Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
loading times is really system dependant so it's hard to say. In this case adding another module can marginally increase load times. However, even if I load the full mod it loads fairly quickly for me.
BTW, Heavy changes the pirate composition to include Capital Ships ;)
The Heavy Pirate addons will be the hardest challenge. Cylon Heavy would be the hardest, then Rogue and vanilla Heavy. You DO need to load the Fallen Race Cylon or Fallen Race Rogue to use those pirate packages. However, if you don't want the race to be playable you can order that after Core. You can use this same trick with the militia addon to ensure the game assets are loaded for militia/pirates but the race is not playable.
enabledModName "SotF(3) Pirate(0..1) Cylon Heavy Reb"
enabledModName "SotF(5) Core(1..1) Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
Most Sins Mods are spastic when it comes to error output. If you want to use the Debug exe with mods for whatever reason... Edit your rebellion.settings file and turn off error logging and turn off show errors (irritating popup).
Have 2 more models coming. A texture uplift for the Hades capitalship and a new Model/Texture for the Colony.
Are you running the Beta of 1.83?
I was surprised when Mord_Sith put this together, but it is pretty awesome.
We'll be replacing the current mk1 and mk2 models. I'm told by Mord_Sith who is in contact with the modeler we may get a replacement for the envoy. We'll ride out what we can get and go from there.
Maybe some other modeler/texture artists will volunteer their services after seeing some new progress made. It's not easy getting quality work like this so I'm definately happy with even these additions as they look extremely cool in the game.
The cylons should become a lot more cannon and consistent looking with the odd Guardian mk1/mk2 models currently in place being replaced with this and the new Hybrid Basestar.
We might be getting another model (hopefully more but we'll see) to replace the Envoy.
We are lucky right now as the person making these model/texutres is a professional in the field.
I have one in the works with the Fall of Kobol planet system. I can make one easy enough for Sins of the Fallen as the Galaxy Scenario Def in the mod includes all the needed entries. All that is required is copying the games GSD directory and placing that file instead of the vanilla into it.
Are you using a 64bit OS with over 4GB of RAM?
If you set the graphics settings to all LOW does the mod start? If it doesn't start it's possibly not a RAM issue.
So yes, this is right. What does your enabled mods look like? How many different factions are in your game? Late game lag is always a bit of an issue even in vanilla. It may be worse with the amount of strikecraft BSG units have. It could also be a poorly performing ability. I've fixed a few issues internally but I'm not sure if this would impact your game or not.
#disappoint you can't read...
Try playing from a save game file.
You need an extraction tool that works with 7zip files.
The current Baked version is stable and doesn't require updating. It will be updated when the next version of Rebellion releases along with any patch changes or changes in queue. The change notes details the changes made.
I've pinned the relevant changes and mark the defunct as "FRAK ME". And no, Fall of Kobol is part of Sins of the Fallen and won't be separated. The confusion is immaterial to me as the mod is setup the way I want it. I provide the baked versions for people that don't want to familiarize themselves with the Sins of the Fallen setup. For those that have taken the time it's not a complicated setup.
Lock Sins to one cpu (it's all it uses anyway) and lock your browser to the other cpu(s). This can be done by setting the affinity in Windows Task Manager.
I'll add the CanBeJumpBlocked to these abilities which should allow the Columbia's Nonintegrated systems to combat these two abilities.
Was supposed to show as a reply to UNSC_FLEETCOM... And this isn't nesting either... I give up ;)
MODS on moddb do not manage the download speed or have any control there-in. Your location, bandwidth, internet quality have a bigger impact on speed to download. If those are adequate you can try selecting another mirror (i.e. don't use the default) when downloading the mod. If you are still having issues you might try running some "what's my download speed" tests and contact your internet provider if you aren't getting the speeds you are paying for...
What you see is what you get.
I won't be investing anymore time making models that already look good enough for the mod any better.
The MOD would likely be indirectly hit by a C&D order to moddb which has happened in the past.
No problem. English is way less than bad ;)
The new planets will be in the next release. I made the textures and coded them in recently which is why they were not in the current release.
A Relic Planet requires a higher level colonization research (IIRC around tier 5) to colonize.
Yes, it will help if you have a 64bit operating system and available RAM to use.
Clearly size doesn't matter in Sins or planets would be astronomically larger. They are inline with the size of stock fighters/bombers.
These are planet types created by Stardock that should only show on Fair maps that have standard resources that do not fluctuate for metal and crystal.
I already did a couple releases ago. I kept a couple of the stock skyboxes I personally liked.
I had something kind of highlighting them, but it seems to have gotten lost in the shuffle...
I had a sub-mod at one time called Cosmos Ad Infinitum for the planets. They really are only different planet textures (Other than Maelstrom which I was given permission to use) and it was done as a way to template adding in thousands of entries into a file called GalaxyScenarioDef without have to hand edit the thing. This file is the bane of all mods and I refuse to hand edit anything in it.
Bonus Density simply doubles the likely hood of finding artifacts and bonuses on stock maps.
Artifacts adds capturable artifacts on neutral planets.
Moons adds capturable moons that act as starbases on planets.
Effects adds in some of bailknights effects.