Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
A couple other mods had snuck through in the past. Unless moddb publicly blesses the BSG mod I'm not sure it's worth risking uploading BSG mods here as they'll yank the entire mod page.
I like the idea for the colonial rebels and as I have those models from Coxxon it's doable.
There is no room for more factions. The hard coded limits are nearly exceeded.
I'm not sure why you would be getting that if your following the activation order.
I'm not confident that mod won't get yanked as of yet. One was created last year that was yanked a few weeks later.
New planets. I made these textures on monday and got them in the game today. Trying to get the planets for the twelve colonies completed so I can have their 5 star system map with planets that match up right.
Any modelling program is find as long as it can export to wavefront (obj) or lightwave (lwo). The models have to be imported into XSI to perform all the wiring for Sins regardless of what program the model was created in.
It was a real challenge finishing the Colonial and Cylon factions as the original Sins of the 13th Tribe was less than half complete model wise and had major texture issues on several models outside of the Coxxon variants. There just aren't many good BSG modellers out there due to what NBCU did to the modding community. That said I did get most of the new models and textures from a modeller named Koobalt. In addition I remastered almost all the original models either with new textures or adding in missing turrets or other such details. At this point model/texture wise, FoK is WYSIWYG (what you see is what you get) currently.
And yes the Mercury and Columbia are by far the best as they are Coxxon models. Thor is Koobalt but is very dark unfortunately. The Cygnus, Nova and Valkyrie were untextured when acquired. I painted the Cygnus myself and found base textures to work from for the Nova and Valkyrie. I wish the Nova looked better too but I am a coder by skillset and only hobbyist when it comes to modeling/texturing.
Any new models or models, given permission to use, are always welcome assuming they can be imported error free and within limits (and fit the mod).
It kinda sucks though unless your monitors are seamless as it puts the middle of the game play between the two monitors.
Sure! I'm the only modder for this whole thing, so being open to suggestions is important as it's easy to get tunnel vision.
Activates fine for other people. Might be a bad download which sometimes happens.
Makes me think of something Gonzo would captain.
They were fun to watch!
You can scuttle the moon though. The moons are good way to help the AI survive earlier.
I have a new link up for the compatible version of Fall of Kobol.
You can edit the theme icon sheet to move things around if you really wanted. There's only so much flexibility when modding sins even though I try to find new ways to accomplish unique things.
Not really ;) Might be in the future.
This was a case of mechanics meet reality meet compromises. The original version did indeed have them as recapturable moons but I was having issues with the limitations of the Engine. I might revisit this again at some point to see if any new schemes present themeselves.
minidumbs sound pretty bad!
Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.
The are actually. Each row represents a faction.
Yeah, a lot of the pics are outdated.
This is a problem for almost all mods and the base Sins game too. Some modders tried a solution to autodock strikecraft which somewhat works. I might look at an addon for reduced strikecraft... not sure how I feel about no light carriers.
I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.
Are you restarting Sins of a Solar Empire after activating the mod?
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
Good feedback... I'll look through these and see what I think.
They are from other mods or unfinished work so not available for downloading.
Forums.sinsofasolarempire.com (SG Races)
It was a bit more confusing in the beginning as I refined the approach for activating to be sure.
The first mod to have activations similar to this was Stargate Races. The load time is a bit better when I have everything in BIN format though.
The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.
There are some good mods for this game :P
Have you got a pick of it in game?
They are spherically mapped- which is also how Sins is mapping their new planet textures.
I've seen some tools for creating cube mapped textures from spherical (not sure how well they work though).
Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.
Hero ships currently require a semi-complicated set of abilities and buffs to ensure only one of said unit is created. I built the initial version of this for Maelstrom to use and E4X expanded it to more of what you want. I would investigate the E4X mod if you interested in pursuing this further.
I sense you haven't done much actual modding with Sins yet. You might want to read up on the forums and start looking at mods that do similar things to what you want.
Something wierd with moddb I guess (I'm only able to upload a single file). Maybe try one of the mirrors.
