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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Since I will party, please don't expect a release this weekend. Should come in next week though!The latest date for 0.40 will be july the 4th, after which I will go on vacation for 4 weeks ( means no internet connection for me ).
Whatever will be finished will be released by then (if not sooner)
New ship for EA - heavy cruiser "Arctik". And probably be added in "research tree" [but this decide our "Mod Commander" TobiWahn].
P.S: this ship not for version 0.40!!!! This ship you are see in others version! And later.
Looks very nice! What era would this be tied to? What year in your opinion? What does differentiate it from the marathon ( or was it the warlock? ) ? Have you had a template for it or is it entirely your work?
As said before, I still want to have the more canon ships first, then add what we think fits. But that doesn't mean there is no exception to the rule
As of now, I'm in the process of finishing the 0.40 release and this means I wont make that many changes before going on vacation. Afterwards I will include more stuff (as for example the non canon vorlon ships from Fileosoft )
@SteinerXDo you think you can get the G'Quan texture finished this week? If not, may I release the version I got as a 1.0 Version with 0.40?
More close with "Marathon" era then "Warlock". 3rd generation EA ships.
1st [Nova, Hyperion, Olympus, Explorer and others]
2st [Omega, Warlock(2nd+), Poseidon and others]
3st [Marathon, Monsson, Arctik and maybe others]
P.S: as i said early - i fully agreed with your decision about canonical ships! This ships and others for far future
I try make template for this ship, because ship simply for texture.
And this screenshot as teaser.
Give me a deadline(date) ... I'll get it done!
Is saturday possible? Would be perfect for me to get all the stuff together. I'm afraid it won't be a release free from bugs, and I will not be able to correct them till august, but I do want to push it out. I' halfway finished with the Antimatter mechanism so that one needs to establish supply lines, but the complexity of this will lead to some bugs / problems which will be remedied once I'm back from Great Britain!
Thanks and happy working!
Consider it done for Saturday!
Thanks soo much. Hope you don't miss the worldcup quaterfinals because of me!!
VIP Dag'Kar
Ohh, narn ship? Its been a while since ive watched babylon. Maybe its time to adress the problem and spend a week going through it again.
Looks very nice in any case.
G'Quan tex update - just some hangar lights to add ... sorry all for my absence and delays:(
@ Tobiwahn - files dropped
Some images from my "1:10" mod.
"Nova" battleship. I know about koobalt model, and this model only for my mod. In game "Nova" very nice ship [many cannons]
Earth Alliance defence satellite.
Mmmm, me like.
Wonderful! Thanks.
I've got the refuelling system basically complete for a first version ( that's what I wanted for 0.40 ). I will pack the 0.40 tomorrow and upload it. So 0.40 will be available within 24 hours I suppose.
Whats left to do is:
As for the refuelling system - works the following way. Needed for Minbari, EA, narn and centauri. You need to build a refinery which will gather the antimatter from the refineryships. Then you need to build a tradeport very close to that refinery. Now antimatter will be transferred from the refinery to the tradeport, and from there to all other tradeports. Tradeports transfer them also to repair platforms, which distribute the antimatter to ships. Same for starbases ( though they need the tradeport extension to get antimatter supply from tradeships of course )
Cheers
Wonderfull news TobiWahn_Kenobi!!!
This will be very exciting to playtest. Im guessing that there won't be any functioning AI (for the Minbari, EA, Narn and Centauri) with the refuelling system in its early stages of this mod? I'll probably try to merge this mod with 7ds or Vanilla Sins in that case, but it'll still be a blast to get to test some new functions, factions and ships!
Im Eagerly awaiting the 0.40
Yeah this mod is really coming along.
Good point Tacitus_Germanicus. I have ATM no idea how the AI behaves but I suspect it wont be capable of using this scheme. It's a shame we can't mod the AI...
Has anyone an idea how to get the AI adapted to this scheme or to get the scheme adapted to the AI ? I'd love to keep supply lines in as it gives the game more depth but if it is unusable with the AI we might need to scrap it in subsequent releases. Hope anyone has an idea...
Good Night y'all
edit: Yes, the mod is progressing, not as fast as we might wish, but steady, If only real live wouldn't be such a timeconsuming hobby...And many thanks to my fellow team mates who worked really hard and delivered some impressive and wonderful results so we all can enjoy the fruits of this labour.
The only AI friendly ("ish") solution I can think of right now would entail just slowing down the recharge rates of antimatter on the ships and increasing it for players/AI ships within close proximity of owned starsystems with tradestation/repairbays etc, since the AI always builds these at owned planets. However... it was established that the ships could still "jump" even if they had an antimatter amount of 0, or wasn't it?
If so this would make this solution obsolete= big problem.
But it might be feasible to use the function of the buildings that hinder/slows down ships leaving a system, the "jump inhibitor" function (ok, right now I can't recall what its true name is...) when the ship is in a neutral or unfirendly planet/starsystem? This would make starsystems/planetsystems that the AI or players don't own harder to traverse as it would slow down the jumps between systems. Im not sure that its even possible, but this would be a proxi for the "refuel" system as it would work in a similar way in game tactics.
If the AI can't use the currently planned scheme (which I think will be a problem) I see two possible solutions that might help:
1: Scrap the scheme until problem is fixable.
2: Increase range of the antimatter transfers between refinery/tradeports to encompas the whole buildable area and/or include more buildings- thus in effect making the chances that the AI uses the scheme by accident higher than it not being able to use it. Also make sure that the buildings able to refule ships are more common. (Playing against AI's that are on the "trader" AI-setting would also be helpfull I think since the chance of them building tradestations is greater then.)
Hmm... Yep thats about it for things I can think of in the middle of the night after way to little sleep. (Its 04:10 here in Sweden when Im writing this and the sun is just about to come up.)
Good luck! Oh, and thanks again for all your dedicated work! That goes for all the mod-team!
Edit: I just noticed that I have a few more ideas than just the two in the end... hehe, sleep deprevation is a funny thing.
Thanks, I needed to go to sleep at 03:30 over here! ( Austria )
As for Jumping, yes, it is possible to hyperjump even with antimatter of 0.But: It is not possible to rebuild your fighter fleet, use abilities and use the jumppoint technology ( which the AI can't use either, stupid AI )
as for your points:
1.: Is doable, but would want to avoid it2.: I thought about increasing the rechrge ability of the refinery yesterday when going to sleep. I would make it so it recharges every building in the gravwell I suppose.
And no, I don't want to give the spaceships an antimatter restore rate.
Hell, why can't we just modify the AI. Please Ironclad!! Pretty please. With a cherry on top??
About supply lines: TobiWahn, as i understood - you want use antimatter as "fuel" ? Need resupply all ships and use "trade/refinery port" as fuel station ? Refinery/trade ships you use as tankers between another stations ?
Good idea! If enemy destroy too many tankers you lose fuel and fleet nearly useless.
Yes, thats they idea. If you loose too many tradeships or refineries, your antimattersupply goes bust. So you can't rebuild your fighters and use abilities, making your odds in battle much worse.
It's another nail in the coffin for those people just placing a fleet in a system and looking the other way. Now you need to care even more for your fleets. If only Ironclad used a language like lua or made the game modifyable by means of C++ modules or such, what a wonderful world this could be!
Good! As i understood, main problem with transport antimatter on trade ships. From one station to another.
If the purpose of the antimatter is to act as a ability/fighter asset (as in the game already) then just expanding the "refuel" area should do the trick (mostly) regarding the AI. (And also playing against "trader" AI's)
How will the jumpgates work ingame?
release in hours? I can hardly stand it? please tell me it is soon thanks for your hard work guys!
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