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

 

14,169,370 views 5,473 replies
Reply #3477 Top

Quoting Rustiek, reply 3476
When the new PreAlpha 0.43 will be finished?

If I could give you negative karma, I would. Read the thread before posting.

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Reply #3478 Top

Quoting TobiWahn_Kenobi, reply 3477
Read the thread before posting.

 

This.

Reply #3479 Top

Quoting TobiWahn_Kenobi, reply 3471
I've submitted the Poseidon and other small changes to the repository. Happy testing.

Can't wait to see it flanked by some Hyperions with a wall of Omegas upfront - time get a game going...

What abilities are planned for the Poseidon? IIRC it's a fleet command ship, which also happened to carry a shed load of Starfuries.

I was thinking of similar abilities that I proposed for the Centauri Octurion as both ships seem to fulfil similar roles (not counting the strike craft).

1) Tactical Strike:- advanced scanners and tactical simulations produce ideal firing solutions for the fleet. (Ceilo's designate target)

2) Electronic Counter Measures:- Emits interference to jam enemy sensors & communications,  (Domina's Suppression or  Rapture's Vertigo?)

3) Flanking Manoeuvre:- increases speed of nearby friendly ships in an attempt to outflank/intercept enemy formations. (Antorak's distort gravity)

 

Reply #3480 Top

Perhaps give it a version of the Akkan's Targeting Computers with increased range and decreased weapon cooldowns?  A better chance to hit is really only useful when fighting in asteroid belts since the standard hit chance is 100%.

Reply #3481 Top

Quoting SpardaSon21, reply 3482
Perhaps give it a version of the Akkan's Targeting Computers with increased range and decreased weapon cooldowns?  A better chance to hit is really only useful when fighting in asteroid belts since the standard hit chance is 100%.

 

This is true unless they have altered the 'chance to hit' on weapons in standard gravity wells? Either way, not bad. :-)

Reply #3482 Top

Quoting TobiWahn_Kenobi, reply 3475
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)

I'm thinking for the UI and tech buttons, after that we'll see. My wife has a quality corel for her photo editing would that work?

Reply #3483 Top

If all else fails Darvroth, Gimp is a free and fairly easy to use piece of software that is fairly versatile. I've used it before and it is very similar to Adobe Photoshop 7 which is what I use here at home.

Reply #3484 Top

Thanks, I'll look into it once my time crunch is a bit less, thesis is eating any thought of free time.

Reply #3485 Top

@Davroth

Corel will certainly work, but I've not used it for about 8 years so I cannot advise on it. If you also got Corel Draw you can easily make sketches and shapes in Corel Draw, then edit them in Corel Paint for the finish. I can give you the current backgrounds for the Buttons that I make (for ships mostly) if you want. Except if you want to have a completely differing style for the research (or just make a better Button than me ;-) but there should always be consistency. So if you want the backgrounds you just need to tell me in which format you want them.

Reply #3486 Top

TobiWahn,

Let me confirm what I have or will get to settle format, then a template for the ship and research buttons would give me a good starting point. Honestly won't have time for a few months but I'll let you know when I'm ready to give it a go. Thanks.

Reply #3487 Top

The Poseidon does look good and fields plenty of squadrons, also glad to see the mesh for the Omega's habitat section has been fixed. :thumbsup:

Should the Poseidon be able to build the Firebolt Starfury?

Reply #3488 Top

Quoting Darvroth, reply 3487
TobiWahn,

Let me confirm what I have or will get to settle format, then a template for the ship and research buttons would give me a good starting point. Honestly won't have time for a few months but I'll let you know when I'm ready to give it a go. Thanks.

Thanks. Time is not that important, it will take a while for us to get to rebellion, then we will need to take a look at the necessary artwork again.

Quoting NewHorizons, reply 3488
The Poseidon does look good and fields plenty of squadrons, also glad to see the mesh for the Omega's habitat section has been fixed.

Should the Poseidon be able to build the Firebolt Starfury?

Yes, why not? There is no replacement for the Poseidon as a new fleet carrier, so I expect it to get the upgraded squads. Glad you like it. The model is a complete reconstruction of Koobalts Poseidon almost without change. I needed to recreate the model from scratch mostly because of faulty symmetry and UV capable of ambient occlusion. But it is still perfectly his model. Only the rotating section is a modified version of Koobalts Omega rotating section because I can reuse the texture that way.

Reply #3489 Top

Quoting TobiWahn_Kenobi, reply 3489
Thanks. Time is not that important, it will take a while for us to get to rebellion, then we will need to take a look at the necessary artwork again.

