Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

Comment History  (30 - 60 of 1,253)
ZombiesRus5
ZombiesRus5 Dec 29 2014, 3:57pm replied:

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 ;)

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 29 2014, 12:09pm replied:

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.

Youtube.com

I also updated my installation instructions to include the video.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 28 2014, 9:43am replied:

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.

+3 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 5:54pm replied:

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.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 25 2014, 12:24pm replied:

I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 25 2014, 10:59am replied:

Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 10:36pm replied:

You need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 5:55pm replied:

Are you restarting Sins after initially activating the mod?

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 29 2014, 12:53pm says:

Thanks guys!

+1 vote   article: Sins of the Fallen: November Update
ZombiesRus5
ZombiesRus5 Jul 11 2014, 3:30pm replied:

Yes. There will be a patch.

+3 votes   media: Nephilim Update
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:10pm replied:

As it sounds like the AI can still research even if the DLC ID isn't valid :-/ I'm adding a dummy pre-req no faction has to prevent them from actually researching the technology.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:01pm replied:

I'll take a look at that. It really should prevent everyone from building Super Weapons, but maybe the AI found a way around it or I missed a faction. I'm also asking stardock a question about the DLC ID which is how I'm doing this.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 1 2013, 10:20am replied:

that sucks moddb ate my comment :(

Short story ;)

The effects explosions aren't in.

6 fallen races include Plague, Nephilim, Rogue, Hypercorp, Colonial and Cylon. It's really 9 total races when you count Advent, TEC and Vasari which have some custom modding too.

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Oct 1 2013, 3:36pm replied:

Just watch out for the hard coded mesh limit.

+1 vote   media: Debris Progress
ZombiesRus5
ZombiesRus5 Sep 5 2013, 1:58pm says:

That looks an awful like the vanilla terran texture (pre last rebellion update) ;)

+1 vote   media: Some of the New planets skins are ready
ZombiesRus5
ZombiesRus5 Jun 29 2013, 7:05am replied:

That's cool anytime we want to reorder music is cool. Could also throw out a small patch.

On the DLC they updated planet and planet bonus files regardless if you had the DLC or not. This release makes the mod fully compatible with both 1.52 and the new DLC code.

There's a few new research with plague and nephilim and plague has a corvette model. Hyper crop has some touched up event sounds to make it sound more like radio static.

+2 votes   download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Jun 18 2013, 11:59am says:

This seems like an odd choice for a sins mod- but I wish you luck.

-1 votes   mod: Sins of the Terran Empire
ZombiesRus5
ZombiesRus5 Apr 29 2013, 10:18pm replied:

Nope, UI is fixed.

+1 vote   media: Y-Wing Ingame and UI Edits
ZombiesRus5
ZombiesRus5 Apr 24 2013, 9:49pm replied:

Here's a small hotfix (3 files).

Dl.dropboxusercontent.com

+2 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:48pm replied:

It looks like Tech Loyalist/Rebel and Vasari Rebel have the old code in place that is causing the issue.

+2 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:38pm replied:

****, I backed the changes out that caused that in the code, but my build process decided the files were older so it's looking for factions logic. I'll have to put out a hot fix.

+2 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Mar 3 2013, 8:03pm replied:

No it doesn't.

+1 vote   media: ISA Cruiser Rework
ZombiesRus5
ZombiesRus5 Mar 2 2013, 10:47am replied:

No there is not a poly limit by ship type. This is all perpetuated by early modders of sins, but they didn't really know what the engine could handle. The only poly limit is imposed by what the convert xsi tool can handle which is higher than most models will hit.

The Vasari Corvette is upwards of 6k triangles btw.

+1 vote   media: ISA Cruiser Rework
ZombiesRus5
ZombiesRus5 Mar 1 2013, 3:26pm replied:

Why? it doesn't really matter.

+2 votes   media: ISA Cruiser Rework
ZombiesRus5
ZombiesRus5 Jan 20 2013, 7:34am replied:

Yes. From the read more + above:

"Is Rogue compatible with Fall of Kobol?
Yes, In fact I included them in the download available of the Sins forum so you only have to download from there if you want Fall of Kobol. The download on moddb will not include any of Fall of Kobol."

+2 votes   download: Sins of the Fallen: Rebellion R1
ZombiesRus5
ZombiesRus5 Jan 10 2013, 11:35pm says:

It has a giant gun, multiple target missiles, and heavily active defenses with the Rotating Asteroid Defense and reflective shielding.

