Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Why are you using v 1.82?
Thanks for the feedback, I found a few more issues with this beta version.
What's your activation order?
Thanks for the feedback! It's a lot of new code which is why I tagged it a Beta. It's hard to catch everything on my own so I appreciate it.
I'm enjoying the flagship/new cap system too. The AI seems to be handling it ok as well...
Opt-in to the 1.87 beta (Applies LAA by default) or Apply LAA to the 1.86 exe.
Stardock uses Bing translate to convert the text...
It should work with winrar. You might make sure you have the latest version. I tested the download on my sons computer with Winrar even though I compressed it with 7zip.
Here's a small patch for the Cylon titan issue. There are two files: PlayerCylonLoyalist.entity and PlayerCylonRebel.entity in the 7zip. Place them in the Fallen Race Cylon Reb\GameInfo directory and overlay the existing files.
Thanks! I'll get that fixed for the next release.
Here's a small patch for the Cylon issue. There are two files: PlayerCylonLoyalist.entity and PlayerCylonRebel.entity. Place them in the Fallen Race Cylon Reb\GameInfo directory and overlay the existing files.
Thanks, this is why I listed it as a beta to help flush out bugs with all the new coding.
Multiple titans is something I think SOGE did via the use of abilities. The titans then have to be called in via abilities. It basically sucks that the game has a hard coded restriction to build 1 and only 1 titan. It's obviously not required after the fact. At this time I don't have plans to support multiple titans and hope the devs allow us to circumvent this naturally.
As for the bugs...
1. Flagships only appear at game start if you enable flagship victory or the optional flagship mini-mod. This should be working properly per my testing. Otherwise you need to research the appropriate access and build the flagship/titan factory.
2. This is a bug. I mixed up the research subject between loyalist and rebels when I was setting up the subjects.
Are you using 7zip or Winrar to unpack the file?
Verwenden Sie 7zip oder Winrar zum Auspacken der Datei?
It's not in this beta version download. I need to finalize it up a bit so it makes sense to people wanting to use them. Personally I'm not a huge fan of loyalists vs rebels and like them collapsed back to just TEC, Advent and Vasari, ...
I'm also working on some more support templates for maps and hope to focus on scenarios and maps next year.
I'll take a look for the TEC logo. Shouldn't be to hard to swap it.
Because they are faction specific icons. When a race is randomly chosen it will only get an icon from the appropriate list.
I'll check it out again. It was made by a user of the mod.
I'm interested to see what you have
Colonial Loyalists only get the Galactica currently. In regards to Rogue, the Green Arcadia has a 40% chance to spawn, the Blue Arcadia a 40% and the AnnaV a 20% chance.
Thanks! I will be opening up all the planet types in the mod which should resolve this.
Looks like the short answer right now is the Maelstrom planets require the DLC to be fully playable.
thanks I'll look into it
Found this issue. Part of the research relied on the DLC while the planets did not. It's fixed in the latest build 40.5
Do you have the DLC?
The downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.
Also, the file downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.
It's in the description if you click read more...
It's a single mod file to activate so should be pretty simple.
Thanks, I'm investigating
Thanks, Fixed the download!
Must have went cross-eyed while I was uploading this...
Sadly the there isn't much mod support for Outlaws. I mainly had to make a change to strip strikecraft from Outlaws (BSG mod) because the Player AI doesn't know how to use them.
It's part of the main mod as standard now.