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

 

14,165,094 views 5,473 replies
Reply #4551 Top

Quoting Darvroth, reply 4550
Might be worth accentuating where the bay entrances/exits are.

Like it! Will have a look at the model in the next days. I think the exit is underneath, isn't it?

Reply #4552 Top

I think you're correct TobiWahn_Kenobi. The models looks very nice. :-)

Reply #4553 Top

Yeah I suppose so, the underneath exit is the main hangar. Now it looks just like the template. Do you suggest making it more earth-like hangars? F.e. squared entry points? Or with lights inside? Perhaps it's something that can be arranged with texture.

Also, on top there's two tubes with same (although reversed) openings, not sure if they were meant to have fighters launching. The only hangar point I've included in the XSI was underneath.

Reply #4554 Top

Quoting Hael-sose, reply 4553
the underneath exit is the main hangar. Now it looks just like the template. Do you suggest making it more earth-like hangars? F.e. squared entry points? Or with lights inside? Perhaps it's something that can be arranged with texture.

No need for boxy EA style hangars and I agree texture and/or lighting can do the job, it just wasn't very clear where the hangar was (to me), and there is a scarcity of show video evidence... good model, I like it. The Minbari always struck me as a bit feng shui where form and function were equally as important. 

Reply #4556 Top

Quoting Hael-sose, reply 4555
A try at a Minbari Torotha. With placeholder textures.

Hael, nice looking model. The Torotha entity has two medium beams forward and antiVeryLight beams on all four facings, if that helps. Also, not sure which layer has the windows but an almost wrap around window "bridge" and a lower level with only port and starboard windows in the forward section would in my opinion, help define the utility of the ship, the aft is clearly an engineering section. I am very fond of the striping effect. Also, the Torotha doesn't have organic strike craft, but I like the idea it can land them.

One final recommendation would be to enlarge the rear center fin about 40%. The Torotha is fast and the gravity drive system the Minbari use is somehow tied to the fins.

Keep it up, very much appreciate the effort behind your sharp models.

As a side note, I'm really beginning to dislike nested buff entity files. Change one little thing and it commits you to a whole slew of changes in all the daughter buffs. This is especially true were earlier labor saving had several races call the same buff sequence for a common effect. Makes my head hurt.

Reply #4557 Top

Quoting Darvroth, reply 4556
Hael, nice looking model.
Agreed, that and the Morshin look good. Be nice to see all the various factions equipped with their own units. At the rate Hael-Sose is churning them out, that seems not that far away :-)

Quoting Darvroth, reply 4556
... gravity drive system the Minbari use is somehow tied to the fins.
Correct, IIRC they're kind of gravity field projector:- the Trigati was disabled when another war cruiser sliced the rear fin off, ie it lost the equivalent of its main 'engine'.

Although I can't cite a canon source, I get the impression the side fins are used as manoeuvring "thrusters", projecting a differential port/starboard fields to alter the vessel's course.

Reply #4558 Top

Quoting NewHorizons, reply 4557
Correct, IIRC they're kind of gravity field projector:- the Trigati was disabled when another war cruiser sliced the rear fin off, ie it lost the equivalent of its main 'engine'.

Although I can't cite a canon source, I get the impression the side fins are used as manoeuvring "thrusters", projecting a differential port/starboard fields to alter the vessel's course.

Nerds! :grin:

 

Like the torotha. I think the striping effect might be a bit more organic, other than that, great job.

I will be away next week because of job reasons, then spend the weekend on vacation. We are making good progress, though I still torture myself with the primus UV. Texturing will be even more of a chore. After that is done I'll get back to polishing Hael-Soses models (what a backlog I've got now. You are so fast ;-)

All the best and many thanks
Tobias

Reply #4559 Top

Hael-sose,

Feeling like adding a project to your list? The Narn T'Rakk is the wing sections of the T'Loth as well as the segments of the JaStat Warbase. The poly count for the T'Rakk would need to be relatively low as more than doubled (center section added) makes the T'Loth and the JaStat is made by attaching multiple hulls to a center connector section that also holds additional station support facilities. The JaStat can have from 3 to 6 wing sections...which require a 3, 4, 5 and 6 wing models with a common connector section.

