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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
@Trekky_rudd
As soon as we have a starbase model finished it will be ingame. As long as we don't have a Centauri Starbase it is a good solution to use the tech starbase for centauri, but this should already be the case.
Using only the ships from the mod (duplicate if the model to be is not ready) is a good suggestion and I will see to which extent I can do this for the next release.
Turnrates, speeds and everything else will be adapted and balanced once the mod is in a more polished state.
A couple of things:
1) Some of the models seem to be with the wrong faction. For example, the earth alliance fighters, as of the last patch, are actually with the Narn - had to zoom in to see what was going on with that. There might be others.
2) Some of the more powerful ships are actually available before their predecessors, and as a result, several ships are not being utilized, which is too bad.
3) Might want to give more ships the "fighter attack" type, but then change their velocity settings to get a more realistic result.
4) Not sure where the small EA box models came from; I must not have the source material for those.
5) Balance issues.
This is one of my favorite mods in terms of visual appearance. Keep up the good work.
@quicksilver1967
1.) Can be, I will look into it. But with the next version there will be Narn Gorith and Frazi fighters, so no more EA fighters with Narn.
2.) Research trees are not implemented. This is being worked on as of now, the designs are made by Rodney "HotRod" Jenkins and maybe Darvroth will join in to help. The Database to implement the trees is slowly becoming usable.
3.) Perhaps, but if so, this would be limited to very specific ship types.
4.) ???
5.) Balancing hasn't took place yet. Since I still consider this a preAlpha, balancing is not top priority right now. Will be later.
Hope you enjoy the next version. Will still take a bit till release though.
3) The smaller frigates could probably use some different moves, but the capital type ships are definitely movement restricted.
4) Back at the beginning of this entry, there is a small, rectangular ship identified as "Artemis Class"
https://forums.sinsofasolarempire.com/361694/page/1/#replies , which seems to be the model that made it in game. I thought it was very strange looking. I can't seem to find any online official reference to the class, so it looks like this rectangular horror had been adapted back an forth between mods as needed, and accepted as the reality. However, I found an artistic reference for the class here:
http://www.b5-3d-galaxy.com/forum/index.php?PHPSESSID=dbdt8q6uueegn08lt49ruhb544&action=dlattach;topic=59.0;attach=139;image
Significantly different. You've got to admit, it looks a whole lot cooler. Which version is correct? I have no idea.
5) I hear you about the balancing. More important to get everything in game.
Looking forward to the next incarnation, because I made the mistake of DL the official betas, and now nothing works. LOL.
Artemis was made by Zvezdochets (and refined, textured and brought ingame by myself). The model itself was made using the B5 Wars / Mongoose Publishing model as a template. B5 Wars / Mongoose models are considered canon and blessed by MJS himself, so thats what we recreate. Yes, we could make many models that would look "cooler", not problem there, but as I strive to be as canon as possible, we won't deviate much from the series, just because one can envision a model which would look better than the "original".
http://jgray-sfb.com/Bab5/bab5wars.html
Problems using beta? Using the Diplomacy official Beta is what I'm using for development right now and I have no problems at all. We will see what comes up when the official release is out
Cheers
Narn Frazi Fighter
fantastic work as always
You're right. Canon is canon. Drats. Ah well; somewhere there's a guy telling the original designer "he called your ship a rectangular horror."
Narn fighter is looking really, really good. Love to see it in game.
I don't know what the issue is with the patch. I've looked at the folder names and the mod path string, and the dang thing should work. It pops up the memory warning and locks up when I try to enable the mod. I dunno; there's a few things left I can try, otherwise, I'll just wait until they release an official update.
Again, keep up the good work. You've got lots of fans out here.
HA! I just watched the episode where the narn fleet is destroyed by the shadows, make me realise just how utterly high quality this mod is!
brilliant.
A few more suggestions. I realize all balancing issues and such need to be worked out yet, but these are things to consider in case they have not been considered.
1. The Hyperion needs a larger weapons range radius. Right now it is tiny and the Hyperions need to fly up to point blank to fight, which is just suicide.
2. As stated, it would be cool of you could give all EA fighters the Starfurry model until the actual models are made. I don't even build the better fighters because they have vanilla models and it hurts the immersion.
3. I don't know how you would feel about this one, but maybe move the Hyperion into the cruiser class list and move the Battleship (don't remember the name) into the cap ship list in it's place. It's stronger than a Hyperion, and Hyperions just don't feel like cap ships with how many Earth Force used, and how badly they are out matched by other races big ships. Maybe move the Centauri Vorchan cruiser instead of cap ship as well because of their small size.
4. I was thinking about the Novas and their combat abilities. Maybe make their main weapons a special ability that uses antimatter. That way they can be very powerful, but have limited use in battle. I recall that the Nova's big guns used too much power and that's why they were not as effective in battle as they looked like they should.
@EternalRequiem & quicksilver1967
Thanks. The model is by Koobalt and Zvezdochets (I think) and the texture is by Koobalt, AO for the texture and the Normalmap were made by me.
As for your memory bug, best to enable logging in the settings file of sins and the look at the debug folder through your logs to see what the problem is. If you need instructions on how to do this, just pm me. As a sidenote though, expect to have a lot of error messages when enabling logging or debug because there are many small kinks that still need to be worked out.
@trekky_ruddThanks, thats what we try to do, make the mod visually as pleasing as the original series.