+1 vote   media: Rogue Loyalist Titan
ZombiesRus5
ZombiesRus5 Nov 10 2012, 12:24pm replied:

Rogue traders are the Cyber pirates in Transhumans. The other menu is for my BSG colonials and cylons. I've renamed it to Fall of Kobol to fit my mod and distance it from blood and chrome.

+1 vote   media: Fall of Transhumanity Menu
ZombiesRus5
ZombiesRus5 Nov 9 2012, 3:30pm replied:

Yep, Hypercorp and Rogue Traders are the Transhuman factions.

+1 vote   media: Fall of Transhumanity Menu
ZombiesRus5
ZombiesRus5 Oct 13 2012, 4:04pm replied:

Thanks, the three of us are teaming up really well.

+2 votes   media: Volus Dreadnought Skin II (Gameshot V2)
ZombiesRus5
ZombiesRus5 Oct 12 2012, 9:57am replied:

Wait until you see pink ;)

+2 votes   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Oct 11 2012, 6:51pm replied:

What's funny is watch the ME 3 space battle. You'll get ships with no exhaust, ships with small exhaust trails, and ships with big exhaust trails like above. And that's from a professional shop getting paid.

But ya, we haven't decided on scale yet so like a fine wine it may taste a bit like vinegar starting out.

+4 votes   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Oct 11 2012, 6:45pm replied:

In sins all engines glow team colored

+5 votes   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Oct 4 2012, 7:13pm replied:

Ok guys... Cooler whores are fun... But let's cut down on the excessive downvoating ;)

+4 votes   media: Cerberus Fighter
ZombiesRus5
ZombiesRus5 Jul 7 2012, 2:31pm replied:

Baked is a simplified single mod folder version of the mod. Some people have problems with the multiple stacking options, so this is a compromise for those.

The stacking basically allows me to add more content than the game can actually support memory wise as well as including different addons I fancy creating.

+1 vote   download: Sins of the Fallen R6 (Baked)
ZombiesRus5
ZombiesRus5 Jun 15 2012, 10:43pm replied:

Hmm, structurally there's not much difference between this texture and the former. So I'm a bit confused how you think there is more detail in this one.

+1 vote   media: Cerberus Cruiser
ZombiesRus5
ZombiesRus5 Jun 6 2012, 8:27pm replied:

I agree... I've been playing the Rebellion Beta too. Other than breaking down the new modding capabilities into my Eclipse tool, I'm not real interested in modding it yet. I'd rather have some fun with it and let things settle in a bit. There's always time to mod rebellion later this year.

The focus right now is getting what I have done as polished as I can for Diplomacy. I'm not adding any more new features, so the emphasis is on getting this as close to done as I can for a mod. I've already made a couple tweaks internally based on some feedback from this release.

+1 vote   article: Sins of the Fallen R6
ZombiesRus5
ZombiesRus5 Jun 5 2012, 5:11pm replied:

lol, really?

+1 vote   media: Hanger Defense
ZombiesRus5
ZombiesRus5 Jun 4 2012, 12:17am replied:

Percent complete shouldn't really be put out like this. It's somewhat confusing as this number isn't accurate for Cerberus as a whole.

+1 vote   media: Collector Heavy Frigate
ZombiesRus5
ZombiesRus5 Jun 1 2012, 2:50pm replied:

Sorry, not going to write a book every time a game shot is posted. Buy Sins of a Solar Empire so you know what we are referring to.

+2 votes   media: Moons vs Resource Asteroids
ZombiesRus5
ZombiesRus5 May 24 2012, 10:23pm replied:

The home planet is in my newer version that's not released.

I used Camtasia to record the video and then compressed it down some more so it could fit on moddb. The full recording is 3.7 gig uncompressed.

And yes, I mean per launch. Sins loads all the assets up front when you launch a game so the first one is slow, but as you stated if you start a new game after the first launch it's very fast.

+1 vote   media: Hypercorp Playthrough
ZombiesRus5
ZombiesRus5 May 14 2012, 10:27pm replied:

Thank you!

+1 vote   article: Improving the AI (Part 2)
ZombiesRus5
ZombiesRus5 May 3 2012, 6:41pm says:

WTF

+2 votes   member: XML
ZombiesRus5
ZombiesRus5 Apr 27 2012, 6:17pm replied:

Interesting... You have the latest version of 7zip?

