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

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ZombiesRus5
ZombiesRus5 @ Stargate Invasion

Files on top of the page ;)

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ZombiesRus5
ZombiesRus5 @ Maelstrom

Sounds cool. I’m working on something new as well in sins unrelated to my previous fallen mod. May have something more concrete to show later this year.

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ZombiesRus5
ZombiesRus5 @ Maelstrom

Making a little mini-mod of Norlamins and Replicator playable with Sins of the Fallen. Should make for an interesting battle ;)

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Not in game at this time. Was more of a test to see if it could be brought into sins as it was rather high poly.

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ZombiesRus5
ZombiesRus5 @ Battlestar Theseus

As I said in the description I'm not really sure what I want to do with it, ergo it's not in the mod yet.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.91.50 (Baked Version)

You’ll need to us the games convert data command line program.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.91.50 (Baked Version)

It should not require anything else. Make sure your not applying LAA.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.91.50 (Baked Version)

It sound like you may have extracted into an additional folder. Go to the rebellion mods directory and open the fall of kobol mod folder. You should see directories like GameInfo, Mesh, Textures, etc. If you see yet another fall of kobol directory you have the folder in a folder issue. Simply move the sub folder up one level and activate it in game.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

It depends on if you are loyalist or rebel or you can enable unification to play as just the colonials.

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ZombiesRus5
ZombiesRus5 @ 2017 Modding Year in Review

Awesome list

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

I'll see what I can do here.

Reply Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.91.50 (Baked Version)

The main mod is heavily configurable. This "baked" version combines together common parts to make a more traditional mod requiring only one mod folder.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.50

It's the same instructions regardless.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.91.50

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 @ Sins of The Fallen: Reb 1.91.50

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 1.91.50

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 @ 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.

Reply Good karma+1 vote
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 1.91.50

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.

Reply Good karma+4 votes
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