@SPQRLegionnaire1.) We will look into this when balancing is taking place, but, well, the Hyperion always was a frontline ship. The are designed to move in and wreak havoc
2.) Will do this for 0.42 (should I forget, please remind me to change this)
3.) No
4.) I don't think I want to do this, especially as I don't want any ship (except Vorlons and Shadows) to have AM regeneration. So that would leave the Nova completely useless for assaulting the enemy outside your own influence.
In my opinion, both the hyperion and vorchan (and all the other cruiser types) are in a tight spot here. Mostly because in the original SINS you can have an 'endless' amount of cruisers, but capital ships are restricted to.. ~10 if i recall correctly.
So i actually would find it somewhat disappointing if i was only able to get 10 vorchans or hyperions and no other big ships when the CapShip slots are already filled.
My solution would be to make the cruisers/heavy cruisers/battlecruisers into a separate cap ship sub-section. (As in you could take a max of 10 of any of cruisers and 10 of any battleship/dreadnought/carrier types)
Personally i don't think i'd ever take a Vorchan over an Octurion, no matter the buffs they bring to the fleet, since their power levels are light years apart. Of course theres the resource cost, but we could never have those big fleet battles the sins used to have. Agreed there should be a limit though, enough is enough and i don't think even the small cruisers should be handed out like candy.
Just thinking out loud here...
To Sins, a capship is a capship is a capship. If it is built at the capital ship factory, it takes a capital ship slot. This means that in order to have Hyperions and Vorchan not take up capital slots, they have to be cruisers. I don't know about the Vorchan, but the Hyperion is a bit low on the power level for a capital so it works better as a jump-capable escort, i.e. as a Sins cruiser. To my hazy knowledge didn't the Hyperion act as a jump-capable escort for Novas and Omegas in the show?
I wonder if its possible to set a limit on how many cruisers of specific type you could have..
Then they could be moved to be just cruisers. And leave the capital slots for the really big guns..
That way you could have a specific amount of cruiser class ships and use them and the smaller ships to support the capital ships, so we could still have multiple effective fleets (based around on the big capital ships). Which would be cool
Then again, i know absolutely nothing about modding..
@Hawkwall
First and foremost, thanks to your latest addition to our mod (your musical talents are greatly appreciated)
As for the capital ships, the limit is set by the modder, and I never intended to limit it to 10 (at the moment I think I have it at 32). The greater limiting factor will be the fleet supply. So having 32 Vorchans should be enough I suppose. And I do want to have some cheap capitals, for as soon as the research trees are implemented, you will not be able to produce the mightier capitalships without going through a lot of research. So basically you will have to use the vorchan and other first. And it is the fastest Capship around (for now, I think - no whitestar in there yet)
If we were to only use he biggest ships for capitals, all carriers would need to be capitals, because, well, they are big!
If you have a small fleet of Artemis and a few other lower level ships, having a Hyperion as a Capitalship in there is really nice.
Oh, Well that explains it then!
32 or so should indeed be enough.
Well as long as i can get my "Centauri super fleet of pure awesome", i am happy.
And i'm working on 2 new tracks again. I hope they'll turn out ok.
Yiiihhaaa! I'm sure they will, judging by what though hast producest so far
I'm working on a map which will eventually include planets and colonies of all the races included in this mod. I currently have most of the Earth Alliance colonies completed. This is an early beta that can be used for the Earth Civil War. I have done something similar to this and posted it here a while back, but this one is a little more detailed. I hope to expand on this soon, for all the major races.
http://www.gamefront.com/files/20043672/earthcivilwar_galaxy
Centauri Starbase WIP
hope its was not already made by someone else, have not checked the SOTYR blogsite recently
i have to do it using those 2 pics you see, cause there are no blueprints... therefore i do not guarantee precision of the model, it is pretty bad when you have to guess the proportions... and there are differences betwwen those 2 pics i have
How are you panning on making the sounds by the way?
Are you going to get them straight from the series or make all your own?
@Timmaigh
Wonderful!! Looking forward to this. Just one thing, please don't overlay pieces on the UV map (only those that overlay pixelperfect!) so I can make an AO layer for this beautiful piece! Thanks for supporting us and having such a fable for Centauri!
@HawkwallWell, I love the sounds of the series, but want to refrain from using someone elses IP without consent. So if you can do sounds and like to do them, envision me kneeing in front of you begging you to do the sounds
I'm afraid i am unable to do many of the sounds, trust me i've tried..
I can however attempt to mimic some of them when i have the time, but i'm sure you know that they'll never be like the originals..
Thanks, i promised this long time ago, but was somehow unable to put my "shit" together until today You know it, when you do with 3ds max, autoCAD etc... all day long at work, you rarely feel the need to build some model at home just for your pleasure...
Anyway, i have no idea what do you want from me, you need to be more specific..., i just wonder that you doing ambient occlusion thingy, i did not know Sins is supporting this? Or am i missing something?
To be fair, i would prefer not to do the texturing stuff at all, as i already forgot how i did it last time with the Vorchan LOL, i mean not actual UV mapping, but all those things with diffuse, specular and light map, its only blurry memories now...
but i suppose nobody would be willing to do this instead of me. At least still i would like you to check the model for errors, as i am never sure about those loose vertices, give it proper scale and hardpoints and get into the game. With Vorchan i tried it myself, but i do not own Diplomacy now, and i suppose you do the mod for it now... and really i am bit lazy to do it
almost finished...used a bit of artistic license for not so clear parts
YES!
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