Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I get a bad rap sometimes, but I'm actually a nice guy ;)
Did you download the latest 1.82.36 version of Fall of Kobol? You can find here now on moddb.
Have you tried following gul's video? The in game activator is flaky at best.
I'm still not quite happy with the Cylon militia makeup. I pulled out the Cylon Light Basestar from the militia as it caused the AI to stall too much with the harder planetary militia. I'm thinking I need to add back in a light frigate for Cylons...
Hmm, why didn't I make the Cylon the pirates too in the baked version !? That will be fixed in the next release. If you decide you like the baked feel free to download the full versions.
Thanks, I've scripted the process of baking the mod into a single folder so it makes it easier to release at the same time as a full version now.
You only need to download Sins of the Fallen if you want Nephilim, Plague, Hypercorp or Rogue... Otherwise this is a stand alone mod. The baked version is a single mod folder that is the simplest to install while this download is the more complicated.
I'm not seeing any issues. You might try another browser.
Going to try a moddb release this weekend and see how it goes.
activating 3 folders is to complicated?
This could be possible but would take a fair amount of work to setup and then I'm not sure if it would be fun or not with the Sins Engine as it is. I have considered making a 33 minutes style map with the goal being to see if you could get your fleet through the system mostly in tact.
How am I tormenting anyone?
No worries. I understand that completely. Brain farts seem to be a matter of course for me lately.
There are instructions all over for Sins of the Fallen on moddb and youtube and in the mod download. Not sure how you can say there isn't any.
There will be, just busy with work and rl to put one up here yet. Going to release a baked version first too for the newbies.
Yeah, Dul Dukat, Erayser helped by letting me work off their template for STA3 which saved me from having to break down all of the styles I needed to modify. Big thanks to them.
All this has happened before, and all this will happen again!
You are right, the new factions would need to have their research increased as well.
On the artifacts, It appears the Wave cannon travel and hit effect file name was changed with Rebellion. This package was based off the names they had defined in Diplomacy. I'll have to look and see if this can be normalized.
Use the "Baked" version.
Unfortunately, copying in research subjects from another mod will not have the desired effect you want unless they are named exactly as research in my mod. Make an account and let me know what you are trying and I might be able to help you out.
The effects folder does add much of bailknights effects. I believe some of the explosions got backed out due to compatibility with Rebellion but the rest is there.
Copy the GalaxyScenarioDef into the galaxy forge directory for the pack you want to make the map for. Once the map is created place it in the pack's Galaxy folder (create if it doesn't exist). Then edit the galaxy.manifest in the SotF(5) Core(1..1) Reb adding the map entry and increase the count appropriately.
Planet bonuses are typically found when you search for artifacts on planets by purchasing the upgrade, though some bonuses appear on colonization. The artifact mod adds some random capturable units for early game exploration. As the game progresses these artifacts are typically lost.
Thanks, Can't even remember where I learned this scouring the internet... So long ago. I've hit the point where I have forgotten more than I know about Sin's modding.
Sounds like you have a main folder containing the mods folders. You should have several SotF folders to activate for the mod unless you download the Baked version. There is a video if you expand the read me part.
Bonus density modifies stock maps to increase the amount of random artifacts and planet bonuses. Effects adds Bailknights effects and sounds which makes the effects a bit bigger than stock.
It might be you chose a militia or pirates for a race you didn't load. If a militia for Rogue is added then the corresponding Rogue Race mod is needed. If you don't want Rogue as a playable faction then the race mod can be placed below Core in the mod list.
Yes, I'm not real happy with the texture for the available model, but I might still end up putting it in.
Were they both 1.83.35 builds? It will crash if a 1.82.34 is mixed with a 1.82.35.
The order you activated them?