You think I would have done Plague first! I seem to be working in reverse :P
Ha, guess that serves me right for putting the build together while I was working. The plague "will" work, but it's not built out for rebellion fully. You can try them if you want, but I'm not going to support any issues with them until I formally release them. I'd rather work on issues with Rogue and Hypercorp.
It will be both Rogue and Hypercorp. Probably going to put in the moons, artifacts and flagship addons too. Some people were asking for those to be added back in.
Yes... sorta. It was the colony capital ship for Archailect. Which I never released ;)
I've always like this model from SZO.
It's a giant mobile cannon with heavy forward offensive weapons. Can attack planets from across a solar system and has heavy anti-structure abilities.
Hi, sorry missed this reply. When does it mini-dump? Are you using Diplomacy 1.34? Does your system have 4GB of ram?
Yes, I have general plans to move to rebellion. I've been watching/playing the Beta and analyzing the new changes they've put in. I just don't have any set goals yet on what I want to do with Rebellion. Working on getting the Diplomacy release as complete as I can at the moment.
Cool, I spent some time with the family. Had a good time.
:P My favorite is the Rogue. Might be my next video, plus it's a good way to do some more testing.
Some of the jumpy is the recording software/compression. Some of the initial load time I should have cut out of the video ;) First time loads can take a bit.
This video has the Moons and Homeplanet addons activated. The Homeplanet is a fluff mini-mod I made that changes out what your home planet looks like.
Need to check out IskatuMesk's video ;)
It's going to be swapped out for something else soon, just working on the mesh and model.
Yep, part of the Min's Wind usage requires it's name stay the same in the mod. The other is modeled after the swordfish. The three piratey ships with flags are based off Captain Harlock anime.
The big green ship was created by file-o-soft and the other two were modeled by me. I also textured these three ships while the others shown here were textured by the original creators.
some of the frigates are apparently based off eve, though I've never played that game.
The fighters I created are similar in design to space battleship yamato.
So... are we able to host BSG mods again on moddb?
I'm glad to see my highlander ability is working out for your Titan's. I've downloaded the latest Diplomacy Expansion and will play around with it some when I get a free moment.
Hopefully these changes will make the AI a bit more dynamic to play against versus the crazy resource cheats it gets with Cruel and Vicious settings. I'd rather have a more interesting AI at Hard or Unfair levels personally.
On the directory stuff it's more of a balance between how many different things do I have to manage and how many different things do you have to manage. This release was so much simpler to maintain and track than my previous Entrenchment/Diplomacy releases. If you remove the militia, planets and addons the mods sits at 8 directories which is not a lot given the utility of the implementation.
My suggestion with R5 is unzip the archive and delete the directories you don't want (if any). The only required mod folder is SotF Core R5 and atleast one race folder. Your also free to combine the mod together yourself down to even 1 mod folder if you so desire. Just copy the mod folders in the reverse order they were activated in.
I don't have any issues with separate downloads (See SotF: Blood and Chrome) but wanted to get R5 out as one unit which I may re-evaluate in the future.
The AI is a bitch with the Plague race. It's partially why I wanted to help the AI improve as it actually does a decent job with this race. Which of course made me ask the question why? which prompted all the other things I'm looking at.
I'm sort of thinking about making this an optional Hard AI addon for those that need the additional challenge.
You know what I hope... That people would actually read the image descriptions before they make douche bag replies like this.
But hey, I thought I would give you the benefit of the doubt and check out your profile for superior uv-mapping and texturing skills. Surprisingly I found nothing.
I actually don't expect people to vote for SotF. I'm just having fun making the mod and thought I'd have a bit of fun with the MOTY awards this time around :P
I thought #8 was pretty funny though :D
I just tested it and it seems to be working fine. Did you try selecting another mirror on the download popup?
Err what? ;)
Ya a few new toys is always nice. Working in a few more fixes to that have been found by some people helping out with testing :P
Hopefully tomorrow, though if you don't want to wait just download the current R4 version and the entity.manifest in the dropbox and you should be good to go. The entity.manifest would need to overlay the one in the SOTF Complete (D) R4 directory.