Here is decent shot of the T'Loth as a frame of reference: https://www.google.it/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1333&bih=627&q=Narn+T%27Loth&oq=Narn+T%27Loth&gs_l=img.3...2835.5918.0.6611.11.7.0.4.0.0.118.681.5j2.7.0....0...1ac.1.45.img..5.6.594.oJhLNjY2G38#facrc=_&imgrc=ODSbXfTf48i1fM%253A%3BDzqqJJSm9lTG7M%3Bhttp%253A%252F%252Fwww.foundation3d.com%252Fplugins%252Fp13_download_manager%252Fimages%252F1221.jpg%3Bhttp%253A%252F%252Fwww.foundation3d.com%252Findex.php%253Fcategoryid%253D38%2526p13_sectionid%253D1%2526p13_fileid%253D1221%3B640%3B480

Here is an image of the JaStat: https://www.google.it/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1333&bih=627&q=Narn+T%27Loth&oq=Narn+T%27Loth&gs_l=img.3...2835.5918.0.6611.11.7.0.4.0.0.118.681.5j2.7.0....0...1ac.1.45.img..5.6.594.oJhLNjY2G38#facrc=_&imgdii=_&imgrc=6Vu5kag3yRgw5M%253A%3BbEYHnH4UvJ2oUM%3Bhttp%253A%252F%252Fwww.sharecg.com%252Fimages%252Fmedium%252F119297.jpg%25253C%252Fa%25253E%25253C%252Fdiv%25253E%25253Cdiv%252520class%253D%3Bhttp%253A%252F%252Fwww.sharecg.com%252Fv%252F68460%252Fgallery%252F11%252FPoser%252Fbabylon-5-Narn-Military-Base%3B600%3B414

I don't like it. It makes far more sense to mount the individual wing pieces as on the T'Loth (so the individual hull sections are stacked on the side) and have the engine sections point toward the center. Thoughts?

Edit: I should probably add the initial 3 section station is as viewed from the top an equilateral triangle and additional wing sections are added between these primary sections. The center node would be where the engines were and the T'Loth mounting arms would be further from the center node. 

Reply #4560 Top

Quoting Darvroth, reply 4556
Hael, nice looking model. The Torotha entity has two medium beams forward and antiVeryLight beams on all four facings, if that helps ... One final recommendation would be to enlarge the rear center fin about 40% ...

Thanks! The front bottom guns and aft guns are already there, I've added side guns as suggested. Also increased aft main fin, trying to find balance between size and aestetics.

Quoting NewHorizons, reply 4557
At the rate Hael-Sose is churning them out, that seems not that far away

:grin:  but I'm burrying Tobiwahn_Kenobi

Quoting TobiWahn_Kenobi, reply 4558
You are so fast

Or too much time, I'm not sure :-)

Also changed hangar bay and aft section to make them less organic and more spaceship-like.

Quoting Darvroth, reply 4559
I don't like it. It makes far more sense to mount the individual wing pieces as on the T'Loth (so the individual hull sections are stacked on the side) and have the engine sections point toward the center. Thoughts?

I agree, it seems silly for a space station to have opposing thrusters. Perhaps use only the hulls? What would you think of the sections rotated and altered between point up and point down (need 6 sections for that).

I'm not really a big fan of Narn "tech" but I'll give it a try.

Reply #4561 Top

@Darvroth

Here's a peek for the Torotha with side weapons (and somewhat larger aft fin). I've had to split the anti-verylight weapons into multiple groups because the converter doesn't allow 8 meshpoints for the same weapongroup.

http://i60.tinypic.com/n46skh.png

Reply #4562 Top

Quoting Hael-sose, reply 4561
@Darvroth

Here's a peek for the Torotha with side weapons (and somewhat larger aft fin). I've had to split the anti-verylight weapons into multiple groups because the converter doesn't allow 8 meshpoints for the same weapongroup.

http://i60.tinypic.com/n46skh.png[/quote]

Lovely.

Will be away for a little over a week. Have a nice Time.

Tobias

Reply #4563 Top

Quoting Hael-sose, reply 4561
Here's a peek for the Torotha with side weapons (and somewhat larger aft fin). I've had to split the anti-verylight weapons into multiple groups because the converter doesn't allow 8 meshpoints for the same weapongroup.

Very nice! I like how the striping is continued in a subtle way onto the hull, almost like shadows from waves when viewed under water.

Reply #4564 Top

I really hate when the DB does weird stuff. Rework is so incredibly annoying.

Edit: Hours of work shot to hell, and why? No idea. All level 1 are gone and level 2 replicated overwriting all other levels.

Edit 2: While attempting to restore lost work I noted that when a level was deleted in one starbase upgrade tab all of that level were deleted in all the other tabs. Example: If level 0 were deleted in any starbase upgrade tab all level 0 upgrades are deleted for that starbase. The primary impact is work must be perfect the first time as any subsequent editing may lead to hours of reconstruction. On a positive note, some of the lost work repopulates when the deleted level is readded.

Reply #4565 Top

All entity files, upgrades, ability and research linkages for the Narn JaStat Warbase are done. It is a different beast from the current default military outpost.

Edit: Next up Minbari military outpost.

Reply #4566 Top

Quoting TobiWahn_Kenobi, reply 4562
Will be away for a little over a week.

Good holidays to you!

