NOTE: New 7zip content structure (see read more+)... Build 34 Full Version for Rebellion 1.82. Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod. Please delete or backup any previous version of the mod prior to installing the latest version.
7zip File Contents (Note: addons, militia, planets and translations must be unzipped individually):
SotF.Full.Reb.1.82.34.1.7z Contents:
SotF(4) Race(1..m) Advent Reb
SotF(4) Race(1..m) Hypercorp Reb
SotF(4) Race(1..m) Nephilim Reb
SotF(4) Race(1..m) Plague Reb
SotF(4) Race(1..m) Rogue Reb
SotF(4) Race(1..m) Tec Reb
SotF(4) Race(1..m) Vasari Reb
SotF(5) Core(0..1) Flagship Reb
SotF(5) Core(1..1) Reb
SotF.Addons.Reb.1.82.34.1.7z
SotF.Militia.Reb.1.82.34.1.7z
SotF.Pirates.Reb.1.82.34.1.7z
SotF.Planets.Reb.1.82.34.1.7z
SotF.Translations.Reb.1.82.34.1.7z
* You will need to individually unzip the Addons, Militia, Pirates, Planets and Translations as desired. This change was made to reduce the amount of folders placed by default into you Sins Mod directory by default.
Full Instructions
Change Log (Build 34)
General
- minZoomDistanceMult normalized for all custom factions.
- New shaders compliments of STA3 team (Permission granted by Gul-Dukat(tech))
- Fixed incorrect planet population upgrade rates on ocean planets
- New race logos for Rogue, Plague, Nephilim, Colonial and Cylon.
Colonial/Cylon
- See Sins forums - 1.34 has a lot of changes for FoK
Moons
- Renamed Moon base upgrade for block colonize to planetary shield to reflect what advancing the upgrade will do.
Planets
- Fixes bloom issue on custom planets using PlanetBlack-da.dds
Plague
- Blood Omen - Removed ability to steal Modules (Caused issues) and Titans and starbases (Balance)
- Consume Planet - Fixed to properly restore hull
- Fighter exhaust trail width reduced
- Some changes/reorganization to plague voice dialogue
- New Phase Jump Effect
- Cleaned up team colors for most units
Rogue
- Reflective Shield - Changed to appropriate reflect Titan Upgrade Level
- Rogue Wave Motion Gun - Increased range
- Cleaned up some team colors
- New Phase Jump Effect
Nephilim
Hypercorp
Aww and I just downloaded the last version four days ago!
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
Haha same
i don't know if you changed anything else between this version and the one on the forum but here what i noticed though i have been playing this mod for a long long time now:
-no antimatter research for rogue?
-blue arcadia harpoon doesnt work on battlestar/cylon ( cuz of the inexistant shield, is there a way to completely delete the shield like what has be done in STA3 since sometimes you hear "OUR CAPITAL SHIP HAS LOST ITS SHIELD"?)
dont the harpoon use to capture capitalship? making a capitalship useless for some time is enough tho
-whormhole research(rogue trader) is no longer there
-isn't the flak burst ability of the min's class(rogue) cost a bit too much of Antimatter?(maybe even with the columbia/thor)
+isn't the gamble ability of the min's class give too much of a malus? or lets just stay with it but lower flak burst cost to 75/60/50, though i don't know what the AM cost should be for the damage it can do against strikecraft maybe its already consequent enough
-Data archive only give a +5% speed? not much for a artifact, at least +15?
-does cobra destroyer die hard ability really works?
-planetary malus like 'smuggler base' could be a bonus for the rogue/tec rebel?
-offer protection ability from the arcadia doent differ from the colonising ability of the rogue raider? even with higher levels?
-can the yamato weve motion gun hit multiple target on his way? how? the laser was going through a ship on his way to another though this ship didnt take any damage
-repair platform researches dont upgrade anything on it? no repair speed incresing?
