TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

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), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If 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

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

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:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "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

 

14,180,462 views 5,473 replies
Reply #2776 Top

Quoting Thoumsin, reply 2771
For info, the Minbari "temple of communion" will be ready for the end of the next week-end... will use a already existing Minbari ship texture from Steiner, so memory use will be very low and color will be similar to these of the already made major ship...

Sounds wonderful. I do like the station depicted in the series though!

Reply #2777 Top

For info, the Minbari "temple of communion" will be ready for the end of the next week-end... will use a already existing Minbari ship texture from Steiner, so memory use will be very low and color will be similar to these of the already made major ship...

Sounds wonderful.[/quote]

The Minbari culture orbital station is done...

Hope you like it... i have not use one of the previous map of the Minbari models because they are badly UV optimised...

You can found the .obj, .mtl and the cl.dds at http://www.love-from-russia.be/mcs.7z ... the texture is 1024x1024 but around 1/3 of it is used... the empty space on the map will be used by 1 or two other orbital structure who will be made later...

So, if you wish include the model in game, don't begin calculate AO and other thing because the cl will change with the next one of my Minbari orbital model... but you can convert the .obj/.mtl to .mesh, use black-da.dds ( final da will be make once all the model using the cl are done )  along with the min-orb-cl.dds like it is now...

Will be great if you post a short list of the orbital structure not yet done for the minbari ( by example, trade port, orbital refinery, etc )

FX effect used in the picture cannot be used in sins... feel free to add any particle effect that you wish...

[/quote]I do like the station depicted in the series though!

If you mean the station show in my last post, it is in fact a "starbase"... mean a lot of work for a later time... starbase mean a lot of poly, a lot of detail and a lot of delay :p

Reply #2778 Top

Wow! I do like it. And I will calculate the AO because it is independent of the texture (add it later via multiply layer in PS)

I will then look at the AO to see if there are problems with the UV. From a short glance there may be problems with the sphere on the bottom of the module - the wings do not align to the UV of the sphere so that one wing may cast a AO shadow on a part that should receive non. But I will see if that is really noticeable.

As for the starbase, yes, much work but I'm confident you will master it ;P

Reply #2779 Top

AO rendered (2048x2048 with 1x multisample) and looking very good, no artifacts.

As for Minbari modules, we have no module whatsoever for Minbari (save yours), so keep it coming :grin:

Reply #2780 Top

Quoting TobiWahn_Kenobi, reply 2779
AO rendered (2048x2048 with 1x multisample) and looking very good, no artifacts.

Well, it was fast... was forget that you have a workstation too... the little render in my previous post is using IBL with AO, raytracing level 6 for reflexion... +- 10 minutes render on my workstation... will have take 1 hour or more on my previous desktop...

As for the sphere below, i hope to make it glow a lot with da green ( light ) and da alpha ( bloom )

For the AO map, be sure to keep it in some lossless format ( .tga ) and non mixed with the cl... if you look at the cl, you see that only the central diagonal part is used due to the big wings... better optimization will have mean cut the wings in pieces and add seams...so, with time, cl of other module with be added to these map... mean that at the end, you will need to merge all these AO map...

As for Minbari modules, we have no module whatsoever for Minbari (save yours), so keep it coming

Well, i have enough place on the map for 1 or 2 models... maybe a trade port  will be the next...

These module are mainly made when i become tired to look at the series, collecting info for the real work that the B5 station is... somehow, a little job just for relax...

Quoting TobiWahn_Kenobi, reply 2778
As for the starbase, yes, much work but I'm confident you will master it

Will be more easy that the B5 starbase... only a few sec of video of the Minbari starbase in the serie... mean that for the general shape only, i need to remain canon... for details, i am free...

Reply #2783 Top

Quoting Thoumsin, reply 2780
As for the sphere below, i hope to make it glow a lot with da green ( light ) and da alpha ( bloom )

I'm anxiously awaiting your final texture ^_^

Quoting Thoumsin, reply 2780
For the AO map, be sure to keep it in some lossless format ( .tga ) and non mixed with the cl... if you look at the cl, you see that only the central diagonal part is used due to the big wings... better optimization will have mean cut the wings in pieces and add seams...so, with time, cl of other module with be added to these map... mean that at the end, you will need to merge all these AO map...

