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

 

14,172,819 views 5,473 replies
Reply #401 Top

XD harpo lol you just made my day... hahahahahahahahahahahahahahahahahaha! :rofl: *dies from laughing to hard* x_x anyways... I don't run on full max... I go at a moderate level -_- I can't have my computer getting TO slow on me... I usually scan the thing once a week anyways for security risks and so far I've had no problems

Reply #403 Top

Quoting ZEROibis, reply 390
I will work on adding the changes to the tree as soon as possible.

Can someone explain to me what these other stations do? Is the difference something like this:

Military station:

Powerful Weapons and armor

Repair platforms

Antimatter restore

Ship Yards

Hangers

Diplomatic Station

Limited weapons and armor

Trade facilities

Culture Upgrades

Hangers

Also for the explorer ships I was thinking that for them to really be useful they should come with some real benefits such as:

Large anti mater reserves

Long range colonization

Population growth bonus when colonized from this ship

Cheaper planet upgrades when this ship is in orbit

This ship can build jumpgates at a reduced cost

 

 

Hmmm that is quite interesting... the choice between a military outpost or a diplimatic outpost... it's going to be hard choosing which one to build in certain places, though it would be a smart idea to put the diplomatic ones in way out area's in the fringe of the solar system and then put the military outpost towards the center of the empire... though saying this though when you have hyperspace gates in the mix that might prove to make fringe areas a moot point cause... if I read the discription correctly on the hyperspace gate... anything and anyone can jump to that system so long as they have the open jump point skill... now the question I wonder is... if your at point A: which is in one solar system and you have point B: which is also in another solar system. At both point A and B they each have a hyperspace jump gate can ships jump from point A to point B so long as they have that skill even IF they are in a different solar system?

also another thing here... the construction cruiser for each side... they can build hyperspace jump gates but when you build one it takes the starbase/outpost slot... was this intentinal or is this part a still a WIP?

Quoting TobiWahn_Kenobi, reply 395
Thanks for testing EternalRequiem!
I identified the problem... Lazy me, thought I did not need to change much for 1.041... Needed to change the string.entity as well as the entity.manifest. Will post a fix in the near future (just need some input from EvilTesla on an ability first!)

 

As for the starbases, EA always has the better military starbase tech. Though only 2/3 the range, the final weapon upgrade of the minbari is much more capable than the missiles from EA. Still, the range is nothing to be sneezed at!

Hmmm... interesting about that... though I do wonder... getting the enemy to attack the outpost directly would prove rather difficult seeing how if you think about it, most enemies would just go after the planet and the surrounding stuff and avoid the outpost all together until it's support, fighters and weapon turret platforms were gone. But just saying, I've had pirate raids on one of my asteroid bases and well the pirates just avoid the outpost and attack everything else. Now thinking about it... yes... that is the smart thing to do, leave the HUGE station alone until it's support is down and then attack it. But knowing some Commanders and such it is the smart thing to actually directly assault the station so that way it is out of the way and can't provide support for any ships in the area and also makes it so much easier to take a planet or asteroid controlled by another faction

Reply #404 Top

also another thing here... the construction cruiser for each side... they can build hyperspace jump gates but when you build one it takes the starbase/outpost slot... was this intentinal or is this part a still a WIP?

This ship is "Cortes", but Koobalt still work on him.

Reply #405 Top

LOL this much I know ;) I actually watched that eps recently... been famiarlizing myself with the B5 series again after I finished downloading the whole series... I do have to say it brings back a lot of memories. Series was one of the best Sci-fi series I've ever watched and also one of my favorites

Reply #406 Top

The jmpgate taking up the starbase slot is neither intentional, nor a cause of WIP - it is the way starbases are managed. You can make more than one type of starbase per faction (and jumpgates built by construction ships are starbases) but they will all take up the starbase slot. I cannot say if I will allow more than one starbase on certain planets at the end. Depends all on balancing. And after we have (thanks to EvilTesla) an ability to tug starbases around, we can reposition them if needed.

