Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
It kinda sucks though unless your monitors are seamless as it puts the middle of the game play between the two monitors.
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.
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.
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.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
Thanks! I found the problem after rechecking thanks to your feedback. It should be fixed in a patch to 1.82.34 :)
Were you playing on one of the fair maps. Those gas giants are uncolonizable regardless of research currently.
The reason it's only on the Sins forum for that version is because it's not finalized but for the FoK new stuff I wanted them to try they needed a new version of everything.
The Cylon envoy has the standard raise diplomatic relationship ability on all envoy's. Are they all clustered on one planet? You can only raise relationships to a certain point then it caps out on a planet. The AI is a little wonky on how they send out envoys unfortunately.
No, the limit is hard coded. To move the Titan to the Capital Ship slot would require re-modding them as capital ships which would include how their abilities upgrade.
If you mean WinRAR, then my understanding is that it is capable of extracting 7-zip (7z) files.
The mod was actually compatible with Distant Stars so a slightly different DS ;) 7DS wouldn't actually fit with the mod.
The archailect race probably won't happen due to not enough assets and I don't really want to use mashups to create them.
I am creating a new NPC for an Alien faction. To start with they will be a pirate replacement with their own research... So more like an alien invasion than argghhh! pirates. They might be a possibility for a new faction if I can come up with an interesting gameplay mechanic that sets them apart from other factions.
odd, I use add block plus and it didn't pick it up on it's own.
Yep, ended up doing the same. Was irritating having to scroll past it.
Promoted content from the WEB? WTF is that about. Looks like a tabloid website now.
Is the sub mod listed first or last? Sub mods are typically written to overwrite files from the base mod and need to be listed first so they are properly overridden.
This community has also done a stellar job supporting all the major Sins of a Solar Empire modifications over the last several years. It's really awesome to see the support we have received from this community.
Hypercorp and Rogue are both Transhuman factions originating from Earth (Lore: Moddb.com). Hypercorp is more about corporate contracts and technological advancements (http://www.moddb.com/mods/sins-of-the-fallen/features/hypercorp-race). Rogues are more about cybernetic enhancements, piracy and general scurvy behavior (http://www.moddb.com/mods/sins-of-the-fallen/features/rogue-trader-race).
Nephilim is widely believed to be offspring of an Angelic species while Plague may be offspring of a demonic species (http://www.moddb.com/mods/sins-of-the-fallen/news/welcome-to-sins-of-the-fallen).
It's probably time to rewrite and organize the Lore some ;)
By the general definition it is a complete modification. The main factions Plague, Nephilim, Rogue and Hypercorp are fully realized and the companion Fall of Kobol is as well.
I do however make enhancements and bug fixes as time permits and have some goals for extending several of the addons.
Each faction has custom models, UI, research trees, icons, etc. Plague and Nephilim have custom dialogue, while hypercorp and rogue make use of several stock dialogue sounds. Voice dialogue is by far the hardest ,in my opinion, for a single modder to handle. Fortunately for Fall of Kobol I had some help for a while with the scripting of the dialogue and completion of the Cylon voice dialogue. The Colonial however is still needing recording done by volunteers.
I'd also like to do work making more custom particle effects to for each faction but haven't quite had the time to figure that out myself. The current custom particle effects were made for me by a chap named Syneptus early on for Plague and Nephilim or the effects addon adds some of Bailknight's effects to the mod.
The cool thing with this mod is the main custom factions (Plague, Nephilim, Rogue and Hypercorp) are my own creation with only Rogue and Hypercorp loosely based on the RPG game called Eclipse Phase.
Thanks Piemanlives... It's somewhat frustrating the ingame activation has so many issues.
Gul-dukat(tech) made an awesome video on how to activate the mod avoiding many of the issues you described.
I also updated my installation instructions to include the video.
I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.
If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.
When a mod crashes like that you will need to go into the 1.82 mod directory where you installed the mod and delete the EnabledMods.txt file which will disable any mod causing you issues.
You should only have one militia but that should cause a mini-dump. What is your checksum? What are your system specs?
I did the same activation in the same order you have listed above and it worked ok. I'll try deactivating the DLC's on my end and see what happens.
If you check back, let me know the answer on those two questions.
It sounds better when you do it ;)
Not that I'm aware of. There was a problem showing an older Plague background if colonial and plague were loaded together. Can't recall if that is just fixed internally or in the last build.
Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.
You can add the Rogue after Core if you don't want the race selectable, but the assets need to be loaded.
I also added the Baked (Single Folder Version) for folks that wanted to try the main mod without all the configurable options.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
Do you have an onboard graphics option on your motherboard? Is it disabled?
It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.
Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.
Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.
Yamato shield: should be fixed now internally. Will do some more testing to verify.
Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.
Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.
Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.
Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.
The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.
I agree on Full Colors... I'm redesigning that research now.
That is pretty odd for sure. I've never had the mod hang my system. Are you running on 64bit or 32bit?
I'm doing some testing with the LAA enabled exe. It doesn't take much for the mod to exceed 2GB if you aren't careful or even crash as it gets close on non-laa enabled (my system seems to be 1.7 - 1.8 for instability).
It's likely running out of memory by loading too much or not having enough RAM. If he's got 64 bit OS he could try the EXE some of the other mods have provided that extends the amount of RAM the game can use.
What's your enabled mods look like?