Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
184.108.40.206 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.
Let me know if you actually want help. I'm a season'd software developer too and I'm sure whatever is happening can be resolved easily.
That said 220.127.116.11 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.
Here's another older video.
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
If your using artifacts I've found an interesting bug related to when they ships are auto-cloned via research or abilities. Essentially because the artifacts cannot be damaged, but they are temporarily cloned causes a mini-dump. I'm working on some possible fixes for this.
Either go to GOG and update your game via however they update it or buy a legal copy.
Your welcome mate!
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 18.104.22.168 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.