+1 vote   mod: Cliche Multiverse Project
ZombiesRus5
ZombiesRus5 Apr 20 2012, 5:01pm says:

I'll follow just because I like the name ;)

+1 vote   mod: Cliche Multiverse Project
ZombiesRus5
ZombiesRus5 Apr 10 2012, 5:23pm replied:

This is more a pirate based faction so a little over the top is ok IMO. The sins pirates have frik'n billboards on them, lol. I spent a lot of time on my arcadia's and wanted to see them in the game. I'm pretty happy with the end result.

+1 vote   media: Rogue Trader's Fleet
ZombiesRus5
ZombiesRus5 Apr 10 2012, 5:20pm replied:

I think that's correct, though I haven't played Freelancer personally. SolCommand gave permission for his models and textured to be used, they were quite likely used in other mods too. I know he's also recently done some work for various games.

+1 vote   media: Rogue Trader's Fleet
ZombiesRus5
ZombiesRus5 Apr 8 2012, 11:23am replied:

I hear you on the textures. I wasn't really sure if I like the overall look or not when I initially did them. But, they've kinda grown on me. I actually have a different variation of this that's sorta more steam punkish.

I also had to make certain compromises and decisions when it came to textures as outside of the rogue faction ships by SolCommand I've textured everything myself. Basically, I had to make a decision at some point if I wanted to create a mod could I fill in the gaps that I couldn't get help from others to do with textures (especially consistent) being the most difficult to come by.

+2 votes   media: Hypercorp Race
ZombiesRus5
ZombiesRus5 Mar 8 2012, 10:12pm says:

Nice model. Hopefully it's poly count isn't too high for Sins.

+1 vote   media: Modified Valiant
ZombiesRus5
ZombiesRus5 Feb 20 2012, 5:24pm says:

Some textures would be nice.

+1 vote   media: New Canton Battleship reworked
ZombiesRus5
ZombiesRus5 Jan 21 2012, 11:37am says:

Nice menu setup, agree on the clean and simple approach.

+2 votes   media: New Front Screen Main Menu
ZombiesRus5
ZombiesRus5 Dec 12 2011, 10:22pm replied:

Sins does not support moving turrets. The most you can get is particle effects with some texture animation which doesn't work well for turrets.

We will be using this approach for the Mass Relays though.

+1 vote   media: Alliance Everest Refit
ZombiesRus5
ZombiesRus5 Nov 21 2011, 6:48pm says:

Holy crap... That has to be the fastest download authorization I've ever had :P

+3 votes   download: Sins of the Fallen R5
ZombiesRus5
ZombiesRus5 Oct 8 2011, 11:04pm says:

I see what you guys mean... A quick google search pulled these up.

Scifi.wikia.com

Thedoctorwhosite.co.uk

Scifi.wikia.com

+2 votes   media: dalek saucer ship
ZombiesRus5
ZombiesRus5 Oct 7 2011, 10:15pm says:

That is good feedback and very specific. I think I know the issue as a missing quest. I'll take a look and see if I can get a fix ready.

+3 votes   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Aug 28 2011, 10:51am says:

Should be fixed now.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Jul 23 2011, 4:26pm replied:

Thanks much. It's my favorite race too as you can imagine :P

+1 vote   article: The Plague Race
ZombiesRus5
ZombiesRus5 Jun 28 2011, 10:37pm replied:

Capital ships in vanilla sins take up 1 capital command point and 50 fleet supply points. The fleet supply is configurable while the capital command point is not.

+1 vote   article: Dawn of the Reapers Update 6/26/2011
ZombiesRus5
ZombiesRus5 Jun 28 2011, 1:17pm says:

I asked this in one of the images, but it's probably more appropriate here.

Have you given a thought to ship roles yet?

At a minimum you will need to designate which ships performs the Scout and colonizer roles. The scout is required or the AI never leaves it's homeworld. The colonizer is required to make sure the AI does a sufficient job at expanding.

I'm also still of the opinion the Normandy SR-2 and SR-3 should be capital ships. Not so much that they are large vessels, but they should be more unique and not spammed. While this would take a capital ship slot the fleet supply could be less than the larger capital ships (which might become Titan class with Rebellion).

This would round out your capital ship selection and leave you filling the frigate/cruiser roles.

Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...

+1 vote   article: Dawn of the Reapers Update 6/26/2011
ZombiesRus5
ZombiesRus5 Jun 28 2011, 12:35pm replied:

I have considered allowing this so Moons could be moved to a more tactical location prior to deploying. I can suspend disbelief long enough for that to happen. However, having moving moons with orbital based weapons would look really odd as it chases ships around the gravity well :P I'm not sure I could suspend disbelief as much watching that occur.

