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

 

14,164,943 views 5,473 replies
Reply #1476 Top

@Davroth
As much as I prefer your vision, we cannot distinguish between Jumpgate jumps (ie vasari phasegate jumps) and standard jumps. Both use the same cost - structure sins intern, so I cannot make normal jumps cost antimatter and jumpgatejumps cost none. Though one could make jumpgates refill the antimatter as well (perhaps someone tells me how to make it so that jumpgates only fill the antimatter up to a certain level ie. required for one jump). that would make jumpgates in unowned systems vital for travelling.

 

Question: Are ships really unable to jump when they have 0 antimatter?

Reply #1477 Top

Quoting TobiWahn_Kenobi, reply 1476
@Davroth
Question: Are ships really unable to jump when they have 0 antimatter?

yes, they can't jump with 0 antimatter

Reply #1479 Top

Quoting Darvroth, reply 1475
TobiWahn,
Explorer class ships could have an ability that replenishes its own antimatter. A slow regin rate would be much prefered to an instant fill option. Since such ships go long periods between port visits.

For all ship, there is a option for replinish antimatter... all suns in sins have a ability to recharge slowly antimatter...

If i good remember, the TEC have a orbital structure able to recharge antimatter too... so the code, entity already exist...

By the way, i am for the need to recharge antimatter near sun or orbital structure/starbase... it is more realistic... you have now ability who use antimatter ( like missile barrage ) without the need to recharge something... let rename "antimatter" and call it energy... no realistic ship have a unlimited amount of energy... and adding some supply need will really add a interesting dimension to the game...

Reply #1480 Top

Quoting TobiWahn_Kenobi, reply 1476
Though one could make jumpgates refill the antimatter as well (perhaps someone tells me how to make it so that jumpgates only fill the antimatter up to a certain level ie. required for one jump). that would make jumpgates in unowned systems vital for travelling.

Can simply add the ability "Ability_AntiMatterRechargeModule" to the stargate... and make it slow for recharge so it cannot be used in the heat of a fight... of course, you will need to modify the ability for apply to everybody, not only friendly ship... about the constraint, a actual one is "HasAntiMatterShortage"... need to check if there is some other constraint that you can use ( ask Danman, i have make a wiki entry for all sins constraint in the past and Dan is the only one with the wiki data since the move of the forum )...

Almost forget, your Vorlon Light Cruiser is fully done ( model, segment, UV, texture )... take a look at http://danmangames.com/forums/index.php?topic=1757.msg13620#msg13620 ... with very little work, you will have it ingame in a short time... maybe a Vorlon Heavy Cruiser ( non canon too ) for tomorrow... and when the Ambassador transport will be done, same type of work, it will be the base for a total of 5 models... will remain the destroyer and planet killer who is unique...

Reply #1481 Top

TobiWahn,

I see the point. Ok all jumps consume anti-matter but jump gates could add X "energy" for Y seconds making the use of a jump gate energy neutral (with the bonus of a built in recharge period) presuming a ship didn't have enough "energy" on its own prior to the jump.

Q: Will all gravity wells begin with jump gates and if not how will they be distributed?

Q: How if jump gates have the ownership of a faction are they not targeted by AI controlled fleets and raiders? Is it possible to code jump gates the same as neutral "resources" even if within a claimed gravity well?

Q: Will non-self jump shipping follow the phase lane model (simulating many short jums)? And self jump capable ships follow the Visari model of being able to jump to any explored gravity well? And if not how do you envision (within the current limits of Sins) working?

Many thanks.

Darvroth

Reply #1482 Top

Can simply add the ability "Ability_AntiMatterRechargeModule" to the stargate... and make it slow for recharge so it cannot be used in the heat of a fight... of course, you will need to modify the ability for apply to everybody, not only friendly ship... about the constraint, a actual one is "HasAntiMatterShortage"... need to check if there is some other constraint that you can use ( ask Danman, i have make a wiki entry for all sins constraint in the past and Dan is the only one with the wiki data since the move of the forum )...

This is the ability "AbilityAntiMatterRestore" - in previous year i offer this ability for "Hermes".^_^

And two types "antimatter" tankers - military "Hermes" and civil tanker [Thoumsin - you remember our tanker ?]

About ability - i may modified ability [change transfer distance, etc]

Reply #1483 Top

Quoting Zvezdochets, reply 1482

...and civil tanker [Thoumsin - you remember our tanker ?]

I remember them... there are a few models that Tobi wait... but i will remake all of them later... in fact, all will have your ship head ( cannot make better with fewer poly )... goal is to have one texture map for several models... and since the head is the complex part at the poly level, best to use your good version...

About remember, i have a fighter to finish too... but it is not  problem, our hero texture is so much busy that he cannot follow the flow of models...