Reply #408 Top

Damn... lol that looks sexy I love the way he does those models. That looks better then the current model being used and I can't wait to see it in action :p

Reply #409 Top

I don't think jumpgates should take up a starbase slot.  While they are massive structures, there are a lot more jumpgates than there are trade/diplomatic/military stations.  I think jumpgates should be tactical structures that take a long time and a lot of resources to build.

Reply #410 Top

You can build them as tactical structures, but you can also build them as starbases, your desicion! BTW love the Sharlin!

Reply #411 Top

Oooookay... I'd say the Minbari Neutron Laser on the outpost is far more capible then the missiles of the EA hahahaha oh man... just blew a bunch of pirates out of the sky with it... that I say has incredible range for a weapon seeing how it shoots far beyond the range of the firing range when you look at it by pressing alt... or is it crtl? not sure... but either way I LIKE IT! Can't wait to get the Vorlons in game :drool:

 

hmmm the only way to actually get the long range fire from the outpost though is to manually target the ship and have the outpost attack it, meaning... click outpost, choose target and let loose the destruction... though seems sorta redundant but still it's awesome

okay, another thing I noticed the Sharkaan Class Cruiser it says it's suppose to take 100 fleet supply but in actually it takes 260 supply, I believe that is an error/bug and needs to be corrected... I'll continue to play and see if there are any more sort of errors in the game that need to be addressed. I'll keep updating when needed on the current game I'm playing ;)

Reply #412 Top

I just looked at the entity file and yes, it should cost 100 supply. Please test further.

Thanks

Reply #413 Top

Indeed I will, I also posted in the SRI forums about the sound effects and such, you know me there as Eternal Dragon, where as here I changed my name to what it is now, I've been looking around and almost forgot about the other game I have and heard rumors about a B5 mod for it. Believe it's called X3: Terran Conflict. I happen to  have the game but I haven't really played it. I'm a bit finicky when it comes to first person shooters specially with space ships I like a more 3rd person perpective in that area that way I can see what's around me and SHOOTING at me xD

anyways I came across this gallery

http://img15.imageshack.us/i/universeia.jpg/

which has more pics in it besides that one

also if any of you are interested you can also go here

http://forum.egosoft.com/viewtopic.php?t=260560

that is if you already haven't gone there

Reply #414 Top

http://b5.hc-gamer.de/index.php?mod=news&action=recent, yea this is the mod your talking about but i think they moved it to x3 terran conflict but thats the site of  the mods home page

Reply #415 Top

Yeah I only looked into it when I saw the thread on 7 deadly sins forum. If we could somehow get some of the files from that... sound files for weapons, sounds of engines and what not I think this would help the team here with mod development... the ONLY other way I can think of getting sounds for the game is to have someone take them directly from the Series and movies of B5. But the one or ones to do this need to have the ability to rip the sounds from the Series and movies. I sure can't do it since I have no know how in that area, my area one of which some of you might have noticed already is pin pointing things out and possibly coming up with ideas... at least that's what I think I'm good at besides testing the mod :p but anyways I just wanted to give you ideas and options that can be used or utilized for the mod project. I hope it will be of some help... if not it was worth a try to just throw it out and let the team think about such means ;)

Reply #416 Top

anyways I came across this gallery

http://b5.hc-gamer.de/index.php?mod=news&action=recent, yea this is the mod your talking about but i think they moved it to x3 terran conflict but thats the site of the mods home page

 

Thanks for the info there are some really nice images and ships there!

 

Reply #417 Top

besides testing the mod but anyways I just wanted to give you ideas and options that can be used or utilized for the mod project. I hope it will be of some help...

 

We are always pleased to have input that might aid this mod ... so thanks for your time and effort in finding this option for us ...

 

Thank you also for your feedback and playtesting!

Reply #418 Top

DELETED.

Reply #419 Top

I can play around with all the awesome ships the EA has.

Yes! They really have some awesome ships! And Tobiwahn/Zvezdochets/Koobalt have really brought them to life in the models they've done/doing ... of course Fileosoft has given us a great service with his advice/corrections/insights!

