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

 

14,165,504 views 5,473 replies
Reply #3451 Top

Quoting TobiWahn_Kenobi, reply 3447
Haven't got much time, just got promoted
Well done!

Quoting TobiWahn_Kenobi, reply 3447
Working on one final addition for 0.43, when it is finished I will see how many tickets I can include and then will release the next version.

Is it worth updating the git repository on bitbucket so that recent stuff can be tested (by myself, maybe Darvroth etc) prior to releasing 0.43?

Reply #3452 Top

boshimi336,

At this point I'll settle for coarse corrections and tweak from there. The current mechanic has a known issue and the post 0.43 build has the aim of migrating to Rebellion. While I also think the friend jump should be standard if at least one ship has acquired a jump engine I'm willing to wait till post 0.43 to implement. There is so much new content with more waiting in the wings. Hopefully we will be in a position after 0.43 to have smaller but more frequent updates. Once a faction starts building jump gates rapid transit becomes the norm. I honestly haven't messed with the Jump Engines focusing on other things but the jump gates are well worth building. Thanks for the honest comments and interest. Lets see what future builds hold. In any event I must defer to TobiWahn as he prioritizes the content in the Master Database.

Reply #3453 Top

Quoting NewHorizons, reply 3451
Is it worth updating the git repository on bitbucket so that recent stuff can be tested (by myself, maybe Darvroth etc) prior to releasing 0.43?

You should be able to download any ability I've uploaded into bitbucket. Provided you make the necessary manual edits to the list files and the ship entity files you can enjoy the fruits of my labor. I've tried to explicitly state if something is tested or not but as TobiWahn has said there are a lot of ships... B)

I had to reload the mod this weekend as I yet again pushed my Frankenstein build out of stability. If I remembered to extract every change between tests that would help but it is honestly easier just to reinstall it and pickup from there. Really looking forward to 0.43 with whatever makes it in there is a lot of coarse adjustments and I want to see how the balance has changed as a result.

Reply #3455 Top

Just a status update -

I still have little time though managed to make progress on the latest addition for the mod (will say once its done, which should be around next weekend if all goes according to plan). After that, I'll just resolve a few more Tickets so look for a release of 0.43 around the 11th of November.

Reply #3456 Top

Woot!

 

Reply #3457 Top

Quoting boshimi336, reply 3445
Is it possible to 'add' these new B5 names to the currently existing Sins names, rather than replace them? If possible, I feel that might make it cooler to suddenly run across one of the cannon names and go 'whoa!'. Just a suggestion though.

I've uploaded both 'replace' and 'append to' string-file fragments to bitbucket so that TobiWahn can easily choose what route to take with planet names, although IIRC he favoured complete replacement.

With the B5 names added to the standard SoaSE ones, there's a ~35% of a "whoa!". :grin:

Quoting BM3141596, reply 3455
The Abbai homeworld is called Ssumssha, also if you want more Babylon 5 names check out the fanfic http://www.fanfiction.net/s/2594689/1/The-Dilgar-War.
Others you can use are Mitoc, Balos, Alaca, Omelos, Tirrith, Krish, Deskartalos, Fendamir, Altair. To name but a few.

Some of those were already in the string file fragments I uploaded to bitbucket. ;P

Quoting TobiWahn_Kenobi, reply 3456
so look for a release of 0.43 around the 11th of November.

Excellent! :thumbsup:

 

 

Reply #3458 Top

I'm back.  Sorry for my absence of the last year.  I'm picking up where I left off with the mod.  TobiWahn, I left you a message in dropbox (if you still use it.)  I'll be sending you Abilities and Ideas soon (have tons but must make them 'all' work first and be fun gameplay.)  I only have version 1.32 and don't have a new comp available for Rebellion but I already have a few items.  Thanks - sorry for being gone so long.  RJ

Reply #3459 Top

Rodney,

Welcome back! We have had to migrate to bitbucket: https://bitbucket.org/TobiWahn_Kenobi/sotyr/issues?status=new&status=open

Each capital ship and many frigates have open tickets with ability lists. Where you see holes please feel free to add an ability but take a while poking around to see how the mod has progressed since last you were working on it. If there is no ticket for a captital ship it is likely closed. So far we are running at 3 pages of closed tickets. Ask TobiWahn for account permission which will give you full access. TobiWahn is still maintaining the master database but the work surface is at bitbucket. Version 0.43 for SotYR should be out around 11 Nov.

A lot of the uploaded abilities will not make it into 0.43 and based on the notes there will be more frequent but smaller content patches till the Rebellion compliant patch is released. Dig through the forum when you get a chance you'll see one or more lists of things than need work. My take for your talents would be the following in order:

1) Finish capital ship ability lists.

2) Play test 0.43 and open faction tickets for found issues. A lot of 0.42 issues will be addressed but some may not work as intended and new ones are sure to surface.

3) Adjust tech trees as required for balance and early game. (0.43 already addresses some of this)

4) Propose and build frigate and planet module abilities.

5) Add models and other needed art. (UI needs a lot of work)

6) Proposing solutions to close/correct open tickets.