If this is your first time to this mod, please look over the installation instructions. The mod has a few different ways to activate...
I'll post again when the link update is completed.
DW angels are scary!!!
Ya, no one pays attention when it says WIP...
For starters it's missing the glow in the middle. We'll probably need a particle effect for that.
WIP stands for work in progress. Your only being redundant.
ooo, nice views!
Structures that orbit planets is impossible unfortunately... Unless you are Ironclad and can modify the source engine.
This is partly due to how sins handles lighting in the game. There are two ways I prefer to handle this.
More realistic, hence darker except when illuminated OR with the mesh highlight filter which uses the entities shadow settings and doesn't require modifying the textures. I prefer playing with the mesh highlight filter on so the objects are brighter personally.
I really like the shot from the back. This ship has some really nice lines to it.
a gravity well most likely.
From Description: "These models are in various states of the texturing process with some only having the basic hull texture applied. "
They are definitely getting their own look thanks to SolCommand's work.
It's big too :P
Sharks are scary.
I toyed with various hull textures for these ships and settled on this look. I play with Ship Mesh Highlight filter on so it's not as dark in game, but I'll keep an eye on that.
Sins make awesome screen shots :P
Ya, these ships will be larger than regular capital ships as much as possible. I don't want to add to much bumber car effect but want them to be imposing.
I'm putting off the uplifted until next year. In it's place I'm adding the Transhuman Hypercorps. This will be a human faction that specializes in nano technology (somewhat similar to Vasari). Plus I like the ship models.
I'll hopefully have some news posted and features started for the races that will be released this year started within the week...
Its the 2nd point. This will be a new type of battleship added to each race. So Advent, Vasari and Tech will have 6 capital ships. It's always bothered me that capital ships have very low dps, so these capital ships will add the extra dps but will sacrifice planet bombing and will have less strikecraft (if any).
The Rogue demo has a variation of this currently with the Rogue Cobra Destroyer.
I'm reading a book right now that has a dying desert based earth as the backdrop. Pretty interesting so far.
Thanks for the notice. It appears the 0.2.6.1 may have something wrong with the archive. I'm doing some research and will either update with a new patch or a full version to fix the problem. Sorry for the issue.
Really? I was asked to do it. Why would this be funny at all? I already stated I don't knnow German and this was the only feasible way for me to get a translation. Additionally, the core strings were translated by various others. *sigh*
Thanks, I've actually had it merged for a while, just waiting for DS to burn in a bit with their latest release to regen the mod and ask for permission to release. I'd like to fully script the elements that build the addon. It's about 50% scripted right now. The nice thing with these bridge mods I don't have to merge DS like AHA did...
I also peek in AN occasionally to see whats happening. I'll poke in again soon.
I wasn't trying for a good shot on the ships, was just looking for the ability buttons ;)
This image is just preparation for the demo waiting to be authorized.
I'll download it and take a look. Is it for Diplomacy or Entrenchment?
Ya, this one is nice. It's only a 1024x1024 texture too :P
No, they are close to a release (about 75% complete for first release).
Yes. Some use ZBrush... I couldn't afford that.
I've never played freelancer and the original modeller didn't put any restrictions on it's use.
I'm a big fan of these ships Can-O-Worms.
It appears to be one and the same, this is the concept art provided by CanadaMan for his Halo: Sins of the Prophet mod. I modeled the mesh in the other images and textured it based off this picture.
TBH I wasn't aware of Pliigi from Stellar Dawn, definately interesting will check it out.
There's actually nine, but you can't see the bottom two.
Alliance will be a hybrid race from the base game with atleast 4 new ships and abilities.
Plague/Nephilim from Sins of the Fallen
Archailect/Rogue/Uplifted are in the works for Transhumans
Hypercorps will be next Transhumans (i.e. human only faction)
Then the two yet to be named which will be a separate mod.
