Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Looks like the short answer right now is the Maelstrom planets require the DLC to be fully playable.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

thanks I'll look into it

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Found this issue. Part of the research relied on the DLC while the planets did not. It's fixed in the latest build 40.5

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Do you have the DLC?

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

The downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Also, the file downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

It's in the description if you click read more...

It's a single mod file to activate so should be pretty simple.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Thanks, I'm investigating

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Thanks, Fixed the download!

Must have went cross-eyed while I was uploading this...

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40.5

Sadly the there isn't much mod support for Outlaws. I mainly had to make a change to strip strikecraft from Outlaws (BSG mod) because the Player AI doesn't know how to use them.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.45.5

It's part of the main mod as standard now.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Fixed in the latest 1.85.45 build

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Assuming you've converted all the files to TXT, the next step would be to associate the sub-mods with the main core mod by clicking project properties and associate project.

Conversely, for core right click on the project and click project properties then associate ALL of the sub mods.

After that everything should validate correctly.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

I do have Galaxy Forge's for the Mod in the planet folders. If you just wanted to make one for the main mod, all that is required for any MOD is to copy the Galaxy Forge folder from the Sins directory. And then overlay the GalaxyScenarioDef.galaxyScenarioDef file from the Core GameInfo directory into the Galaxy Forge directory just made.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

First thing I would suggest is apply LAA if you're running Win64 and have 8GB or RAM. If not, I'd suggest setting your effects quality lower High Texture, Medium effects, and Low Bump

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Transhuman Science -> Relic Colonization

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

You need the full versions to mix/match things.

Baked is intended to remove the activation complexity but this also removes the flexibility of the full versions.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

There won't be any more factions.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

I don't document things that can be discovered by playing the game ;)

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

It only autocasts when the ship takes 10% damage per the ability.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

What's your checksum?

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

What Sins version do you have?

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

Do you have LAA applied?

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

The baked is the easiest to sample the mod. I have by far the most complicated mod setup for the Full Version. That said it also provides the most configurability of any mod currently out there for Sins.

Start with baked. Activate the single baked folder per the instructions.

Then try changing out the militias or pirates with the addons included in the baked version.

This mod is also compatible with Fall of Kobol so the full version allows you to mix and match up to 9 different complete factions. This is where the activation process gets a little more complicated but if you watch the video and read the install it's really not to bad. I've also named the mod parts so they sort in the order they should be activated in.

I'm really approachable too so feel free to send me a message on moddb if you have questions or need help.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

I don't see any solid gray shapes on any Rogue ship.

Moddb.com

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

The download was updated with the fix. Thanks!

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.85.40 (Full Version)

My CVS server crashed so getting a full change log is delayed while I rebuild it.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

It's probably the flagship mini-mod. I uploaded a new download into the 1.85.40 link to fix the issue. It didn't popup in my testing because I had all the fallen factions activated which hid the issue. Sorry for requiring another download. Alternatively you can deactivate the flagship mini-mod.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

I've updated the download in this link to fix the flagship issue. It was a corrupted dummy shield mesh on the SotF ships causing the issue. It didn't popup to me when I tested flagships as I had all the fallen factions activated hence overriding the dummy mesh as appropriate.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.85.40 (Full Version)

What is the issue with 7zip?

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