Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.
Or you site has an issue. I tried registering too unless you are banning people for trying to register ;)
Honestly- I'm a bit tired of having to register to every site just to read/download content. So maybe it was a good thing your registration process is broken.
Lol! some weird physics thing I guess. I'm not sure if I can fix it or not.
Good question. Mostly with the current addons I got them working (i.e. not dumping). The graphics one doesn't seem to want to work at all from diplomacy. I think it's the explosions.
Back to moons... I think the weapons are an issue on moons. Being a large orbital body, I think I'd rather add things like particle beams, and nuclear missiles. I might do some design work on the whole moon concept and shift some things around. Maybe add additional research subjects if moons are activated.
Any ideas on what you'd like to see with Moons?
Some of it's Third Temple, Blockhead, the Doctor Who theme music.
Do more research please. It was textured based off colors from an in game model.
It can work with Diplomacy 1.32 but you would have to make a small change first or you'll have no buttons on the main menu.
delete MainMenuScreen.window file in SotF Core R5\Window (SteamMainMenuScreen.window if using Steam).
Cool, it's worth it. Don't forget if you own Trinity or Diplomacy you get $10 off Rebellion when it comes out next year.
Sorry, this mod only works for the Entrenchment and Diplomacy expansions.
I think trade port when I look at it, but I understand the concept for a culture center too.
Looks very fitting for a construction frigate. I like the lore background too with or without the shakespeare.
Very nice, I can see the improvements.
Sorry to hear, but I'm a little confused as I thought you were close to an alpha test at one point. Would be interesting to hear the story behind that...
At this point I would say finishing your models and textures would be a higher priority than worrying about which game to switch too. Putting ships into Sins is a fairly simple effort. The real work is the models (which you have), the textures. After this the biggest hurdle is designing the faction's abilities, weapons and research trees.
My suggestion would be to pick one race and complete it's ships and textures. I saw Can-o-worms made a start at one of the models... Then create a design spec for the race that covers essential elements from research trees to each ship and structure that any coder could pick up and write the entities for.
I would propose that with a completed model/texture package and design specs the actual coding could be completed in plus/minus a few months.
Got a cowboy bepob queued on netflix... will give it a watch this weekend.
Also, have you tried downloading again in case you got a bad archive? I hear that happens occasionally.
I ask because some systems don't have enough ram to run due to the content added by mods. I did download and verify the mod today and did not experience any issues. Are you able to run other mods, like Maelstrom for instance?
Yes, the hardcoding can be a bit of a consternation. I wish everything was more was configurable through entity files, but unfortunately it's not. Sins is still a great engine to work, but I understand your frustrations. I was equally frustrated when I went to mod in new pacts only to discover I flat couldn't because it was hardcoded to a fixed amount of pacts...
I'd rather you not give up on sins and use it as a platform for future mods personally even if you have to compromise in the meantime.
Lots of missiles mainly, some lasers, maybe some auto-cannon.
Not sure on the big guns yet on the Arcadias. I have them firing the large laser effect from the Kol currently.
Does this mod have or plan to have new meshes for the new factions/races?
The particle effects look cool so far...
Yes, I'm thinking a smaller more versatile form of flak, possibly with dynamic movement but independant of a carrier so they can phase jump. The other option is to add them strictly as squads and drop having a dedicated flak ship.
The readme.txt references a link Soase.weebly.com that explains how to locate and install mods. Additionally, make sure you don't have a directory within a directory which sometimes happens when you unzip the contents. Also, this mod is only for Diplomacy 1.011 currently.
The general bug fixes covered a lot of random things like:
Adding tangents to Hypercorp, Plague and Nephilim shield meshes (That was a lot of work)
Fixing string descriptions
Immortality had a bug with Rebellion that got fixed
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?
If new models were ever made I would be willing to incorporate them if allowed.
That's odd, I'm getting a flagship to spawn for cylons. I did find note I need to fix the name/descriptions given to cylon flagships.
Some of the files that are generated didn't get converted back to BIN in one of the downloads. Functionally they are still the same.
There is no one making new models at this point for BSG.
It's in the FAQ
We've managed to ink a lot out of Sin's modding, but cross mod compatibility is nearly impossible with most mods unless they are minor graphical enhancements.
Figured it was common knowledge at this point.
It's the last comment in the thread. I didn't update the header.
Check the forum for a quick patch on that.
I'll look at it... for some reason that model keeps getting it's texture fubar'd. It has a really nice texture actually.
Not sure how long ago you tried... I have tried to make the activation order more obvious by number the mod parts in the order they should be activated. You don't have to remove other mods you have, just don't try and activate them at the same time.
And there is a known bug with the in-game mod activator that requires you to restart Sins Rebellion after activating or you'll mini-dump shortly after starting a map.
Here's what your enabled mods should look like.
Also a new 1.82 compatible version is available for Fall of Kobol (link on the sins forum).
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(5) Core(1..1) Reb"
It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.
The Heavy pirates if it is enabled should send capital ships with pirate raids.
lol, no. go away.
I'll take that as a complement.
Different mods not intended to run together typically won't work together. This is most likely the reason you are mini-dumping.
No. Only bug fixes would apply to Rogue and Hypercorp.
Yes. There will be a patch.
I know right... Starting to get better. Real life concerns pulled me away from almost all modding at the end of last year. Not what I wanted but things are slowly improving.
Hopefully sometime in the near future. I'd like to get the new Nephilim stuff ironed out first.
Release an old school text version of it.
Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)
;) I understood what you meant. Just commenting on what I put into this model :)
Thanks- I had a similar issue with the colonial raptor.