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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Nice video, but proves my point
Nice video, but the ship definately could not be a frigate. A Capital ship makes more sense, however if it wasn't made into a cap ship, than heavy cruiser at the very least. Since original sins heavy cruisers were strong vs cap ships. Whitestars can take out Omega's pretty easily, but those forward weapons can do some hard damage on one, like in the episode where sheridan first initiates the EA civil war. But what you guys decide is all good with me!! I just appreciate all the work you guys put in!
Another thought if youwanted squadrons of whitestars and as capital ships is just up the quantity of caps you can build. so instead of 16 just change the files to read like 500 or somthing. Just a thought.
If I recall, whitestars were capital intensive, making individual ships expensive in terms of resources and production time would be a good offset for excellent performace characteristics. Also a Heavy cruiser role would seem to fit the Whitestar class well. Numbers can be produced and gathered into a fleet but at a cost in absolute numbers of ships, and perhaps lost opportunity costs until those ships are ready.
Darvroth
Another video - massive attack "thirdspace" gunboats against big narn fleet. After fierce battle against very advanced enemy narn ships retreats with battlefield.
http://www.youtube.com/watch?v=VpLDCqdT0OQ
How many ships...
Hopeless , poor Narns
If "thirdspace" had 5-10 capships battle has ended sooner. In battle took part one hundred TSA fighter vs. ~70 frigates and one T'loth capship [survive].
Like this monster http://efni.org/TSA_Warship.htm [star - because these alien very similiar on Lovecraft "ancient gods"]
P.S: model TSA gunboat "3Alpha" have 2.1k tri.
Battle with TSA fighters and ISA fleet.
Hello...when do you think you could give us the Hyperion Cruiser or the Warlock ? My fleet of Omega Destroyers just doesn't feel right without these 2 ships...
OK, I downloaded the latest version. Extracted it into my diplomacy mod folder. Enabled mods in the diplomacy version. Then nothing happens. Im new to this so pardon the noob question, but I have been a b5 freak since the series was on and still have B5 wars mini's sitting on my desk.. Any help is appreciated.
@radu1Hyperion is high on my list as well. It's such an iconic ship.
@fedex818Well, how about starting a new game, choosing a B5 Race and try it out. This is still a pre-alpha, so don't expect a polished game. We've got some models in it and all ship stats are there in a first (unbalanced) version.
Tobi I dont think you understand, when I start the game I dont have an option to choose another race but tec, vas, advent....
Is there an EXE or something that I have to use? Im not very computer literate so any help is appreciated
you have to click on "aply changes" ^^
than wait a few seconds and you will hear B5 sounds
Melik I did dthat as well... Applied the mods... and it freezes for 10 seconds or so, then no change with the game
Is it possible im not extracting it correctly? I just click drag all the files in the mod package and extract it to the diplomacy mods
The path should something look like (I'm not sure exact name of the mod so I will use Babylon5 for example)
C:\Users\<USER>\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\Babylon5\Mod Files and Folders
then you should see the name of the folder inside ...\Mods-Diplomacy v1.011\ in the mod list in game. My example would show Babylon5 in the list.
You need to select the folder and drag that in the mod folder, not all the separate files.
See also http://soase.weebly.com/placing-mods.html
Thanks myfist0
just drag the b5-sotyr mod folder into the diplomacy mod folder or create a babylon 5 mod folder and drag the contents of the archive into it.
Thanks for the help guys... Ive done this, once i do it , I extract within the mod folder. Then wheni go to the mod section in game it has me enable all the different folders... is this correct? seems odd.
got it working, trying it now... thanks for the help.. Ill keep you posted guys on what I think!
How close are you to the next release and what can we expect to be included in it?
@Archangel1980
Long way off. What should be included I cannot say, as I'm doing many thing right now. As SteinerX has little time at the moment, we have no dedicated texturer. I'm redoing some old models ( see Nial ) as I have learned lots of things since this project started. But the next release will take a while. It will hopefully include all Vorlon models ( almost ) as Fileosoft ( Thoumsin ) has given me most of the models and textures. Still missing some though ( fighter, destroyer, transport ), but I haven't heard from him in a while. Koobalt is doing the rest of the Narn models ( has done almost all of them by now ) but he is no texturer, so we really lack someone doing the textures for a lot of ships. Also I have to take a look at all UV's of the models made to make the AO compatible or confirm if they already are. So progress is slow for now, sorry for that.
Well, I really hate the slow progress, but I understand it. I really appreciate you taking the time and responding with detail ( usually people don't do that ). Thanks, and I wish you all success!
And now, you heard from me
I am simply finishing a bunch of models for various mods... last week, it was one for the TCA... now, the UNSC Phoenix for the Halo mod ( model was done 1/2 year ago but never finished )... next is the Viper mk2 for the BSG mod ( 1/3 textured )... the Vorlon planet killer is in the list too... keep the biggest piece ( Empire Starbase ) for the end...
Only once i have finished these various work, i will begin make new models... one by one and not 10 in the same time that before... hmmm, about unfinished models, i just remember now that i have a tanker, a transport, Isphar sphere, B5 station, and a few other that i need to finish for you before i begin the other Vorlon models...
Haha , you've got lots of things still lying around. Thanks for responding. I know you work for so many projects I'm embarrassed I can hardly keep up with this one.
btw, how was the Cinema4D course? Have you already finished it?
Have never begin it... busy now with qualification exam for a IC/IT specialist... Course begin Januari and lead to several diploma's : Sisco ( CCNA 1,2,3,4 ), Microsoft certified professional, ECDL ( European computer driving licnense ) and a few other...
So, i need to finish all the begin 3D work before next year because i will be very busy in 2011-2012.
Sounds interesting ( and well paid ). I wish you good luck with that ( and maybe, just maybe you can finish the B5 model before 2011 )
Thanks alot.
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