7) There are issues in the string files but it is very low priority.

8) Where ever you want to help.

New Horizons is on the team and has been busy with artifacts, string files, good ideas and useful suggestions among other assistance.

Glad you have more time to contribute. Oh, TobiWahn has continued to upgrade his database tool you will want the latest version.

Reply #3460 Top

Hi Rodney,

Yes, I still use the dropbox and put an answerfile on it. You now have access to BitBucket, though as noted in the txt new abilities are now added through the database, not as files.

Welcome back and lets get this thing going.

 

I've caught a severe cold on thursday so was out of order for the weekend and still feel a bit dizzy. So not much was done on the mod, sorry for that.

Reply #3461 Top

Sorry to hear this, hope you get better soon.  I'll be adding items Monday/Tuesday.  Having to work long hours this weekend.  I have lots of new Abilities and am able to make most anything you want.  Glad to be back.  Looking forward to working with Darvroth again, long time...

RJ

Reply #3462 Top

Rodney,

Looking forward to seeing your ideas. The Centauri and Narn are most in need of abilities though there are still a few EA ships that need rounding out. I'm also convinced the Shadow need another frigate class ship with a couple abilities to round them out, perhaps a Drahk raider.

Reply #3463 Top

Just a small teaser, not ready yet :grin:

 

Reply #3464 Top

Me thinks this might be an EA Poseidon super carrier! Looking forward to seeing it in game. Also it might be part of the start of game cover art...given the caption.

Effective against every Younger faction except the Minbari who ignore the fighters and section their foes... leaving the fighters to die in the cold vacuum of space.

Reply #3465 Top

Nice, although the launch-bays look a bit too bright IMHO - a darker shade of red, like the inside of the Starfury's cockpit, might be better.

Also, is that a new class of planet in the background or artistic flair for the loading screen? Check out the atmospheric haze layer.

Keep up the good work. :thumbsup:

Reply #3466 Top

Any one know a quick how to to create the art needed for the numerous UI buttons? The mod needs unique art for ship, ability and tech interface buttons all in all, hundreds of new overlays. I'm willing to learn if there is a quick tutorial already out there. Don't have a lot of time for the next few months but I'll manage somehow.

Reply #3467 Top

Quoting Darvroth, reply 3467
Any one know a quick how to to create the art needed for the numerous UI buttons? The mod needs unique art for ship, ability and tech interface buttons all in all, hundreds of new overlays. I'm willing to learn if there is a quick tutorial already out there. Don't have a lot of time for the next few months but I'll manage somehow.

What software are you going to use?

Reply #3469 Top

Updated from your recommendations. The models and textures are ingame material, the planet and rendering is done in Cinema 4D

Reply #3470 Top

@Rodney, Darvroth and Rob

I've submitted the Poseidon and other small changes to the repository. Happy testing.

Reply #3471 Top

Haven't posted in ages, just wanted to swing in and say amazing job, and my thanks for sticking with the mod even though you guys are busy. One question, is this compatible with rebellion yet or is that still in progress! Great job guys.

Reply #3472 Top

Damodread,

0.43 which should release in the near future is a major content upgrade expanding Shadows and Vorlon as playable races, contains some new abilities, a few new models and has a lot of coarse balancing and refining of issues identified from 0.42. There is a backlog of content that will come out in several small patches and the upgrade to Rebellion will occur in conjunction with that effort.

TobiWahn if I've erred in the above please correct.

+1 Loading…
Reply #3473 Top

Quoting TobiWahn_Kenobi, reply 3468
Quoting Darvroth, reply 3467Any one know a quick how to to create the art needed for the numerous UI buttons? The mod needs unique art for ship, ability and tech interface buttons all in all, hundreds of new overlays. I'm willing to learn if there is a quick tutorial already out there. Don't have a lot of time for the next few months but I'll manage somehow.

What software are you going to use?

Assume I have nothing that does not come with a standard Microsoft Office or Windows 7 package. If I have more than that I may not even know it, I'm learning from my kids....

Reply #3474 Top

Quoting Darvroth, reply 3473
TobiWahn if I've erred in the above please correct.

Manly correct, though i think 0.44 will contain not much but the upgrade to rebellion. I want to have a clean start and not have to identify additional problems when transitioning. It will also take some time to make the change I suppose.

Quoting Darvroth, reply 3474
Assume I have nothing that does not come with a standard Microsoft Office or Windows 7 package. If I have more than that I may not even know it, I'm learning from my kids....

Well, you would need something like Photoshop on the pro end or Paint.net or Gimp on the budget end for Photomanipulation/editing and if you are into creation some vector drawing or 3D program could give you the best start. One can make vector art in Photoshop but it is not that capable at it. As for free 3d rendering programs, there is Blender, but I've no experience using it. I don't know any free vector progs, but perhaps our community members do.

The reason I still prefer Photoshop for Image editing for this mod is that I can very easily create, edit and manipulate one or more alpha channels (transparency/additional data) per image. No other editor I've seen till now can do that this easily. But its very costly. So you probably wont have access to it (I do because I need to to some graphics work time and again)