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

 

14,152,969 views 5,473 replies
Reply #5451 Top

Is there any way to either 

1) increase the effectiveness of the ai

or

2) add the species from the vanilla version to the mod

 

I set 2-3 ai at max settings against me but it just isnt the same, I'm not sure whats wrong but the ai dont seem to vibe w the mod xP

Reply #5452 Top

To reiterate the effort mentioned in Discord, I have cost adjusted all the frigate, capital ship, some planet module, titan and star base files (216 files) if I recall correctly. They are currently out for rebalance to ensure a Zerg rush wasn't accidently introduced.

 

Reply #5453 Top

Quoting dyltheripper135325, reply 5451

Is there any way to either 

1) increase the effectiveness of the ai

or

2) add the species from the vanilla version to the mod

 

I set 2-3 ai at max settings against me but it just isnt the same, I'm not sure whats wrong but the ai dont seem to vibe w the mod xP

The Vanilla ships don't stand a chance against the modded ships. Generally damage output is far higher from the modded ships. Modded ships also have a very different shield and armor characteristics and shield mitigation is used in the tech tree to toughen newer ship designs as the tech tree is unlocked.

As to the AI, it has many known and several suspected behaviors. Basically its dumb. At higher levels of toughness the AI is given additional resources as compared to PC players. I'm not sure how the AI achieves "aggressiveness" but the code implies the AI is given goals and works to achieve those goals. An example would be destroy N planet modules or X ships or Z type of ships within some time frame. It's also good to know there are several AI. Strike craft for example have their own behaviors.

Probably not the answers you were looking for but did that help?

 

Reply #5455 Top

It can be done, but it requires diving deep into modding and rewriting a decent chunk of the mod code. It's essentially a different mod at that point. Also, the Vanilla Sins ships, don't stand a chance against the mod ships as a general rule.

 

Reply #5457 Top

Hi there!

I am currently rewatching B5 because its on Amazon Freevee and decided to revisit your wonderful mod to scratch the itch for some epic B5 space battles!

Is there an easy way to replace the awful looking tempcubes with another available model? Like just renaming some files?

I'd rather have some ship types share the same visual than having to see those cubes all the time :-D

 

Really great work you all did with this mod, I check out ever new release and am always happy to see that it is still alive, even when the wait tends to be a little longer :-)

 

Take care!

Reply #5458 Top

Quoting d.schneid4308, reply 5457

Hi there!

I am currently rewatching B5 because its on Amazon Freevee and decided to revisit your wonderful mod to scratch the itch for some epic B5 space battles!

Is there an easy way to replace the awful looking tempcubes with another available model? Like just renaming some files?

I'd rather have some ship types share the same visual than having to see those cubes all the time :D

 

Really great work you all did with this mod, I check out ever new release and am always happy to see that it is still alive, even when the wait tends to be a little longer :)

 

Take care!


Yep, you can do that.

But it may be hard to do it, if you have never modded sins.
You need to decode the binary "entity" files into TXT format, and then change the lines, which tell what ship model is beeing used.

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Reply #5459 Top

Quoting Zabik_2, reply 5458

Is there an easy way to replace the awful looking tempcubes with another available model? Like just renaming some files?

Yes, if you are comfortable with Python scripts. You can change the image the ship entity file calls from but that is technically making a sub mod. Always make a backup copy before tweaking changes so you can revert to a known good.

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Reply #5460 Top

Thanks for the pointer guys, worked like a charm!

 

Replacing the meshName "tempCube_W3" with a value from another ship was all it took :-)

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Reply #5461 Top

Perhaps we should make a list of models that should be used as temporary stand-ins for the missing ones? Perhaps someone cares to make such a sub-mod?O:)  

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Reply #5462 Top

Posted an update to Moddb to correct the MadVasari crash.

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Reply #5465 Top

It's been a while. Work in progress:

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Reply #5466 Top

Nice.

 

Reply #5467 Top
 
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Reply #5469 Top

Woot!

 

Reply #5470 Top

Looking forward to one of you guys taking on the EA Warlock class at some point. Love that ship!

Reply #5472 Top

Maybe. I do have almost no time to work on the mod at the moment. But have a half finished warlock somewhere on my harddisk. When the olympus is finished I might tackle that next. :sheep:  

Reply #5473 Top

Your the best man! Good luck on the endeavors of rl and we await on your mighty return