Don't activate the Advent or Vasari Militia. I didn't update this files to 1.94 correctly.
Don't activate the Advent or Vasari Militia. I didn't update this files to 1.94 correctly.
Let me look at the build scripts that make the baked.
It was a game mechanic to require a structure to be built but then would spawn a frigate that you could then move from world to world for the res hub. I've removed that feature in the latest build and it will solely act as a structure now.
It's supposed to spawn a frigate version of the Hub that you can phase jump. I'm wondering if some patch broke this functionality.
I could only add 2 more factions due to limitations with Sins hard coded limits and even that took some work to trim down. Unfortunately dreadnoughts wouldn't fit with the mod. I may release it at some point as you can see I've been a bit disconnected from modding.
Hmm, I think they broke something I was doing with Minor factions.
Thanks, I didn't mean to include the scenarios as it was cumbersome to support/explain. I also want to only support the Moon, Flagship and Artifacts addon. Sorry for the confusion and lack of explanation. It's been kind of hard getting back into supporting the mod. I also seem to get a random dump starting a map which I'm trying to figure out...
Moddb downloads sometimes get corrupted. You might try downloading again.
Aye, it’s a bug in the optional planets addon. Disable that for now until I get a fix pushed.
I’ve not seen that but will take a look.
Galactica has no confirmed class. Columbia was the first ship of the line hence the decision. And I don’t like the name Jupiter personally.
New version seems more stable. Large maps and BSG strikecraft don’t mix well unless you have a massively clocked core.
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.
Making a little mini-mod of Norlamins and Replicator playable with Sins of the Fallen. Should make for an interesting battle ;)
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.
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.
You’ll need to us the games convert data command line program.
It should not require anything else. Make sure your not applying LAA.
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.
It depends on if you are loyalist or rebel or you can enable unification to play as just the colonials.
Yep. You got it.
The main mod is heavily configurable. This "baked" version combines together common parts to make a more traditional mod requiring only one mod folder.
It's the same instructions regardless.
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.
what do you mean minus four or more frigates?
going to completely redo the weapon/durability stats for both cylon and colonials. They should be much more deadly and durable next release.
ZombiesRus5
Randy joined
Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.