Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
The 1.84 release is currently being tested.
If you like the mod now, the next update will be even better. Many fixes and graphical improvements coming. Please leave a review next time though... 22 reviews is pretty sad for this mod.
I've not seen this issue. Are you sure the ships in question have appropriate anti-matter? Frigates/Cruisers and hangars require anti-matter to construct strikecraft.
Yes, weapon effects and explosions are being updated for the next release. It will make for more dynamic battles.
Ah, glad you got it sorted. I deleted the patch as that was only to apply to 1.82.37
I found a big issue with the Missile Hit Effects that will be fixed with the next release. Thanks!
Sorry, I said the races pack had the Rogue, etc... It only has Colonial/Cylon. The Rogue, etc... would need to be downloaded from the Sins of the Fallen download. I'll think on this to see if there is a way to streamline the approach more.
If your in the modding circle you'd definitely know. We've spent the last 7 years trying to come up with creative work arounds, but there's just a lot things you can't do because it's hard coded in the engine.
The Sins engine is not flexible enough to do this.
Stellaris sounds kind of boring from the reviews.
Ok cool. Rogue Militia and Pirate requires the Rogue race assets. You can add them after Core if you don't want the Race playable :)
enabledModName "SotF(4) Race(1..m) Rogue Reb"
Also, have you tried the Baked version? It packages together the main FallOfKobol elements into a single mod folder.
The current version is only for 1.82. What is the EnabledMods.txt you are trying to activate?
If you can upload your save game and enabledmod.txt I might be able to track down the issue. You can message me the file location.
Thanks. It's a mix-up that wasn't brought up. It will be fixed in the next release.
Yep, here is good for issues :)
1. Yes, this is a bug. I'll check the latest build to see if it needs fixed. Thanks!
2. Upgrading missile barrage both decreases cost and cooldown and increases damage.
3. It's necessary to initially link a resurrection ship with the hub which can be up to one planet away. Once the resurrection ship is linked (you'll see this on the infocard) with the hub it can travel as far away as needed. I'm working on ways to make this not quite so tedious, it's just difficult in Sins to apply buffs across planets.
No, recently getting new models and texture updates for cylons. The next build will have quite a few significant changes.
Got at-least another model and some texture updates coming for cylons.
loading times is really system dependant so it's hard to say. In this case adding another module can marginally increase load times. However, even if I load the full mod it loads fairly quickly for me.
BTW, Heavy changes the pirate composition to include Capital Ships ;)
The Heavy Pirate addons will be the hardest challenge. Cylon Heavy would be the hardest, then Rogue and vanilla Heavy. You DO need to load the Fallen Race Cylon or Fallen Race Rogue to use those pirate packages. However, if you don't want the race to be playable you can order that after Core. You can use this same trick with the militia addon to ensure the game assets are loaded for militia/pirates but the race is not playable.
enabledModName "SotF(3) Pirate(0..1) Cylon Heavy Reb"
enabledModName "SotF(5) Core(1..1) Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
Most Sins Mods are spastic when it comes to error output. If you want to use the Debug exe with mods for whatever reason... Edit your rebellion.settings file and turn off error logging and turn off show errors (irritating popup).
Have 2 more models coming. A texture uplift for the Hades capitalship and a new Model/Texture for the Colony.
Are you running the Beta of 1.83?
I was surprised when Mord_Sith put this together, but it is pretty awesome.
We'll be replacing the current mk1 and mk2 models. I'm told by Mord_Sith who is in contact with the modeler we may get a replacement for the envoy. We'll ride out what we can get and go from there.
Maybe some other modeler/texture artists will volunteer their services after seeing some new progress made. It's not easy getting quality work like this so I'm definately happy with even these additions as they look extremely cool in the game.
The cylons should become a lot more cannon and consistent looking with the odd Guardian mk1/mk2 models currently in place being replaced with this and the new Hybrid Basestar.
We might be getting another model (hopefully more but we'll see) to replace the Envoy.
We are lucky right now as the person making these model/texutres is a professional in the field.
I have one in the works with the Fall of Kobol planet system. I can make one easy enough for Sins of the Fallen as the Galaxy Scenario Def in the mod includes all the needed entries. All that is required is copying the games GSD directory and placing that file instead of the vanilla into it.
Are you using a 64bit OS with over 4GB of RAM?
If you set the graphics settings to all LOW does the mod start? If it doesn't start it's possibly not a RAM issue.