+2 votes   media: Moon Bases
ZombiesRus5
ZombiesRus5 Jun 28 2011, 12:07am says:

Have you given a thought to ship roles yet?

At a minimum you will need to designate which ships performs the Scout and colonizer roles. The scout is required or the AI never leaves it's homeworld. The colonizer is required to make sure the AI does a sufficient job at expanding.

I'm also still of the opinion the Normandy SR-2 and SR-3 should be capital ships. Not so much that they are large vessels, but they should be more unique and not spammed. While this would take a capital ship slot the fleet supply could be less than the larger capital ships (which might become Titan class with Rebellion).

This would round out your capital ship selection and leave you filling the frigate/cruiser roles.

Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...

+1 vote   media: Citadel Council Fleet
ZombiesRus5
ZombiesRus5 Jun 24 2011, 12:26pm replied:

I think it could us an exhaust port in the rear.

+1 vote   media: Turian Frigate In Game
ZombiesRus5
ZombiesRus5 Jun 24 2011, 12:17am replied:

Ah, makes sense. I uploaded them together then changed the name.

+1 vote   media: Hypercorp Military Lab
ZombiesRus5
ZombiesRus5 Jun 13 2011, 8:14pm replied:

A new name huh :P I can't keep track of all your name changes ;)

+1 vote   media: Hypercorp CapitalShip
ZombiesRus5
ZombiesRus5 Jun 11 2011, 9:49pm replied:

Sure, just send them to the email I used previously. The models won't be used or shared with anyone outside of this mod.

+1 vote   media: Collector Ship
ZombiesRus5
ZombiesRus5 Jun 11 2011, 6:43pm replied:

Do you have the Sin's export script for 3ds MAX?

+1 vote   media: Collector Ship
ZombiesRus5
ZombiesRus5 Jun 11 2011, 5:48pm replied:

Couple thoughts here...

It might be good to test import a few of your models to make sure you don't have any incompatibility with Sins (Vertex errors, Duplicate Points, Open areas, etc). Also, some modeling styles that work in other games seem to cause issues in Sins. The star trek mod ran into this importing custom models originally created for Homeworld.

Additionally, I'm not sure what poly counts you are working towards but here is a general guide a lot of mods use. It's not absolute but a good idea to work towards. I do have a few models in the various categories that exceed this too.

# Fighters: < 1k tri
# Frigates: < 3k tri
# Cruisers: < 5k tri
# Capitalships: < 12k tri

+1 vote   media: Collector Ship
ZombiesRus5
ZombiesRus5 Jun 10 2011, 11:38pm says:

Really nice. I also see you received the models I sent based on the description, so that's cool.

Quick question. Have you imported any of your models into Sins yet?

+1 vote   media: Collector Ship
ZombiesRus5
ZombiesRus5 Jun 8 2011, 11:39pm says:

I've had to use Internet Explorer and click on the mirrors. There seems to be a problem with moddb right now.

+1 vote   download: Sins of the Fallen R3 (Entrenchment & Diplomacy)
ZombiesRus5
ZombiesRus5 Jun 8 2011, 12:54pm replied:

The Psi Capital Colony ship has something similar as it's ultimate ability. And yes it would be very simple to setup and would reflect the theme of this facility in a way Sins could handle.

+2 votes   media: Lazarus Station
ZombiesRus5
ZombiesRus5 Jun 8 2011, 12:13pm says:

It definately could work as a research station. You will need at a minimum one Civilian and one Military research lab for the research tree's to work right.

I would add a high tier 5or6+ researchable ability "Lazarus Project". The ability "Lazarus Project" is capable of resurrecting key personal from previously destroyed capital ships. Maybe make it require a credit/resource cost for balance purposes.

The ability works by targetting a capital ship of the same type that was previously destroyed. All lost experience is immediately recoverred after using this ability.

+2 votes   media: Lazarus Station
ZombiesRus5
ZombiesRus5 May 28 2011, 7:12pm says:

"Definitely different, but then different is always good in my opinion. "

Agreed :P

+1 vote   media: Rogue Capital Ship Factory
ZombiesRus5
ZombiesRus5 May 26 2011, 7:29pm says:

There's definately some inspiration there.

+2 votes   media: Hypercorp Frigates
ZombiesRus5
ZombiesRus5 May 26 2011, 1:09pm replied:

It's a good question really. The screen shot referenced is really my development build. I haven't really decided how I'm going to package up the final mod. It would be much easier for to release all the races as mini-mods and provide bridge mods to play the together as you want. But of course this makes it more complicated for users to understand. The flip side requires a lot of effort on my part to combine the pieces together.

