Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Not sure how long ago you tried... I have tried to make the activation order more obvious by number the mod parts in the order they should be activated. You don't have to remove other mods you have, just don't try and activate them at the same time.
And there is a known bug with the in-game mod activator that requires you to restart Sins Rebellion after activating or you'll mini-dump shortly after starting a map.
Here's what your enabled mods should look like.
Also a new 1.82 compatible version is available for Fall of Kobol (link on the sins forum).
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(5) Core(1..1) Reb"
It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.
The Heavy pirates if it is enabled should send capital ships with pirate raids.
lol, no. go away.
I'll take that as a complement.
Different mods not intended to run together typically won't work together. This is most likely the reason you are mini-dumping.
No. Only bug fixes would apply to Rogue and Hypercorp.
Yes. There will be a patch.
I know right... Starting to get better. Real life concerns pulled me away from almost all modding at the end of last year. Not what I wanted but things are slowly improving.
Hopefully sometime in the near future. I'd like to get the new Nephilim stuff ironed out first.
Release an old school text version of it.
Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)
;) I understood what you meant. Just commenting on what I put into this model :)
Thanks- I had a similar issue with the colonial raptor.
I tested this pretty heavily before I released it. I'll look into it and see if I see anything. A full release will probably fix any glitches with patching issues.
Thanks- sorta went on the way side with everything else (There's a lot of strings ;) ). I made some changes based on this feedback and will try to read through all the factions again and see if anything pops out.
Recording of the selection: Youtu.be
And the lucky winner is Kommandant.12
Expect a PM from me :)
WOW!!! Made it into the top 100. I count 24 names (sorry Uni ;)... I will record a quick video when the # is drawn and will post the winner and contact them via PM for the best way to send the gift.
Thanks again everyone, I'm in shock.
Sweet, thanks :P
Thanks every for voting. Voting is closed- now we wait ;)
What parts are you trying to enable?
I fixed the issues you reported here. I'm evaluating the balance comments.
Cool. Good to know too.
Thanks, I've made some fixes to address each of these and the yamato one as well.
The map designer I'll have to check on still.
I'm not allowed to upload FoK on Moddb.
Are you planning on modding?
Sorry. That was me. Didn't see I was logged off on my phone
My mod is only compatible with the parts I release. Stacking mods generally won't work unless they are very minor changes that won't conflict with the base mod which almost never happens.
Alien ships can be captured with every factions Colonizer Frigate. Right now they are just supped up beaters. I have some ideas for real alien artifacts that will upgrade your capital ships. One of the things I plan to work on next year ;)
Thanks again- I'll look into these.