Reply #1484 Top

haha, yes, we keep SteinerX very busy =)

And I need to get myself around to make him the hyperion UV so he can start working on it. Too bad my weekend is almost completely planned for by my sweetheart and relatives.

Reply #1485 Top

Quoting TobiWahn_Kenobi, reply 1484
haha, yes, we keep SteinerX very busy

And I need to get myself around to make him the hyperion UV so he can start working on it. Too bad my weekend is almost completely planned for by my sweetheart and relatives.

 

Whoa sweetheart? c'mon dude.. who has gfs? Videogames are life. lol

Reply #1486 Top

Raider Mothership Update 1

two - 3 hours work.. this program is similar to the one i used in class... whatcha think?

Reply #1487 Top
hi guys..is there an ETA on 0.40 version ?
Reply #1488 Top

@oFant0mo
Looks nice, though keep the polygon limit in mind when you do roundings, they seem a bit too much from here (keep in mind that the polygon limit is counted in triangles, not quads=

@radu1
Sorry, no release date yet, but you can gauge progress here e bit:
http://b5-sotyr.origo.ethz.ch/blog

Reply #1489 Top

two - 3 hours work.. this program is similar to the one i used in class... whatcha think?

Nice!

Quoting radu1, reply 1487
hi guys..is there an ETA on 0.40 version ?

Soonish;)

 

Texture update:

Sharlin remodeled by File'o'soft/Thoumsin - AO by Tobiwahn - "a lick of paint" by me: 100% done

@ Tobiwahn files dropped in

Reply #1490 Top

I've been following your mod for some time now..i'm a huge B5 fan..and this is an incredible work you are doing...my favourite is the Omega destroyer...breathtaking..simply breathtaking...maybe it's because of that rotating module, but the ship looks sooo..alive...if you know what i mean...i even added it to my original Sins , so now the Tec have 6 capitals..keep up the good work..and keep those ships coming..

Reply #1491 Top

Nice model and texture!:inlove: Interesting, Nial will remodeled or no ?

P.S: SteinerX, in new release you make new ship icons from file "B5_Unit_Infocard" ?

In previos release i see "Explorer", "Omega", "Poseidon", "Nova", "Hyperion", "Saggitarius" ... and all:rolleyes:

Planned new ship icons ?

Reply #1492 Top

@SteinerX
WOW! Looks soo good!

@radu1
Thanks alot, wait till you see the updated texture for the omega in 0.40!!

@Zvezdochets
Second that. New icons would be so cool!

Reply #1493 Top

I've been following your mod for some time now..i'm a huge B5 fan..and this is an incredible work you are doing...my favourite is the Omega destroyer...breathtaking..simply breathtaking...maybe it's because of that rotating module, but the ship looks sooo..alive...if you know what i mean...i even added it to my original Sins , so now the Tec have 6 capitals..keep up the good work..and keep those ships coming..

 

Thanks for your interest and comments on behalf of the B5 Team.

Yes love the Omega, too. BigBangTheory worked out the rotating effect for a previous B5 attempt ... Tobiwahn recreated this for us here (Great work Tobiwahn!) ... if you love the Omega then you'll like the Explorer, too ... it has a rotating section ...

The new Sharlin looks great ingame ... plus the Vorlon Dreadnought with the moving tex.

All in all a splendid team effort ... am always amazed by the quality/creativity of the work produced (abilities/models/tex/coding/teamwork/etc).

Reply #1494 Top

P.S: SteinerX, in new release you make new ship icons from file "B5_Unit_Infocard" ?

In previos release i see "Explorer", "Omega", "Poseidon", "Nova", "Hyperion", "Saggitarius" ... and all

Planned new ship icons ?

 

@Zvezdochets
Second that. New icons would be so cool!

 

It's on my ever growing list of things to do :)

 

@SteinerX
WOW! Looks soo good!

 

Nice model and texture! Interesting, Nial will remodeled or no ?

 

Thanks great model and great AO, just a bit of paint from me. Some Minbari ships will have some retexture work.

 

 

Reply #1495 Top

It's on my ever growing list of things to do

Good! Yesterday i start work on LONAW fleet - better when we have 3d models, on future of course.

P.S: Drazi Sun hawk have 2468 tri, fighter Sky Serpent 1168 tri [slighty more limits, but Sunhawk carry only one fighter]. Render image from 3d max.

Reply #1499 Top
I like seeing that Drazi ship. It really encourages me to come and look for updates.
Yes, after release 0.40 i promise "small" add-on with some ships, in simply "one-colour" texture, because nice and unreal difficult texture work not for me, regrettably i too lazy for this. Drazi "Sunhawk" and "Sky serpent" add too, and "Storm falcon" as capship.
Reply #1500 Top

Ok slight slag.. im not used to wings.. I wanna mirrior image a duplicate section of a model... soo can anyone help me with that? I duplicated the module but i wanna mirrior it to opposite what it is now..