+1 vote   media: Sins of the Fallen: All Races
ZombiesRus5
ZombiesRus5 May 25 2011, 11:02am says:

I will most likely release a mod that combines all the races as a showcase type mod. I'll just have to see when it's finished if it is viable or not for the Sins engine.

If you look at the image that proceeds this you'll notice that each race is it's own mod. Besides being much easier to test it allows me to mix and match how the races are combined. The top mod Fallen Complete is a bridging mod similar to the DS and SinsPlus addons and does the work to combine the individual mods together. I have similar bridge mods for Sins of the Fallen and Transhuman which both add the 3 races associated.

The number of combinations are only limited by the desire to build the bridge mod. I think it works out to around 20 different 3 fallen race combinations.

I will continue to support a DS compatible version Sins of the Fallen. And will most likely add a Transhuman DS version.

+2 votes   media: Sins of the Fallen: All Races
ZombiesRus5
ZombiesRus5 May 16 2011, 2:00am replied:

It will be, but not yet. I received these models after my previous build was ready. I am working on a new build now which the new Tech, Advent and Vasari Destroyers will be in. But, I'm not sure when I'll be ready for a public release.

+1 vote   media: Vera Destroyer (Tech)
ZombiesRus5
ZombiesRus5 May 8 2011, 6:30pm says:

This will be for Transhuman.

+1 vote   media: Titan Dreadnaught
ZombiesRus5
ZombiesRus5 Apr 26 2011, 10:18pm says:

I so want this model ;)

+2 votes   media: Baldosa's Space Fortress
ZombiesRus5
ZombiesRus5 Apr 22 2011, 10:44am says:

I'm helping Genocyber setup his DEVELOPMENT environment. We understand this is too complicated for most gamers which is not the intent. With Genocyber having this setup his team can better test and troubleshoot each race independently of the other. The final version will be one mod as expected.

+1 vote   media: Testing VS builds
ZombiesRus5
ZombiesRus5 Apr 21 2011, 12:14am replied:

True, soon is relative. I've learned not to give dates ;)

+1 vote   download: Fallen Distant Stars Addon (D 1.2) Alpha 0.2
ZombiesRus5
ZombiesRus5 Apr 20 2011, 12:30pm replied:

Ok, I don't have trinity so there might be some minor differences between that build and diplomacy.

I also missed some fleet supply files when I was doing some rebalancing with DS. I also need to update the capital ship slots as well. I'll get a new build out for the addon soon.

+1 vote   download: Fallen Distant Stars Addon (D 1.2) Alpha 0.2
ZombiesRus5
ZombiesRus5 Apr 19 2011, 10:04pm replied:

Cool! I'm glad you figured it out. I set these up as a stacking bridge mod so you don't have to download massive amounts of data. Plus Distant Stars and Sins of the Fallen still remain playable standalone mods.

+2 votes   download: Fallen Distant Stars Addon (D 1.2) Alpha 0.2
ZombiesRus5
ZombiesRus5 Apr 12 2011, 11:58am replied:

It has some more polish and some bug fixes, but is pretty close to what you and Malanthor helped test. Thanks a bunch to both of you BTW. I'm still poring through both of your guy's feedback (and still need more ;)

It will go Diplomacy, I just want to work out the kinks and then figure out how to manage pacts which really suck to mod currently since they are limited to 18 max pacts!

+1 vote   download: Sins of the Fallen: Transhuman (E) Demo v0.1
ZombiesRus5
ZombiesRus5 Apr 12 2011, 11:45am replied:

Thanks! it does have some nice polish in some areas, but there is still a lot to do, plus fix the issues :)

+1 vote   article: Rogue Traders Demo
ZombiesRus5
ZombiesRus5 Mar 27 2011, 12:04am says:

No. This is only for Diplomacy 1.2 and will not work with previous versions.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.5
ZombiesRus5
ZombiesRus5 Mar 3 2011, 10:18pm says:

All the races together will probably only be for Diplomacy with some form of TSOP and my own memory modifications and the last two mentioned are for a separate mod.

+1 vote   media: Soase Workspace
ZombiesRus5
ZombiesRus5 Mar 2 2011, 5:59pm says:

Yes! it will be a fully playable race including abilities, research trees, and icons. I don't have any voice scripting made yet so I'm not sure what I'll do in that regard.

