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

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Think it's Resident Evil After life.

Model updates are fewer and fewer as the mod ages. It's possible some enhancements may happen down the road. Just need to see what happens with Sins overall. Would be nice if a Sins 2 came out that was just as moddable.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

It's not something I've experienced and my machine isn't exactly top of the line. I'm curious if there's a mesh that doesn't quit like your graphics card. What's your system specs look like? Also, are you using the 1.85 or 1.87 version?

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Adds experience to the capital ship.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

I've been feeling like there was an issue for a long time with Artifacts. I sorta fell into this during my testing as a possibility for random crashes with Artifacts. I've done a lot of bug fixes up to this point so I'm happy to squash one more. I'm switching artifacts to be a space mine entity which will avoid any cloning techniques. I'm applying some ability magic to the alien ships to avoid the issue with them. Everything seems to be a lot more stable in my internal builds :P

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

If your using artifacts I've found an interesting bug related to when they ships are auto-cloned via research or abilities. Essentially because the artifacts cannot be damaged, but they are temporarily cloned causes a mini-dump. I'm working on some possible fixes for this.

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ZombiesRus5
ZombiesRus5 @ Star Wars: Thrawn's Revenge II: Ascendancy

Either go to GOG and update your game via however they update it or buy a legal copy.

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ZombiesRus5
ZombiesRus5 @ SinsModManager v1

Your welcome mate!

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ZombiesRus5
ZombiesRus5 @ How to Install Sins of the Fallen

Yes though the baked version is a single mod.

This is necessary as the game will crash if everything were loaded as there are limits on things like how many meshes etc.

Another benefit is overal performance as sins pre loads quite a bit. For people that don't want FoK or vice versa this can help games perform better.

Another benefit to me is it's easier to code, debug and isolate issues. If your familiar with coding languages it's like having packages of code.

The new sins mod manager makes it all pretty seamless.

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ZombiesRus5
ZombiesRus5 @ Sins Mod Manager

Your welcome

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Nope, you can only choose from the row for that faction. I didn't want symbols like cylon showing up on colonials or vice versa.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

You can still build the flagships if you don't enable the Flagship addon. The addon simply starts the game with an initial free flagship.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Ah, Sins of the Fallen supports faction specific Player Icons. Each row of icons is reserved for a specific faction.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.87.45 (Beta)

That is interesting. The mesh loads and displays fine on my computer. I'll look at it and see if there are any errors reported when generating the mesh.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

They are actually represented in game as Star Bases. This allows moons to have the upgradeable features.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

The mod manager will work with the 1.85.40.5 version, however there are some features that aren't supported like scenarios.

To use scenarios you'll need to play the 1.87.x version. However, it is in beta does have a few kinks to work out.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Not sure I understand as every Race has their own theme music. If you mean the main menu music, then it is determined by the first Race in the activation menu.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Don't enable the SotF(5) Core(0..1) Flagship Reb mini-mod. Or if your using my Sins Mod Manager, don't select the Flagships addon.

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ZombiesRus5
ZombiesRus5 @ Sins of the Prophets

Why are you running the mod in the advanced developer exe? It will run fine in the regular exe which players are intended to use.

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ZombiesRus5
ZombiesRus5 @ SinsModManager v1

Updated V1 version available. Contains new features to Install a Mod (Requires 7-zip install) and quick links to the mods location.

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ZombiesRus5
ZombiesRus5 @ SinsModManager v1

That is odd...

Fortunately I was talking to some Stardock guys and they helped me find the option in Visual Studio to turn off dpi scaling for the program. Will try that build out later on my kids comp.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

English is great. Wouldn't have even known you were foreign.

GOG should support updating to 1.86 which is the current version. The mod folder will be 1.85 as 1.86 is backwards compatible with all 1.85 versioned mods (Ironclad didn't want to force people to move mod folders around).

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.87.45 (Beta)

1.85 - 1.87 is mod compatible. This release is targeting 1.87 because of the memory management improvements that added including LAA support by default. Consequently I added some more base resources around planets that pushes my mod above the 2GB limit more easily whereas the previous version did a better job staying under.

If you enable this version in 1.86 it just needs LAA applied or you'll see white out textures.

Also, this version is still a beta as I'm working out some kinks with new features and modifications I'm making.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Yes, I've been talking to some of the other modders about Stellaris. It's something I'm considering.

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ZombiesRus5
ZombiesRus5 @ RIP Richard Hatch

Totally remember that episode.

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ZombiesRus5
ZombiesRus5 @ Star Trek: Armada 3

You may also use my mod manager tool which supports The Final Frontier. It's available on the Sins of the Fallen mod page.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

There are no attractive 3D models for the original battlestar. It would be an interesting Easter egg or random event though ;)

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.87.45 (Beta)

The tangent on the Battlestar Orion is not correct (got corrupted on the last changes). I'm working on a fix for that. Right now you'll see what looks like weird lighting on the hull.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.87.45 (Beta)

Are you using large fleet supply? You could also change the scalar on the Gameplay constants to fit your own play style.

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ZombiesRus5
ZombiesRus5 @ Sins of The Fallen: Reb 1.87.45 (Beta)

Unfortunately Sins only allows ships that have upgradeable abilities to be built from the "capital ship" factory. The ship is also high poly which makes me want to limit how often it is built.

Also, Sins of the Fallen for most of the factions have some non-standard ships that can built from the Capital Ship Factory.

I like the idea of Hero's some mods have, but I'm not as fond of the implementation required to make it work due to the engine limitations.

In regards to mini-dumps - yeah those suck. There is absolutely no useful information when a mini-dump occurs. I've done a lot of work trying to make sure things are valid and the code is clean, but some things just aren't known.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

1.86 or prior flagships were just sup'd up capital ships where you got one and only one spawned at game start.

1.87 flagships supplant the original concept of Titans. Titans are now just a class of ship that can be built either as a normal Titan or as your flagship.

I think of Flagships as this is the ship your Admiral is residing on.

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