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

 

14,164,653 views 5,473 replies
Reply #1576 Top

@ TobiWhan_Kenobi

Just a question...when do you think would the next release comes out? Or would you finished all and then make the release?

Reply #1577 Top
hi..i made a little mod for myself where i added some of your ships to the original Sins... i have a little problem...i also want to have the ships icons in the game..but if i put those files of the sips icons in the modfolder, won't the game crash or something ? cause the game will only look in those files, and there are only the image files of the new ships..it won't find the images and icons of the original ships...i mean, from what i understand, the game will only use the modified files that are in the modfolder..thanx
Reply #1578 Top

@loneranger1
Ha, thatw as a good one. If I would wait to have everything finished before a new release, you would have to wait a very long time :grin:

0.40 is on its way

http://b5-sotyr.origo.ethz.ch/blog

 

@radu1
Which Pictures are used is specified in the brushes files. There you have coordinates of the picture parts inside the image as well as their identity string. The brushes file is in binary, so you need to convert it using ConvertData.exe before editing, and then reconvert it to use it in sins.

Reply #1579 Top

I am poundering about something.

The way Babylon 5 used 'combat' in the show  was quite often with beams and usually a well placed beam destroyed a ship.(Quite often the foward beams of most capital ships have and some smaller ships like the White Star)

How is this being implented into the mod? Atm ( haven't tried it ) I assume it is normal combat. Will it be/become more like Babylon 5?  Ships probably would be cheaper if they are destroyed in 4 hits, but it does add realisme to the Babylon feel.

Reply #1580 Top

Well, depending on the attacker ship and defender ship, they can even be destroyed in 1 hit. But balancing will take place later (as was said before, many times :| )

Reply #1581 Top

@ TobiWahn_Kenobi ..good to now it.And hey I could wait till its all done ;)

Reply #1582 Top

Quoting TobiWahn_Kenobi, reply 1580
Well, depending on the attacker ship and defender ship, they can even be destroyed in 1 hit. But balancing will take place later (as was said before, many times )

Can't wait to try it out with more or less two complete factions to see how it is! I know balancing comes when it comes, I just wanted to know how the combat would be and its a good answer ^^ keeping babylon 5 feel alive!

Reply #1583 Top

Yes, I don't want to make it too frustrating but don't want to stray from B5 too much. So it will be a sort of compromise. After all, ships cost a lot, so they need to sustain a little.

Reply #1584 Top

Need Help / Advice:
Yesterday I tried to make the supply line Idea work, though I have encountered various problems with the abilities.

Even though I made the ShipRecharge Ability for the Planetmodule to only recharge antimatter with constraint HasAntiMatterShortage, yet it always performs that ability, even when no ships are in the targetradius.

I made an ability for tradeships (passive, others don't seem to work) to rechage PlanetModules and StarBases, though while it shows the correct radius, it never does recharge anything. I will probably try to circumvent tis tih the stealantimatter buff, but has anybody experience with tradeships and abilities, and the limitations of this combination?

 

Sidenote, I've neverbeen able to stop phasejumping by having no antimatter. Can anybody confirm that having no antimatter really stops you from phasejumping?

Reply #1585 Top

You can't disable phasejumping if there is no antimatter.

Reply #1586 Top

Quoting TobiWahn_Kenobi, reply 1584
Even though I made the ShipRecharge Ability for the Planetmodule to only recharge antimatter with constraint HasAntiMatterShortage, yet it always performs that ability, even when no ships are in the targetradius.

Add a second constraint "NotSelf"... Recharge use anntimatter... if the antimatter level of the planet module is not at 100%, witout these second constraint, the planetmodule will try to recharge itself... since the recharge use itself antimatter, you have a loop who can in the long term slow down all the game...

I made an ability for tradeships (passive, others don't seem to work) to rechage PlanetModules and StarBases, though while it shows the correct radius, it never does recharge anything.
 
Will be more easy to reply if we see the code... are your sure that you have the "isAutoCastOnByDefault TRUE"

Sidenote, I've neverbeen able to stop phasejumping by having no antimatter. Can anybody confirm that having no antimatter really stops you from phasejumping?

In the mod, don't you use the Vasari gate code for jump ? If so, only ship with antimatter can jump from one gate to the other since it is a ability...

I am not sure of it but i think that ship without antimatter can jump phaseline... but during the jump, you loose some antimatter... long time that i have play a normal sins game...

+1 Loading…
Reply #1587 Top

@Thoumsin
Could not post code, because I'm at work, and had little time yesterday to post it (since when I got to sleep after failing with that ability it was already 3am) 

Yes, I'm using NotSelf as a constraint.

Another thing that bothered me, I made the ability so it gave 1 anitmatter repeatedly, still it would only recharge my ships to 219 out of 220, but never stop using the ability.

As for tradeship buffs, I couldn't use autocast, because the ability wouldn't even show up if I used something other than a passive ability.

Reply #1588 Top

i try today game, and try to jump from one planet to another, the problem is that to phase jump the ship is need to turn back and until that he recharge 15 antimater, so i can't tell you for 100% that the ship don't need the antimater for phase jump, but from my observation the don't need it, but to be sure you need a ship that can't recharged antimater, or have always 0.

 

And another topic: I will be very busy, with my engineering thesis, so i wont be online often. But don't be lazy i will check on you.

 

The red eye see everything :cylon:

 

:grin:  :grin:  :grin:  :grin:  :grin:  :grin:  :grin:  :grin:  :grin:

+1 Loading…
Reply #1589 Top

Ok, I got it basically working now, just a few minor problems (crossing fingers)

My main problem was using the ApplyBuffToTargetsInRadius instead of ApplyBuffToTarget

The Problem with the abilities not being used by tradeships was solved by using the StealAntiMatterForFirstSpawner action on the repairplatform (and to be used on the starbases as well)

Now I just need to work out the details.

Reply #1591 Top

G'Quan mesh is in repository! Might need some tweaking on the tangent map, but that i can only say after I have the texture.

Reply #1592 Top

G'Quan early tex. update - replaced test tex.

Render:

Ingame - but perhaps some lighting issues ...

Still a lot more details to add/revise/etc ...

Reply #1595 Top

I have a defensive platform the Earth Alliance.
models 3d Max 2010
model : 900 polygons
Texture one file 512х512 px.

is necessary ?

Reply #1596 Top

TobiWahn, this model better then my. And probably need attach in mod this model than my [and in my 2.1k poly]:'(

Reply #1597 Top

@lovad
Very nice. Was this done by yourself? If yes, I'm definitely interested. Is it uv segmented, optimised and uv textured?
If this model is 900 triangles, you might add some details (up to 15k triangles) if you wish! Thanks alot.

 

@Zvezdochets
Well, I can't say if it is better than yours or not, but for 900 tri, tjis is very good.

 

Reply #1598 Top

Quoting TobiWahn_Kenobi, reply 1597

@Zvezdochets
Well, I can't say if it is better than yours or not, but for 900 tri, tjis is very good.

It is say 900 poly and not 900 triangles... Have already see so much 3dMax model where round surface was a single poly... once triangulate, using the round surface can use a lot of poly...

For say what model is better, we need them in .obj format and check them in some 3D software, fully triangulated with possible error corrected, and transparent poly replaced if they exist...

Reply #1599 Top

At me two models of this platform. One on 900 poly, another is a bit easier on ~700 rpoly. Distinctions in them are minimum and visible if to look narrowly. Tell where to send, I will give in max, obg, 3ds + texture