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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
PM me your e-mail and I'll send you the files.
Vorlon Lifegiver (colony).. now working on planet seeding effect where the pods are dropped.
Nice!
That Vorlon looks good. You might want to talk with the Dawn of the Reapers guys too. They're working on something interesting.
Hi SchismNavigator, thanks for your reply! I'll check them out on discord.
NIIICE!
Thanks @Darvroth @TobiWahn_Kenobi !
I've added a frigate support carrier, which also launches plasma missiles. And a VeryHeavy frigate with 2 heavy pulse beams.
And an orbital defense unit. Nearly there!
Very cool! Wanna play this mode again
Thanks! Hopefully you won't have to wait too long. Nearly done with the Vorlons. Still need to do:
- extractors
- starbase
- outpost
- possibly refinery with refinery ships
Starbase concept ready, here's a quick painted one.
So will you be concentrating on completing one faction at a time now as oppose to adding bits and pieces to each faction here and there?
That would be my preferred MO yes, it's easier for me to stick to one at a time, having more focus on one particular theme. And I do have a particular soft spot for Vorlons as you might have noticed.
Ready with the resource extractor, starbase and refinery. Now gathering inspiration for the refinery ships. Vorlons do not trade
Just reuse the extractors..as you said...Vorlon's don't trade until later...
I'm not sure what you mean with reusing the extractors. But indeed, it would seem odd to have a vorlon trade station. That's why I included a refinery. The refinery vessels stay in vorlon territory and pendle between the extractors and the refinery, looks really nice (refinery ship is also done).
Any chance a new update might come out after you finish the Vorlon? I'm dying to play this again haha.
I dream about properly designed minbari ships like Whitestars
We've long debated including Whitestars...the new minor faction system may change the original "later" approach but there is still a whole lot of core work to be done first before adding on nice to have projects.
The question is to make them super fighters or stupid fast corvettes? A frigate entity is the easiest to code but it won't behave like a WhiteStar in game. I may need to do some testing to see about adjusting the movement parameters to achieve more WhiteStar like behavior from the AI.
Can't you just give them fighter attack and high speed and maneuverability?
Strike craft use a different entity file system than frigates. Frigates will generally close to the specified weapons range and then slug it out, which is decidedly un-Whitestar behavior. It will take some work to blend the AI behavior.
Sins of the Fallen Angels had some ships with swooping behavior...I'll have to see how they did it...
There's a line in ship entity files called "useFighterAttack" that will do what you want.
First of all, wow! Did not check this forum like in 6 month, but it appears, that Hael-sose brought new life to it! Amazing work guys, I am really looking forward to seeing the updates live!And since the latest topic is "white star", could not you simply give them corvette behaviour? As this would pretty much resemble the fallen angels one, yet not require digging through an old mod?
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