-should the yamato stack missile ability get some buff? more waves/missiles seems like it hits 10 ships and does ~350 on each
btw they are fired from the bottow of the titan though there seems to be some kind of 'launchers' on the titan's rear
-retaliation ability doesnt have a specific visual effect? a different colored shield or 'aura'(perhaps something like what the Enterprise/fed starbase has)
i didnt pay attention to this and my 2 capital ships FTL-killed themself against this plague-cap'
-rotating astero def doesnt work on cylon starbase
-just pointing out:
cobra picture(on top of the selfdestruct button) is the arcadia
annaw pic = ghost capship
yamato doesnt have any
but who cares about those details \o/
ps: want my plague starbase to jump so badly+a second 'consume planet' upgrade that inscrease something+total starbase upgrade 8>10? +coffee_money_cutekitten
So all is said
Good feedback... I'll look through these and see what I think.
btw most of the feedback is about rogue trader (+++repair platform, dont know about others)
and i don't know if you had a look on what i wrote page 96 forum?
there wasnt any new upload on modd so i thought i could post there though most of it is for sotf, not FoK, the sotf forum didnt seem very lively
-should the Fortified World planet get a shield around it, i see only black spheres floating around
-there is something wrong with those 'blue comets'
Cloud-4.steamusercontent.com
-you cannot build where you want on Ring World though it works if you choose to build at random, need to increase the range of the building space
-perhaps ice field, shattered moon could have an advantage, like giving an resource income/trade bonus to starbase in those particular gravity well
-a bit less 'player color' for pirate starbase
-i could travel through whormole whitout having the reasearch with rogue trader ships
-just thinking that some caps ships should be researchable instead having all of em availaible from the start?
-sometimes it seems like im losing crystal/metal with rogue trader though i keep on colonizing more planet*
-do pillages ships(rogue) cost a bit too much?(1000credit)
though they can earn credit through bombardment. just wondering~
and they do the same amount of damage/same fire rate than raiders?
-could the titan shipyard serv as a good repair platform for ships but it will disable them 30sec during repairs? a bit too useless as soon as you have your titan
-pirate outpost's cannon only fire at strikecraft? just so i know this is not gonna work well for defense \o/
-btw, about the yamato missile ability shooting from bottom of it, perhaps it can fire from the thing which appear to be a missile launcher just behind the deck
ps: cant wait to jump my plague starbase to suck out HP of planets like a thirsty moskito, i want a good buffed drain ability too \o/
in fact, what ship bump/ ship extra really do?
otherwise,
-About the Titan yard, perhaps it could reset cap'ship/titan spent points.
And like someone already pointed it out, building a new titan already at max lvl doesnt feel right(maybe lvl7 is enough), you don't have to care about your titan anymore, no need to retreat it
-could starbase artefact be deployed(shape changed) then reset to their basic state so they can be moved to another gravity well and redeployed
-rogue starbases don't benefit ships cost reduction
Im aware im asking too much with what you are allowed to do with Sins system \o/
i wish they would give in to our desires~
you shoudl post links or info when yo uupdate fal of kobol too i m jsut too lazy to read through sin forums to find if igto newest or not
in fact the current version can be found on the top of the forum page and 'beta version of a futur new release' through the forum posts
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
why must this mod be so complicated to install , **** this im out!
LOL, whatever
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So I love the moons addon in this game, and one of yr videos said you they were supposed to get converted to a starbase upon capture, then revert back to a neutral ready to be recaptured moon when "destroyed"
Only when I played a game, every moon that's destroyed isn't reverting, its just flat out getting blown up and disappearing. Is this a bug? I kind of assumed it was since starbases can be destroyed but "planets" can't be...so I just assumed you might be having trouble coding the moons to revert back when they get destroyed.
Seems kind of a stretch to rationalize making the entire moon go boom if you ask me lol.
This was a case of mechanics meet reality meet compromises. The original version did indeed have them as recapturable moons but I was having issues with the limitations of the Engine. I might revisit this again at some point to see if any new schemes present themeselves.
when I download this mod I get one folder with a bunch of symbols in it, does anyone know how to fix it?
Which one?