I always keep my sources in psd format. And combining will not be a problem so long as there is no overlapping going on.

Quoting Thoumsin, reply 2780
Well, i have enough place on the map for 1 or 2 models... maybe a trade port will be the next...

Would love that! The more the better

Quoting Thoumsin, reply 2780
These module are mainly made when i become tired to look at the series, collecting info for the real work that the B5 station is... somehow, a little job just for relax...

Thats what I do when I can't see the research tree anymore, work on models I do like to do!

Quoting Thoumsin, reply 2780
Will be more easy that the B5 starbase... only a few sec of video of the Minbari starbase in the serie... mean that for the general shape only, i need to remain canon... for details, i am free...

As free as a bird :grin:

 

 

Quoting boshimi336, reply 2782
INFORMATION ON HOW THE AI RESEARCHES (how we can change it) AND IT'S PRIORITY LISTS!!!!!!!!
https://forums.sinsofasolarempire.com/413997

Thanks for the headsup, but there is nothing new in there. We already knew how we could partially cheat the AI, but in the end it is a very very stupid AI concerning research and seems to follow very strict rules on how many research modifiers are researched and in what order they need to be accessible and what modules/ships will be researched at all and so on... I do hate IC for this mess they have created with the research. Especially for pacts, which after testing seem to be hardcoded in part - all can be changed at will concerning the Tech pacts save for the Trade pact which is hardcoded to the exact name of the researchsubject, no idea why. As to how this plays out with the other races I aven't tested them, because after noticing the hardcoding of the tradepact I gave up and agreed with Rodney to just replace the default ones... Damn hardcoding!

Reply #2784 Top

Quoting TobiWahn_Kenobi, reply 2783
Thanks for the heads-up, but there is nothing new in there.

 

What I found interesting in this (as I didn't see it discussed within this thread and I am not privy to the behind the scenes discussions) is that you could set up separate 'crazy expensive place-holder ships' off of the tech tree to the right (out of view) that link individually to every research item in the tech tree to force the AI to research items. My understanding was that these 'filler ships' could be setup to only have one lower tier research item, rinse and repeat for an entire row. This would get the AI researching all of the items eventually.

 

Again, just my understanding and one of the main reasons why I posted the link over here.

 

EDIT: ZomebieRus & Lavo have some updated news in the AI thread, mostly to the success of affecting how the AI reacts to research trees and completing rows of research based on priority settings.

Reply #2785 Top

Quoting boshimi336, reply 2784
What I found interesting in this (as I didn't see it discussed within this thread and I am not privy to the behind the scenes discussions) is that you could set up separate 'crazy expensive place-holder ships' off of the tech tree to the right (out of view) that link individually to every research item in the tech tree to force the AI to research items.

Yes, after re-reading the thread that might prove mighty useful if it works well for the tech trees besides the military tree. Thanks and cudos to Lavo_2

Reply #2786 Top

Quoting TobiWahn_Kenobi, reply 2785
Yes, after re-reading the thread that might prove mighty useful if it works well for the tech trees besides the military tree. Thanks and cudos to Lavo_2

I can confirm it works for both the civilian and defense trees; I've put special priority on the former so the AI has a better economy, and grouped the latter with the military tree.

Reply #2787 Top

Hi all,

Narn research restructured, Minbari are next.

As for Lavo_2's suggestions, after testing it out a lot today I must say I couln't get it to have any effect on the AI research. To be honest, nothing seems to have any effect on the AI concerning research. X(

So we will put AI issues aside for now and just try to get the release out soon.

Reply #2788 Top

Quoting TobiWahn_Kenobi, reply 2787
As for Lavo_2's suggestions, after testing it out a lot today I must say I couln't get it to have any effect on the AI research. To be honest, nothing seems to have any effect on the AI concerning research.

If you want, I can look at the files for you and see if it's coded up right. Just need the filler ship/research/player files.

Reply #2790 Top

Quoting gladiatormaster87, reply 2789
Does it work for the newest version of Trinity?

 

As per the OP the currently released version does not work for Trinity / Diplomacy v1.34.

Reply #2791 Top

Quoting Lavo_2, reply 2788

Quoting TobiWahn_Kenobi, reply 2787As for Lavo_2's suggestions, after testing it out a lot today I must say I couln't get it to have any effect on the AI research. To be honest, nothing seems to have any effect on the AI concerning research.