If possible I'd like to capture as much of the uploaded abilities and close tickets in a few smaller content patches. We'll need the room for the Rebellion issues, also the expanded content will give us more of a feeling for faction balancing as we design the changes for the Rebellion upgrade. A couple content patches will also drive up traffic and might net us another modder or two to help with the effort. I suspect the upgrade will be a major undertaking and pushing what we already have done will help fill the void if it takes a while to conform to Rebellion.

Reply #3490 Top

Rodney,

Look at ticket 95 and see if you can make sense of the proposal. It is likely to be quite the challenge and was recently rescoped to 0.44 ask if the goal is not clear.

Reply #3491 Top

Quoting Darvroth, reply 3483

Quoting TobiWahn_Kenobi, reply 3475Well, 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)

I'm thinking for the UI and tech buttons, after that we'll see. My wife has a quality corel for her photo editing would that work?

Here's a general tutorial I did on research buttons that can be extrapolated to much of Sins images. 

https://forums.sinsofasolarempire.com/381494

 

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Reply #3492 Top

ZombiesRus5 once again thanks for your guidance and continued support.

TobiWahn I'll make a ticket referencing this so I can easily find it in a few months and as an aid to any other modder helping us.

Reply #3494 Top

OK my fellow members, no more additional content for 0.43. Last build is commited to BitBucket. Please file all showstopping issues that need resolving before release of 0.43 under Milestone 0.43a02. You may notice that now many meshes are bigger, as they are uploaded in txt instead of binary. They will be converted to binary for the release version though. All unresolved issues have been pushed back to 0.44 or 0.45.

After internal approval I will update the readme and the version startscreen and then it will be release. Might be that there will be 0.43a02 or 0.43a03 necessary though. We will see.

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Reply #3495 Top

Looked at how you just scrubbed the tickets and I saw no show stoppers provided the planet mine module was corrected for each faction and not just the Centauri. I propose at a minimum once 0.43 is released we compile a "Master" ticket for each race to annotate issues discovered or issues that need correction and publish those items that are easily correctable as 0.43a and insert any additional content that is ready. Don't know if a 0.43b will be needed but if not then focus either on more content or the conversion to Rebellion. My vote would be content first then Rebellion, but the upgrade to Rebellion will entail lots of new features/content so your call.

You were busy this weekend my compliments.

Reply #3496 Top

I will release 0.43 once you or NewHorizon or Rodney have tested it a little - Started a game wit every race and played for 10-15 minutes so I can be sure nothing breaks. Plus one game that lasts about 2-3 hours just to be sure we have no ability crashing hours into the game. I unfortunately have not time for this till the next weekend (and I'm not sure how much time I will have next weekend). So the latest for the new release should be the weekend after that, but I would like to release it sooner.

Version numbers with alphanumerics are reserved for Milestones, after release of a version I will reiterate normally (0.431, 0.432,...) but there should be no 0.431 (hopefully).

Thanks, my love was not that happy with me sitting so much time in front of my computer ^_^' . Hope it was worth it.

Reply #3497 Top

I also don't have time to test ATM but I'll see if my son induces any crashes. He is unlikely to keep good notes but he can at least tell me if he can't do something or it acts weird.

Reply #3498 Top

After updating from the git repository the Shadows & Vorlons now look playable - they now start with constructor ships so they can now build things. :thumbsup: Although that is just an initial check, I haven't begun a proper test yet.

Shadow scout looks pretty good.

Ignore my comment about the Poseidon not building Firebolts - it already does, I probably should have double checked that :blush:

AI's now seem to build minefields, however how do we clear them?

Both the EA Oracle & EA Delphi scouts have no mine detection abilities - I haven't looked (yet) at any other race's scouts.

In the next week or so I'll try to test some of the other races ...

Reply #3499 Top

Quoting NewHorizons, reply 3499
Both the EA Oracle & EA Delphi scouts have no mine detection abilities - I haven't looked (yet) at any other race's scouts.

Construction frigates should have them. They need testing though.

Reply #3500 Top

That's a bit confusing as the constructor frigate does auto-use the ability (and it works for EA at least), but it's not visible on the unit's info-card - the player is left a bit clueless here.

As there's no ability icon to hover the pointer over, you also can't see the effective range of the ability - it's a bit "hit & miss" as to where to place the constructor so that it reveals the most mines.

Would be nice for the Delphi (and other races scouts) to have this, even if it required a tech to unlock the ability.

Edit: Shadow scout looks suitably scary - it even turns around like it did after the Whitestar first fired on it.

Vorlon "Light" cruiser - pray (I mean REALLY pray) that one of these doesn't turn up at your homeworld, it will be interesting to see what the younger races need to take one of these down. Nice ambient glow inside.

One Vorlon enigma though - after colonizing a planet both the colony ship & the constructor were both disabled - had to scuttle the constructor to begin building anything.