 

Quoting Darvroth, reply 4564
I really hate when the DB does weird stuff. Rework is so incredibly annoyin

Can't really help you with the scripting but glad that you don't give up  k1

Quoting Darvroth, reply 4565
All entity files, upgrades, ability and research linkages for the Narn JaStat Warbase are done

For this, and the T'Loth request, I've send you a PM with some examples. Would love to hear your thoughts on it.

Reply #4567 Top

Quoting Hael-sose, reply 4566
For this, and the T'Loth request, I've send you a PM with some examples. Would love to hear your thoughts on it.

Responded. The centerline feature seems to be a Narn trademark feature.

I'll work on the JaDul before I shift my attention to the Minbari.... I've been thinking the Minbari would have three bases, one for each caste: Military, worker, religious.

Reply #4568 Top

Quoting Darvroth, reply 4564
I really hate when the DB does weird stuff. Rework is so incredibly annoying.

Edit: Hours of work shot to hell, and why? No idea. All level 1 are gone and level 2 replicated overwriting all other levels.

Edit 2: While attempting to restore lost work I noted that when a level was deleted in one starbase upgrade tab all of that level were deleted in all the other tabs. Example: If level 0 were deleted in any starbase upgrade tab all level 0 upgrades are deleted for that starbase. The primary impact is work must be perfect the first time as any subsequent editing may lead to hours of reconstruction. On a positive note, some of the lost work repopulates when the deleted level is readded.

Sorry to hear that. At first glance through the database entries, everything seems to be there (for me). Can you tell me what exactly is missing?

Thanks
Tobias

Reply #4569 Top

Ahhh, now I know what happens. Upon deleting a stage, the stages need to be renumbered again (for sins). To make the Stringnames correspond to the correct Stages I automatically change the Stringnames to the correct numbering (stage)

BUT

i do not change the strings, so after deleting the stages, the stringnames now point to the wrong strings. It can easily be corrected, one just needs to change the NameStingID and DescriptionStringID, but I should probably do this automatically.

Problem is, shall I delete the corresponding strings as well when deleting a stage? So that there are not two strings with the same ID?

Reply #4570 Top

Quoting TobiWahn_Kenobi, reply 4568
Sorry to hear that. At first glance through the database entries, everything seems to be there (for me). Can you tell me what exactly is missing?

If a level say 0, the starter level for that SB upgrade tab were deleted, then all level 0 baseline in the other tabs would be removed. If a new level in that tab were added it would start at 0 (out of sequence), then 1 if 1 were also missing. Some of the data from the previously deleted upgrade level would autorepopulate, and I noted on occasion the values would change such that level 1 now had the previous level 0 upgrade level values.

On a different note, I've been testing the Vorlon and Shadow. Both need substantial work for different reasons, the Shadow most of all. The Assassin is now in game and is a wonderful addition. The Vorlon Heavy Drone is not in game.

The Vorlon, Shadow, and EA still have tech display problems and tech not displayed In the colored field does not appear to be selectable, even for the AI. I haven't experienced a minidump yet in the new build even upon exiting normally.

I'll complete the Narn JaDul SB before turning my attention to fixing some of the noted problems with the Vorlon and Shadow.

 

Reply #4571 Top

Narn JaDul SB entity, upgrades, and research linkages are complete. I found I didn't need any abilities to achieve the desired SB so this represents an area of future growth.

Now on to working on what may be the never ending quest of Vorlon and Shadow balance...Stupid AI.

Reply #4572 Top

Added to the DB :

A non-scouting variant of the Shadow Scout, and a Shadow Scout capital ship variant. The scouting variant made a poor front line ship always leaving to go scout....

A Vorlon Lite Fleet Carrier capital ship (Hael-sose's model should work well here).

Both capital ships are available at game start with no research restriction and are modeled on the Shadow Scout and Vorlon Destroyer for balancing.

Made minor research path adjustments to both races. Added weak bombing to both races capital ships, in practice there are few enough ships there is no great harm.

The above should (fingers crossed) correct some AI issues, AI prioritized capital ship and would sit there and stupidly die while attempting to garner enough resources to acquire the first capital ship, behaving somewhat normally once attaining it's goal.

Reply #4573 Top

TobiWahn,

For the next DB build, request include the pirates and associated entity files. You have the raider carrier in game but I still need to update the associated files.

Reply #4574 Top

All,

Experienced a sync error while playing MP with my son: "Sync Error detected between Player 0 and Player 1 at tick: 46730"

Any ideas on what the issue might be and a solution are welcome. We were playing using the dev.exe as it is a bit more tolerant to other known hiccups.

Edit: Should probably also add, a network vice internet match, if that helps.

Reply #4575 Top

You guys may want to check this out. Don't know if you gave them permission to use your models. 

 

link

http://www.moddb.com/mods/traduccion-de-sins-off-a-solar-empire-rebellion-es