It will be released before DOW, Halo:SOTP, 7DS, Vermillion...
Seriously though, probably in March for the Rogue race. I've been researching the research tree's and need to put them to code and nearly have a complete ship lineup I'm working on importing into the game now.
They are actually based off Captain Harlock a cartoon anime.
This is what the blue arcadia looks like :-/
eh, I like the blocky form.
Why? it looks like a pirate to me :P
hehe, the kids left their gun sitting on my desk and I thought it would look cool as a ship.
Wow, nice job Can-o-worms. It's a cool look. Whats the intention for a ship like this? Colonizer was my first thought. Kind of had a protected city look.
Sorry copy paste error.
This is for Entrenchment.
(E) = Entrenchment
(D) = Diplomacy
I take it you got diplomacy?
Hi Holybeast, nice to see you here. I remember you asking if there would be an Entrenchment version :P
I'm planning on using the fortress type model in the images above as a capital ship for Plague. I think the current bulging starbase works pretty good personally.
Thanks, I think I have a good plan for the Archailect's and getting the AI to work correctly.
empire at war will be awesome for you work :D
more of an occasional freelance and part time mentor for Vermillion.
I like it!
Hi gundammodfan, I hadn't had a chance to go over this yet with you, but unfortunately capital ships don't work with the highlander approach ("There can be only one!"). I've explored this with my Flagship mini-mod and maelstrom has explored it with his Dreadnaughts. There isn't really a good way to have a single type of ship that can be rebuilt when it's destroyed. I do like the idea though of fortress type ships and was thinking of something similar which I might try as an extension to the flagship mini-mod.
agreed. I'm thinking hangar right now unless a lot more detail can be added to make it starbase worthy.
Interestingly enough, I was asked to see if I could make some flood infection ships for the Halo mod. They have some cool concept art to go off of that is similar to this ship. I didn't even realize the flood had space infection ships until then.
I'll take a crack at it too.
This or something similar will most likely be adapted into the Ships on creation dialogue which will help with the effect a little more. I had to add something in as the default is a ship explosion sound which was lame.
Amazingly they show up in the game. I wish I could make them move though which I suppose could be possible with particle effects. I just don' have the time to learn how to make effects right now.
Well, I hope you kept a backup of the model so you can retrace what happened. Possibly could be the Sins optimizer, possibly could be to resizing the model. I have this happen occasionally after optimizing the polygon count on models. It can be quite frustrating.
I can't remember when I discovered this little tid bit. It's been a while back and took a lot of researching for such a small thing. I noticed on your model and with another mod I'm helping on this was occuring so thought I would pass on the knowledge.
check to make sure the textures are listed in the mesh. If there are two materials listed. Copy the texture lines to the second set. short of that I can still help.
and thanks for the plug too. Sins of the Fallen is my first mod ever too!
Thanks, It's a really simple model I created (less than 1.3k triangles), but it looks pretty mean in the game. Definately not a ship you want to come across.
She's not going to win any beauty contests... That's for sure ;)
Love the descriptions on the ships! I wish I had the same creativity as you with your lore.
Few if any non-infected, especially terrans, can fully understand the complexities associated with the Plague.
Well, simple models are sometimes needed or design paralysis hits. This ship is slated to function as a siege frigate which aren't built much anyways except by the AI. If by 3 pics down you mean the Nephilim long range frigate, that is a model that many have liked and shown interest in (and requested to have in personal mods). I think it works quite nicely in the game too as the Alpha 0.2 screenshot shows in the download.
I can appreciate you saying you don't like it though. There are models in the base game I don't really care for. We all have our personal preferences and I think this will look fairly cool after I add more texturing. This is a stock 5 minute texture job.
Did you freeze all transforms before exporting to dotxsi?
Hehehe, I see!
It actually represents the Sigil of the Archangel Azrael based on Angelology I found.
Thanks, all the models in this mod have been created from scratch. This one I did :P My texturing skills are still improving but I really like how this one turned out, plus it's a completely different look from the base game.