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

The new artifacts appear to be in the new german translations too

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

I didn't see any issues with the latest build. I'll run another check though.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

I can take a look at it. They do it by spawning the titan which essentially resets the levels. The problem I see is they have a known set of factions which makes it easier to create a stacking mod. It might not be as easy (or possible even) with the modular setup I have.

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ZombiesRus5
ZombiesRus5 @ Sahara is online

Actually it's not impossible with Rebellion's new instant action conditions. That said, other than a cool factor I don't think it would be a very good mechanic to have in game and likely it would be yet another ability the AI wouldn't be able to use.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Patch)

Shrine is a no go apparently. The problem appears to be since the artifact is a neutral militia and initiates the buff chain, no culture can be generated.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Patch)

Minor Bug: Maelstrom planets all use Terran militia template causing Alcubierre Drive artifacts to appear in great abundance ;)

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Patch)

Minor Bug: Particles for Artifacts may slowly move away from Capital Ship. I based these effects off Targetting Uplink which apparently also has this issue. It is due to a Jitter that applies force to the particle effect which given enough time may cause it to jink very far away. Note: This does not affect the artifact buffs applied.

Minor Bug: Shrine artifact is not correctly broadcasting culture. Another Buff chain needs to be added to correctly target the planet.

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ZombiesRus5
ZombiesRus5 @ ZombiesRus5

well, nevermind. I mis-remembered how the pictures were displayed. And apparently some of the image work I did got reverted at some point. I think I need to look at the selectable priority (the order you select the race in game setup) and display sub-pictures based on races below them.

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ZombiesRus5
ZombiesRus5 @ ZombiesRus5

it's out

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ZombiesRus5
ZombiesRus5 @ ZombiesRus5

It's a trick to show more than 3 pictures. Basically the first 3 races show the picture set that gets used. This complicates matters because for the TEC race I have to select which two races show under the primary picture. If you activate Advent, TEC and Vasari as the first 3 it shows all the pics. There are other combos that don't work so well as you've seen.

I'm not sure what I can do to firm it up as there is limited space on this. The best thing would be to have the race you want to play as the first pic to select as a work around.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

It's a resident evil song.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Can you paste your enabled mods. I'm not seeing any issue.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: October Update

It's unique effects per Artifact. The only issue I'm running into so far is when you get a few artifacts on one ship the particles start to mung together. It gets really bad if one ship has 5+ :). I'm going to try giving them a little more random jinking so they sit on each other less.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

It varies based on the first Race loaded.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

It's 1 to number 5 or 0 to 5 if using translations. The numbers were added to help sort the mod based on how it should be activated from top to bottom. for example:

TXT
Version 0
enabledModNameCount 12
enabledModName "SotF(1) Planets(0..1) Maelstrom Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Another possibility, did you download fresh 37.0 files for both SotF and FoK? 37.0 is not compatible with 36.1 files.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

This works fine for me testing with the downloaded files.

Did you overlay the previous 36.1 files? Can you try deleting your current install and re-extracting? If if still dumps after that what is your checksum?

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: October Update

The patch will be sometime soon. I'm testing the patch overlayed on the last release with different combos of.the mod to quality check it some more. I'd like the patch to work versus requiring a full download.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

All mods should work in multi-player. Both players need to have the exact checksum though which can be a little tricky if the SotF mod parts aren't activated in the exact same order.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

I just downloaded the mod and did a fresh install. Not seeing any issues activating. There is a bug with the plague militia and flagships mini-mod I'm working on a patch for that could be the issue. If you aren't activating those, what is you mod activation order? Here's an example of mine...

TXT
Version 0
enabledModNameCount 13
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(3) Militia(0..1) Advent Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Light Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(5) Core(1..1) Reb"

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: October Update

They have been fun so far. I've added particles to show a ship has artifacts too

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

It currently stacks at 3.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

It's similar to the Advent capitalship that can increase the experience of another capitalship to the levels of one previously destroyed.

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ZombiesRus5
ZombiesRus5 @ Modders on Modding: Tools of the Trade

Looks like a nice setup. Can't go wrong with a custom built desktop. I'm still kicking on the one I built in 2009 pretty much so I could play Sins online without lagging all to hell.

It's what I've done all my modding on too ;) Dual monitors are the biggest requirement for me now, though I'm thinking a third monitor will be added when I finally build a new desktop with a higher end graphics card.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

It was a little OP. You could always mod it back in or take the files from the previous version and drop them in ;)

I'm still considering a jumping starbase for Plague.

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

Is there an error when you attempt to unzip them?

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ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

Can you elaborate a little more? Is an error happening when you unzip or are you concerned they are still in 7z after you uncompress the main file?

They are zipped inside the main 7z to reduce clutter if you don't want all or some of them. You should be able to individually unzip each sub-7z if you want the content.

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Ok, the next build whenever it happens will be Pegasus for CS and Galactica for CDF for the flagship addon ;)

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ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Sorry I meant Flagship Victory and meant to say core game mode :(

But you are correct the Flagship mini-mod spawns either a Galactica or Pegasus. I might be able to see if that can be narrowed down some based on faction loading.

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