Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Yes though the baked version is a single mod.
This is necessary as the game will crash if everything were loaded as there are limits on things like how many meshes etc.
Another benefit is overal performance as sins pre loads quite a bit. For people that don't want FoK or vice versa this can help games perform better.
Another benefit to me is it's easier to code, debug and isolate issues. If your familiar with coding languages it's like having packages of code.
The new sins mod manager makes it all pretty seamless.
Nope, you can only choose from the row for that faction. I didn't want symbols like cylon showing up on colonials or vice versa.
You can still build the flagships if you don't enable the Flagship addon. The addon simply starts the game with an initial free flagship.
Ah, Sins of the Fallen supports faction specific Player Icons. Each row of icons is reserved for a specific faction.
That is interesting. The mesh loads and displays fine on my computer. I'll look at it and see if there are any errors reported when generating the mesh.
They are actually represented in game as Star Bases. This allows moons to have the upgradeable features.
The mod manager will work with the 184.108.40.206 version, however there are some features that aren't supported like scenarios.
To use scenarios you'll need to play the 1.87.x version. However, it is in beta does have a few kinks to work out.
Not sure I understand as every Race has their own theme music. If you mean the main menu music, then it is determined by the first Race in the activation menu.
Don't enable the SotF(5) Core(0..1) Flagship Reb mini-mod. Or if your using my Sins Mod Manager, don't select the Flagships addon.
Why are you running the mod in the advanced developer exe? It will run fine in the regular exe which players are intended to use.
Updated V1 version available. Contains new features to Install a Mod (Requires 7-zip install) and quick links to the mods location.
That is odd...
Fortunately I was talking to some Stardock guys and they helped me find the option in Visual Studio to turn off dpi scaling for the program. Will try that build out later on my kids comp.
English is great. Wouldn't have even known you were foreign.
GOG should support updating to 1.86 which is the current version. The mod folder will be 1.85 as 1.86 is backwards compatible with all 1.85 versioned mods (Ironclad didn't want to force people to move mod folders around).
1.85 - 1.87 is mod compatible. This release is targeting 1.87 because of the memory management improvements that added including LAA support by default. Consequently I added some more base resources around planets that pushes my mod above the 2GB limit more easily whereas the previous version did a better job staying under.
If you enable this version in 1.86 it just needs LAA applied or you'll see white out textures.
Also, this version is still a beta as I'm working out some kinks with new features and modifications I'm making.
Yes, I've been talking to some of the other modders about Stellaris. It's something I'm considering.
Totally remember that episode.
You may also use my mod manager tool which supports The Final Frontier. It's available on the Sins of the Fallen mod page.
There are no attractive 3D models for the original battlestar. It would be an interesting Easter egg or random event though ;)
The tangent on the Battlestar Orion is not correct (got corrupted on the last changes). I'm working on a fix for that. Right now you'll see what looks like weird lighting on the hull.
Are you using large fleet supply? You could also change the scalar on the Gameplay constants to fit your own play style.
Unfortunately Sins only allows ships that have upgradeable abilities to be built from the "capital ship" factory. The ship is also high poly which makes me want to limit how often it is built.
Also, Sins of the Fallen for most of the factions have some non-standard ships that can built from the Capital Ship Factory.
I like the idea of Hero's some mods have, but I'm not as fond of the implementation required to make it work due to the engine limitations.
In regards to mini-dumps - yeah those suck. There is absolutely no useful information when a mini-dump occurs. I've done a lot of work trying to make sure things are valid and the code is clean, but some things just aren't known.
1.86 or prior flagships were just sup'd up capital ships where you got one and only one spawned at game start.
1.87 flagships supplant the original concept of Titans. Titans are now just a class of ship that can be built either as a normal Titan or as your flagship.
I think of Flagships as this is the ship your Admiral is residing on.
It appears this is due to if you have scaling turned on in Win10. not sure if/when I'll make any changes around it. According to some feedback many of you won't even see this issue.
I'm glad it worked for you after the changes.
I finally got on my kids Win 10 computer. The program runs fine but it's not respecting the sizing I put on the dialog and buttons. Basically the background image doesn't span the whole dialog and the buttons are larger for whatever reason.
I'll take a look if generating a win64 version helps or just recreate it on a Win10 machine.
Thanks! It's made mine a lot easier.
I recreated the issue and fixed it on my side. When I first downloaded Java it didn't ask if I was 64bit or not and installed 32bit Java. I uninstalled the 32bit Java. I then searched for and Installed the 64bit Java.
The solution: Install and Configure the 64bit Java as the main Java installation.
It worked great after doing this.
P.S. Thanks for letting me know.
What version of Java?
I'll try it on my kids Win 10 machine.
Do you have a Java JRE installed. The way the application is built it requires Java due to the Eclipse tool utilized.