If you want, I can look at the files for you and see if it's coded up right. Just need the filler ship/research/player files.

 

ZombieRus5 has also released a little bit of information as far as 'On Page' and 'Not On Page' differences in AI research results. He also makes an interesting comment later on about getting the AI to research items it normally wouldn't.

Reply #2792 Top

I've tried using ships on page 1/2 and not on page, using different roles, using 1 or 2 prerequisites to no avail...

I'd be glad if you'd tried your luck once 0.42 is released (soon)

Reply #2793 Top

Quoting TobiWahn_Kenobi, reply 2792
I've tried using ships on page 1/2 and not on page, using different roles, using 1 or 2 prerequisites to no avail...

I'd be glad if you'd tried your luck once 0.42 is released (soon)

Well, once you figure out the secret then it's fairly simple to setup. I'm sure Lavo will have some suggestions when you get 0.42 released.

Reply #2794 Top

Quoting boshimi336, reply 2791
He also makes an interesting comment later on about getting the AI to research items it normally wouldn't.

To be fair, I brought that up as that's why I looked into this whole AI business in the first place. :P

Quoting TobiWahn_Kenobi, reply 2792
I've tried using ships on page 1/2 and not on page, using different roles, using 1 or 2 prerequisites to no avail...

I'd be glad if you'd tried your luck once 0.42 is released (soon)

I'll do that for sure. Might have to wait until after exams, but I'll definitely give it a shot.

Reply #2795 Top

Quoting Lavo_2, reply 2794
To be fair, I brought that up as that's why I looked into this whole AI business in the first place.

I've been using this on a different scale with the NotOnPage for quite a while now too. On example is to fix some minor issues with the Vasari starbase AI construction. Collaboration actually resulted in advances on both our ends that will also hopefully help other mods out as well ;)

Reply #2796 Top

Quoting ZombiesRus5, reply 2795
I've been using this on a different scale with the NotOnPage for quite a while now too. On example is to fix some minor issues with the Vasari starbase AI construction. Collaboration actually resulted in advances on both our ends that will also hopefully help other mods out as well

Hehe, true that! Heck, maybe Ironclad can even use it to improve the AI for Rebellion somehow.

Reply #2797 Top

well, what I've done is:

Defense research subject -> ShipAI RSubject -> Ship AI (e.g. on page 2)

but even after long time and more than enough resources the AI does not research it. Maybe (likely) I'm doing something wrong.

Reply #2798 Top

Quoting TobiWahn_Kenobi, reply 2797
well, what I've done is:

Defense research subject -> ShipAI RSubject -> Ship AI (e.g. on page 2)

but even after long time and more than enough resources the AI does not research it. Maybe (likely) I'm doing something wrong.

Ok, what you've done is made something that is in a "chain". This ensures that the AI will eventually research something. This could take anywhere from a number of minutes to a number of hours. If you want to prioritize that research subject, you need to make it a research prerequisite of the ship entity itself.

Reply #2799 Top

Quoting Lavo_2, reply 2798
Ok, what you've done is made something that is in a "chain". This ensures that the AI will eventually research something. This could take anywhere from a number of minutes to a number of hours. If you want to prioritize that research subject, you need to make it a research prerequisite of the ship entity itself.

That would mean I could only prioritize a few selected researches.

And in the combat tree section I do the same thing (chaining) and it mostly just works whereas in the defense tree it doesn't. Is the AI research behavior tree specific? In tat it will only research subjects when in a given tree? (combat,defense,noncombat,...)

Reply #2800 Top

Quoting TobiWahn_Kenobi, reply 2799
That would mean I could only prioritize a few selected researches.

And in the combat tree section I do the same thing (chaining) and it mostly just works whereas in the defense tree it doesn't. Is the AI research behavior tree specific? In tat it will only research subjects when in a given tree? (combat,defense,noncombat,...)

Yup. You can get at least 8 or so prioritized.

I don't know; I've found that it works for the Defense tree personally. Mind you, in my case, every single tech in the Defense tree bar three unlock an ability, level up an ability, a module, starbase, or improve a starbase. I'd really have to look at the techs myself to check.