCruiser201.pdf
As for the WOW, yes I think the whole result is WOW. And your modelling work, textureing work and particle effect is stunning to say the least. I think everyone wants to play Vorlons now
Just curious, the Shadows don't really have a lot of ships of there own, but they hade allies, we seen one faction of them during the end of season 4, not a lot is known of them so I dont know how much lore exists of them, but to my point; will they be addes to give the shadow fraction some more ships?
@Blackvenom01Actually no. Giving them smaller cheaper ships as well would kill all balance there can be in regards to such an overly powerful race. We need to give them other mechanics of gameplay to make playing them interesting.
Ok, a non canon ship very similar to my model...
I need to make some shopping now... but once back, i will work on it... if lucky, it will be done today, will be using the same texture that the previous model... in the previous model, the inside of the nose was textured with some green organic cristal... was thinking to add illumination and bloom on the da map for these interne section... if you can make so, i can recycle the for make the rounded dish...
Of course, you will have the biggest work... resize down a little the model and the shader mesh, new hardpoint, entity, etc...
Once i have something for you, i will post it on the other forum...
and what if ship run out antimatter in enemy space or in system without base, the antimatter is need to make phase jump!!
Hmm, okay. I was thinking more of the huge carrier size ship that Delen and Lennier retaliated against when they were attacked, almost destroyed, they fled and desided to do a gurilla style attack. The White Star was tiny compared to that ship.
Asaik the race is known as Drakh, agents of the shadows.
here is the little lore behind it;
Prior to the Shadow War of the mid 23rd century, it had been several hundred years since the Drakh had last been seen. When the Shadows began their rise to power, the Drakh assisted them in much of their activities.
When the Shadows decided to leave the galaxy to join the other First Ones, the Drakh were left behind on Z'ha'dum until the planet's destruction. When Lyta Alexander triggered the planet's self destruct systems, the planet was destroyed. Shortly before the explosion, a large fleet of ships was seen leaving Z'ha'dum by John Sheridan and his colleagues aboard the White Star. They did not know it was the Drakh.
Soon, the Drakh began attacking other races, especially those who had fought against the Shadows. They had also begun seeking out contacts among other races. One contact they made was with a member of the Minbari religious caste, who was unhappy with the turn of events on the homeworld, and offered their services in return for a homeworld of their own. When the Drakh had found out Delenn, one of the people most responsible for the downfall of their masters, was aboard, the Drakh opened fire on the Minbari ships, and managed to destroy one of the Whitestar class ships before they entered Hyperspace. However, the Minbari in a matter of seconds jumped back into the fight, guns blazing, annihilating the Drakh mothership and its attendant vessels.
Due to the re-emergence of the Drakh in galactic affairs, John Sheridan convinced several worlds to allow the White Star fleet and the Rangers to patrol the borders of the various worlds. This helped reduce attacks on shipping, and also laid the foundations for what would eventually become the Interstellar Alliance.
@Blackvenom01I know, but even the drakh have smaller ships, and if we do them, I intend to make them a race on their own.
@koobaltThere are two possibilities
1.) Ships may run out of fuel - this would make supplylines that much more important, making retreat a necessity, not an option. Also adds a completely new way of warfare.
2.) Ships do not need antimatter for jumps (this setting is player specific if I recall correctly)
I'd even opt for option 1, because it really changes gameplay to a more strategic level, giving economic warfare as an option. Supply ships (like the Hermes) should have a big storage for Antimatter to refuel nearby ships, and would be a most valuable asset.
Think of it lie this, a big fleet jumps into a system, the enemy fights, kills all its supplyships, leaving a lot of the ships stuck in that system because they have no antimatter left. then he could use another fleet to attack that same player who must move quickly to get supplyships to his fleet to get it moving again.
Still, it's up to debate.
TobiWahn,
Option 1 works well if ships default to using a gate to make their jumps when one is available, and adds more strategic and economic value to the gates. This will of course allow non-self jump capable ships to delploy only to developed systems. Self-jump capable ships would be the only ones that could explore/raid non developed space and would make make destruction of a jump gate a strategic act.
Since there was a universal understanding that jump gates were to everyones benefit and not to be targeted, there could be severe diplomatic penalties for a faction that destroyes jump gates. Or remove the option and make them non-destroyable once built.
Explorer class ships could have an ability that replenishes its own antimatter. A slow regin rate would be much prefered to an instant fill option. Since such ships go long periods between port visits.
Having a developed system and deciding NOT to build a jump gate adds interesting stragetic options.
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