 

And Evil_Tesla's abilities have given the ships character ....

 

And then there's the research trees ...

 

Yes! It's going to be AWESOME! And that's just one race EA!

 

 

Reply #420 Top
Yeah, I've been checking up on the progress on the 7DS forums. Great job there, especially to Koobalt and Fileosoft. The Omega and Cortez look great, and I hope the team manages to hack the particle system so their sections rotate. I haven't played it yet as I am waiting for it to be more complete, but what exactly does opening a jump point do? Can't most ships phase jump on their own?
Reply #421 Top

Right... from experience playing the game the way jump gates work is basically LIKE the vasari phase gates except that it goes MUCH faster. Ships that have the ability to open a jump gate basically can jump from one system to another in pretty much the same way... but the upgrade for that doesn't apply but they do go faster then the normal phase lane travel. Like say you have a jump gate on one planet and then aim your fleet towards a planet halfway across the solar system. Basically your ships when the jump engine skill is used they open a jump point to that system and they basically jump towards that system even IF it doesn't have a jump gate in it. Like I said, they go a bit faster then normal phase lanes but it still takes time. Now if there is a jump gate there... say it's under control by an enemy or ally... your ships would probably go there very quickly and vise versa with allies and enemies. I do wonder about this kinda thing though...

Pirates would probably be the Raiders or something else in B5 and I wonder what the mod team has planned for them in the future

Reply #422 Top
So opening a jump point allows direct travel to any planet? Awesome. Since anything from the Nova and up can open jump points, I am going to love the Earth Alliance. I just wish they didn't depend on the Shadows for their technology, at least according to the prototype EA tech tree. And SteinerX, please don't add any of the First Ones. Overpowered cannot begin to describe them.
Reply #423 Top

LOL the Shadows are ONE of the First Ones, the oldest of them from what the history in the series has said about them Vorlons are also one of the First Ones as well

and yeah basically you can open any jump point to a planet so long as the ship has the skill of course if you have other ships that don't have that ability there is no need to worry. Say your ship with the open jump point ability is in a fleet with a bunch of ships that DON'T have that ability they can still jump. The open jump point ability has a area of effect, any ship in the vincity of the ship opening a jump point can jump with them to the target planet. But as I stated before it's slightly... SLIGHTLY faster then normal phase lanes. Jump Gates on the other hand... don't compare to either once you've upgraded the jump speed at max it's pretty much near instant travel. Lvl 4 jump speed upgrade gives what? 6000 times the normal hyperspace travel time? that's VERY FREAKING FAST

okay I'm providing a little update for information for those of us who aren't familar with B5 did a search for it and found what I was looking for

http://babylon5.wikia.com/wiki/Main_Page

this looks like it'll provide some infomation on the series for those of us who wish to know more and again it might provide some helpful things to the mod team. Which some of whom might already know about this source... but then again nothing said nothing gained. By saying something there is something to gain from it and nothing is completely wrong when you say it. Understanding is what is most important ;)

Reply #424 Top

Here a few infos:

 

First @SpardaSon21
I won't tolerate talking about illegal downloads or other such abilities on this thread! I urge you to edit your post and remove the offending lines! What you do is up to you and I wont judge you on that but please refrain from posting such things here!

 

@EternalRequiem
As for jumgate ability - it does accelerate exactly as the jumpgate does (uses the same ability) and the aera effect is just for show. Any ship in a system where the jumppoint was opened can jump to any system selected as the jump destination and vice versa!

Reply #425 Top

Hmmm... then there might be a slight problem with the speed of the ships opening a jump point going to a neutral planet. My fleet is moving at a SLIGHTLY faster pace then normal phase lane travel but it's barely noticable. I'm currently at upgrade 3 for the hyperspace speed increase and I noticed between jumps between my own controlled planets... it was very fast like ZOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM! took the fleet about 10 seconds to get from one planet to the other... hmmm might be a bit but it was very fast. Under 30 seconds. The planet the fleet is moving to now... if you say that they should accelerate exactly like jumpgates then there must be a error or bug on the file cause I don't see that happening