Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
It's similar to the Advent capitalship that can increase the experience of another capitalship to the levels of one previously destroyed.
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.
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.
Is there an error when you attempt to unzip them?
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.
Ok, the next build whenever it happens will be Pegasus for CS and Galactica for CDF for the flagship addon ;)
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.
Sadly, this is not a bug but an issue introduced when Entrenchment first released. The AI has no concept of the planet being protected by a starbase and will continually bombard as a result. For PvP games the mechanic does help suicide players survive longer potentially helping their teammates. As the AI is hardcoded, the best way for you to avoid this is to not research Block Colonize and give the AI a fighting chance to play.
As stated they have different Titans and research similar to the stock Rebellion Races. Cosmetic differences are the Scout, Light Frigate, Colony Frigate, and Heavy Battlestar Carrier Cruiser.
Flagship (core game mod) has Galactica for CDF and Pegasus for CS.
Ah, i did give it the anti-module role so the ai would prioritize as such. That is a problem though as that role does block attcking other units beyond structures. I'll need to ponder on this a bit.
Should be up in a couple hours...
Thanks, found it... Cylon had a change that caused the issue. I need to release a patch for Plague militia, I'll include flagship too. Flagship will work if Cylons are loaded though.
It's about 310mb or a little over half the size. I'm ok with adding a download for that when I get a free opportunity.
Every 4 additional lets you build another
Let me zip one up and compare the size.
You need 4 planets to build your first super weapon with Sins.
Yep, some of the refactoring I did to the Plague colony, scout and light frigate broke the militia enough to core dump it. It's pretty easy to fix though. Thanks!
I'm slowly tweaking them to the double volley which also has the benefit of less hard points. I'll look at the size of the projectile. Unfortunately the balance is getting it to look right both zoomed in and zoomed out.It's pretty easy to tweak the size though if needed.
I'm the only Dev ;) Good feedback. I'll look at the ability. I toned down the Cylon Basestar Capital already for similar reasons.
I decided to rework my ability set for this. The AI won't get it's titan nearly as early :(, but I want to rule out the double titan scenario ;) It should still help the AI be competitive.
No, it's not normal. My thinking was if it was only the AI that would lead me to my AI only ability set. Given you showed Dukat with one. That doesn't necessarily lead me down that path.
I'll try Dukat, but no guarantee he has the autosaves as he does many playthroughs. It's more an open invitation to anyone that encounters this.
I tried really hard to recreate this and couldn't!
If anyone has a save game set(i.e. multiple save games through the progression of the game), please send them to me.
There were some original bugs in Rebellion with multiple titans but it seems those were fixed. It's possible my AI only ability/research has some sort of flaw, but I can't see what that would be nor have been able to recreate it. Hidden research subjects are used in several mods and only the AI is capable of researching them to our knowledge. I've never seen a way for the human to hotkey or somehow activate the research.
Thanks, interesting video. The AI ability that helps it get it's titan versus floundering is supposed to be a hidden AI only ability. The only way that ability can be executed is supposedly by the AI which is the only entity that can research the hidden subject. If it's this ability then there is a bug in the game allowing the ability to fire without the proper research which would suck. I'll try and investigate it more.
Checked the code. It's not set to autocast and the icon for the ability went missing... Not sure how the latter happened, but the former is because Nephilim was made pre-rebellion when superweapons weren't set to auto-fire. I'm fixing this in the next release.
You can right click on the black box (missing icon) to set it to autocast. Sorry for the confusion.
I reviewed the AI only code I put in for titans. It would be impossible for the human player to benefit unless the debugger is being used and all research is granted.
In regards to the AI there might be some very rare timing that would allow a 2nd titan. I'll investigate this, but I'd need more details from you or a save file showing this.
How do you get two titans?
Make sure you use the Core from Fall of Kobol. The one in Sins of the Fallen is outdated with the latest release 184.108.40.206.
Sorry, that part is a bit confusing in terms of how the backwards compatibility works with Sins of the Fallen. I do plan to release new versions of both Sins of the Fallen and Fall of Kobol soon'ish.