Sins of the Fallen: Rebellion(v1.1) R2 version is the second installment for Rebellion which includes the Transhuman Rogue and Hypercorp factions as well as the Advent, TEC and Vasari enhancements. This version also contains additional mini-mods for the moon, artifcat, flagship, planet, and militia extensions.
Rogue Hypercorp
Compatibility:
Rebellion 1.1
** IMPORTANT: PLEASE DELETE OR BACKUP ANY PREVIOUS VERSIONS BEFORE UNZIPPING THIS TO YOUR MOD FOLDER **
Factions:
Rogue Trader (Loyalist)
Rogue Syndicate (Rebel)
Hypercorp (Loyalist)
Psicorp (Rebel)
This full version contains the Rogue and Hypercorp faction in addition to the Vasari, TEC and Advent new capital ships. Release Notes: See the readme.txt for a complete list of all changes. Please fully read the feature How To Install Sins of the Fallen before attempting to activate the mod. This version of the mod has very specific activation rules that if not followed will likely result in unexpected/unsupported behavior or a mini-dump (trust me you need to read the instructions to avoid these issues).
This release is what I would consider a playable release of the Rogue and Hypercorp faction. It should run fairly well for most people in other words but could still have some issues. As always there are aspects of the mod I would like to improve, but attempt to balance my time on the mod and real life demands. If there's anything else you'd like to see improved/changed especially in the area of Loyalist/Rebel I'm usually game.
Thanks, ZombiesRus5
FAQ
I can activate the mod, but it mini-dumps shortly after starting a game. Why?
This seems to be a problem with most mods now. You should restart Sins after activating the mod to ensure all modded files load properly.
Is Sins of the Fallen: Fall of Transhumanity compatible with Fall of Kobol?
Compatible versions of Sins of the Fallen are released on the Fall of Kobol forum thread. This version released on moddb is not currently compatible with Fall of Kobol. The Cylons are going through a major ability and research overhaul which have broken it's compatibility with this release.
The game mini-dumps when I try to deactivate mods. How do I manually deactivate a mod?
In my tests I haven't had any problem deactivating this mod, but this can happen. In the Rebellion Mod folder delete the EnabledMods.txt file.
Example EnabledMods.txt
TXTVersion 0enabledModNameCount 6enabledModName "SotF Race Advent Reb.QA"enabledModName "SotF Race Hypercorp Reb.QA"enabledModName "SotF Race Rogue Reb.QA"enabledModName "SotF Race Tec Reb.QA"enabledModName "SotF Race Vasari Reb.QA"enabledModName "SotF Core Reb.QA"
EnabledMods.txt
TXTVersion 0enabledModNameCount 8enabledModName "SotF Planets SinsPlus Reb.QA"enabledModName "SotF Militia Advent Reb.QA"enabledModName "SotF Race Advent Reb.QA"enabledModName "SotF Race Hypercorp Reb.QA"enabledModName "SotF Race Rogue Reb.QA"enabledModName "SotF Race Tec Reb.QA"enabledModName "SotF Race Vasari Reb.QA"enabledModName "SotF Core Reb.QA"EnabledMods.txt
TXTVersion 0enabledModNameCount 9enabledModName "SotF Race Tec Reb.QA"enabledModName "SotF Race Advent Reb.QA"enabledModName "SotF Race Hypercorp Reb.QA"enabledModName "SotF Race Nephilim Reb.QA"enabledModName "SotF Race Plague Reb.QA"enabledModName "SotF Race Rogue Reb.QA"enabledModName "SotF Race Vasari Reb.QA"enabledModName "SotF Core Flagship Reb.QA"enabledModName "SotF Core Reb.QA"EnabledMods.txt
Release History
HAHA yes hypercorp!
have special love for these guys, finding that LRM frigate bug for you was one of my first karma points on the forums x3
Wait this download has plague in it too, are they ok to use?
Ha, guess that serves me right for putting the build together while I was working. The plague "will" work, but it's not built out for rebellion fully. You can try them if you want, but I'm not going to support any issues with them until I formally release them. I'd rather work on issues with Rogue and Hypercorp.
say whaaaa? Ooooh, plague
I'm getting c++ runtime errors since installing this. can anybody suggest a workaround?
Please follow the installation instructions and ensure the order of activation is followed. Also, use the recommended settings.
Please also restart Sins after activating the mod. There is a well known issue with Sins and mods dumping after initial activation. SOA2 also has this specific issue.
I have the same problem.R1 works fine,but R2 always gets c++ runtime errors.
I have followed the installation instructions and ensured the order of activation .Also, use the recommended settings.
try it without the flagship mini-mod.
Thanks very much,ZombiesRus!Now it works fine!
YES hypercorp!! your the best zombierus
I agree. I've loved his mods since day one, and they've by my book got the best original content by far. Don't get me wrong, there are some other great mods out there, but for me SOTF outstrips even 7DS for its content and scope. I can't endorse it enough.
bit confused tho.. why cant any repair-based ability target the Hypercorp (loyalist??) titan ?
Added to the issue list.
This mod is great! Where did you get the music for the Rogue faction??
Some of it's Third Temple, Blockhead, the Doctor Who theme music.
I figured out the C++ errors when flagship is enabled and why it didn't affect me. The flagship addon has some old Diplomacy formatted meshes. I didn't see it initially because I had all races activated which overrode those meshes.
I'll get flagship fixed in the next release. Sorry about that.
Well done for working it out that fast, I wouldn't have known where to start :)
I'm getting minidump when game tries to deploy Hypercorp orbital repair team.
Yep, I noticed my change to orbital repair teams didn't make it into the public build :(
Great stuff Zombie. :)
Glad to see you've gotten out the R2.
No huge bugs either or im just lucky, just played abouth 2-3 hours with each variant, and no ctd. The pirate cobra strikes me as being a tad to big by he way and one of the hypercorp titans are hardly bigger than a normal ship. Thank you for your excellent work.
Bah nm my comment abouth the cobra, It obviously was really elevated when last I looked at it, because its a lot smaller now, or maybe I was just sleepy yesterday night.
I'd like to see some changes too. Some scaling and some new models.
im unsure if a specific research or so for psicorp (hypercorp rebel?) or if it affects both factions but anyway
was doing a 1v1 map against a vasari.. and they annhilated one my fully upgraded starbases using Weak "T1" missiles ships without even dropping its shield
even the capital ships (am going to do another map to confirm)
Good catch! Was missing the stupid negative sign :)
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