Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Transhuman Science -> Relic Colonization
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.
There won't be any more factions.
I don't document things that can be discovered by playing the game ;)
It only autocasts when the ship takes 10% damage per the ability.
What's your checksum?
What Sins version do you have?
Do you have LAA applied?
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.
I don't see any solid gray shapes on any Rogue ship.
The download was updated with the fix. Thanks!
My CVS server crashed so getting a full change log is delayed while I rebuild it.
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.
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.
What is the issue with 7zip?
Pirates are either vanilla (i.e. stock) or you swapped them out with Cylon which is the exact same textures as the Cylon faction. Not really sure where you are going here...
Pirates are stock unless you activated cylon pirates or even worse cylon heavy pirates. Yeah, they are super hard if you did that but not impossible.
Nope, just included them in the download in case people wanted them versus downloading the whole full version.
It's a bug with the game engine. I've reported it to Ironclad. The only work around is turn off rampant militias or activate a militia from the SotF or vanilla factions.
Good news is I found the issue with flagships and will be able to upload a new version soon.
Thank you. Several people have pointed out the issues with flagships and I traced the problem to corrupted shield meshes for the main SotF races. It wasn't obvious to me as I tested flagships with Hyp, Neph, Rogue and Plague activated :( I have it fixed locally and will need to add an update to the main mod download.
Thanks guys,, I'll do a quick test with flagships to see if i fan isplate what the issue is.
What is your EnabledMods.txt when you enable Flagship? Thanks
Rst u ut eh ckn n de wutr
Are you using a Translation? If so which one?
Good point on the translations though. I'll try starting games with each of them. It's possible some issue happens with those.
Are you restarting Sins after activating the MOD? There's a bug in the Engine that causes the first game to mini-dump if you try starting a game immediately after activating the mod with the in-game menu.
Everything that is needed to run Fall of Kobol is included in the download. The other Fallen races are in the Sins of the Fallen download.
See my comments to HelenaCain