Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.49

It's the same instructions regardless.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.49

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.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

You only get one militia change and one pirate change. You can add as many races as you want Race(1..m) means you must have one but can have many after that.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

I'm not having any problems running flagship either.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Using the Sins Mod Manager can really help with the activation process.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

0..1 means only one of that group. So one Militia and one Pirate. I'll check to see if Flagship has any issue in the build too.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Mod runs fine for me. Are you activating things correctly?

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.49

what do you mean minus four or more frigates?

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

going to completely redo the weapon/durability stats for both cylon and colonials. They should be much more deadly and durable next release.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

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.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Starting the process. No specific news yet.

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ZombiesRus5
ZombiesRus5 @ SinsModManager v1

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.

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ZombiesRus5
ZombiesRus5 @ SinsModManager v1

Stargate Invasion - Yes
Star Wars Alliance - No

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.49

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.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

1.85.40.5 or 1.87.45 (Beta)? And it was for sure from a moddb mirror?

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Password on what part? Nothing I upload has any passwords.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Probably a bug. I'll check it out in the 1.9 build. Thanks.

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ZombiesRus5
ZombiesRus5 @ SoaSE: Eclipse SDK (Includes Plugin)

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.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

That said 1.85.40.5 version is compatible with 1.9. It will just be missing the new string entries.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

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.

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ZombiesRus5
ZombiesRus5 @ SoaSE: Eclipse SDK (Includes Plugin)

Here's another older video.

Moddb.com

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ZombiesRus5
ZombiesRus5 @ SoaSE: Eclipse SDK (Includes Plugin)

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.

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ZombiesRus5
ZombiesRus5 @ Sins Mod Manager: SOGE

The SinsModManager.setting file is located in your ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting directory.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.49

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.

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ZombiesRus5
ZombiesRus5 @ Star Trek: Armada 3

My add revenue is already going down...

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

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.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Try it with the new 1.9 version

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

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.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

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?

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Adds experience to the capital ship.

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