Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
It depends on if you are loyalist or rebel or you can enable unification to play as just the colonials.
Yep. You got it.
I'll see what I can do here.
The main mod is heavily configurable. This "baked" version combines together common parts to make a more traditional mod requiring only one mod folder.
It's the same instructions regardless.
Due to an inability to modify the engine, the only way to apply these artifacts is to convert them to your faction. This can be done with colonizers ability to capture neutral artifacts.
what do you mean minus four or more frigates?
going to completely redo the weapon/durability stats for both cylon and colonials. They should be much more deadly and durable next release.
In terms of weapons:
MKVII - does ANTILIGHT autocannon damage for 26/12 = 2.166 dps
MKII - does ANTILIGHT autocannon damage for 13.5/12 = 1.125 dps
- does ANTIVERYLIGHT missile damage for 13.5/12 = 1.125 dps
The MKII would be better at attacking corvettes and other fighters with Very Light armor.
In terms of tankiness, I think there is some discrepancy that needs resolved. Thanks for pointing that out.
Starting the process. No specific news yet.
Sorry, for late reply. There is a settings file that can be updated to change the folder name. It's placed in the Rebellion settings directory.
Stargate Invasion - Yes
Star Wars Alliance - No
Interesting observation. It's possible there's a hard limit being exceeded somewhere. The game is not good with giving any details on mini-dumps (i.e. not good = absolutely no information). It's a guessing game for modders.
In regards to BIN versus TXT. You will need to run the ConvertData_Rebellion.exe that comes with Rebellion in it's install folder. BIN is chosen for releases because it decreases load time quite a bit.
18.104.22.168 or 1.87.45 (Beta)? And it was for sure from a moddb mirror?
Password on what part? Nothing I upload has any passwords.
Probably a bug. I'll check it out in the 1.9 build. Thanks.
That said 22.214.171.124 version is compatible with 1.9. It will just be missing the new string entries.
It's in testing currently. I have a 1.87 beta that highlights some of the changes though I fixed quite a few bugs internally.
The biggest bug squash I've found is with artifacts. Essentially the artifacts and aliens with artifacts with some races had a chance to spawn as temporary frigates on death, which then in turned caused a mini-dump because technically artifacts can't be destroyed.
The wiki that used to house some of the instructions, however it died unfortunately.
I've recorded a couple videos with the latest being: Moddb.com
Do you have the Eclipse workspace properties setup? Window/Preferences/Sins Preferences, then edit the Rebellion Installation directory. The tool needs to know the install directory to run the convert data exe.
The SinsModManager.setting file is located in your ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting directory.
All the 1.85+ mods should be compatible with the exception of some missing strings. I am working on a final 1.9 build though with some more fixes.
My add revenue is already going down...
I really like Unification.
Will have to think on what modifications I'll make to Plague. Nephilim and Plague are my most favorite factions. Some changes will be cosmetic but I might entertain a few other changes like starbase phase jumping if it doesn't mini-dump with spawning. Will have to see how things pan out.
Try it with the new 1.9 version
Think it's Resident Evil After life.
Model updates are fewer and fewer as the mod ages. It's possible some enhancements may happen down the road. Just need to see what happens with Sins overall. Would be nice if a Sins 2 came out that was just as moddable.
It's not something I've experienced and my machine isn't exactly top of the line. I'm curious if there's a mesh that doesn't quit like your graphics card. What's your system specs look like? Also, are you using the 1.85 or 1.87 version?
Adds experience to the capital ship.
I've been feeling like there was an issue for a long time with Artifacts. I sorta fell into this during my testing as a possibility for random crashes with Artifacts. I've done a lot of bug fixes up to this point so I'm happy to squash one more. I'm switching artifacts to be a space mine entity which will avoid any cloning techniques. I'm applying some ability magic to the alien ships to avoid the issue with them. Everything seems to be a lot more stable in my internal builds :P