+1 vote   article: Rogue Trader Race
ZombiesRus5
ZombiesRus5 Mar 2 2011, 3:31pm says:

I'm changing this to a frigate class and smaller vessel.

+1 vote   media: Rogue Arcadia Class Capitalships
ZombiesRus5
ZombiesRus5 Mar 1 2011, 10:49pm replied:

It's based off of Azrael's symbol from some Angel research I did...

Dl.dropbox.com

+1 vote   article: The Nephilim Race
ZombiesRus5
ZombiesRus5 Feb 19 2011, 12:09am says:

Ok, I need to add weapon points to this thing now. 56 weapon points alone just for the missles, this will look sweat firing in game :P

+1 vote   media: Rogue Mercenary
ZombiesRus5
ZombiesRus5 Feb 15 2011, 10:45am says:

I'm sorry, I like all of them ;)

+1 vote   media: T.E.F. Skirmisher Mark 8 (Rework)
ZombiesRus5
ZombiesRus5 Feb 15 2011, 10:43am says:

You are probably right. I never played Freelancer, but I believe some of SolCommands models are used there. I'm the first one to seek permission to include some of his work in Sins though.

+1 vote   media: Rogue Mercenary
ZombiesRus5
ZombiesRus5 Feb 14 2011, 9:28pm says:

Any textures yet? Did fred ever come through on Can-O-Worms' model?

+1 vote   media: T.E.F Mark 1 Helios (Rework)
ZombiesRus5
ZombiesRus5 Feb 8 2011, 8:59pm replied:

Yes, it looks the same on both sides.

+1 vote   media: Rogue Ghost Class Capitalship
ZombiesRus5
ZombiesRus5 Dec 28 2010, 11:46am says:

very nice!

+1 vote   media: Cyber 3rd order "Colossus"
ZombiesRus5
ZombiesRus5 Dec 9 2010, 10:42am replied:

I agree. I spent a lot of time researching the Nephilim and Plague races to come up with the names and abilities and fitting it with there relative themes. I really want a unique third race but coming up with the background lore and theme you can draw from is a difficult process.

+1 vote   media: 3rd Race Concept Models
ZombiesRus5
ZombiesRus5 Dec 4 2010, 11:15pm says:

Good idea, but I'm pretty sure that lab type is controlled by role. Code.google.com

+1 vote   media: Cyber Research Structure
ZombiesRus5
ZombiesRus5 Dec 3 2010, 6:26pm says:

I think you had some other comments before the awesome noing :P I must have caught them before an edit. Any suggestions are welcome!

+1 vote   media: 3rd Race Concept Models
ZombiesRus5
ZombiesRus5 Dec 1 2010, 7:10pm says:

I agree fedled, nice job on this one! The default texture I applied to this one layed out very easily and looks great.

+1 vote   media: Plague concept ships
ZombiesRus5
ZombiesRus5 Nov 9 2010, 12:30pm says:

So out of curiosity... what were your plans for simulating a campaign?

I had assumed it would possibly be some timed events within a series of maps to play through to fit with your story line. It does stink though that sins doesn't have a moddable campaign though.

+1 vote   article: a new direction
ZombiesRus5
ZombiesRus5 Nov 2 2010, 8:09am replied:

Ok, cool. Assuming it's a print screen from the game... When you hit print screen from the game it exports into RGBA. When I open into a program like GIMP I have to remove the Alpha channel to see the actual texture. However, I just open the screen prints in good ole' Windows Paint and then save to jpg as it is less steps for me to post a screen shot.

+1 vote   media: Achillies in game (random textures)
ZombiesRus5
ZombiesRus5 Nov 1 2010, 12:50pm replied:

Freeze model is slightly different from freeze all transforms. You should do both, but the latter is required after scaling, rotating or translating the mesh. Make sure you only have the mesh selected too when you freeze all transforms or null points will shift when you start adding those in.

+1 vote   media: reason for the lack of regular updates
ZombiesRus5
ZombiesRus5 Nov 1 2010, 12:36pm replied:

I received the models.

And the good news is the problem is what I originally asked. "Did you freeze all transforms...?"

Here is your model I imported no changes. Dl.dropbox.com

Here is your model after freezing all transforms.
Dl.dropbox.com

There is an easy sign if you haven't frozen the transforms yet as the scale will not read 1, 1, 1. I've added "Freeze All Transforms" to a custom menu for easy access, but selecting Transform will get you there too. Dl.dropbox.com

+1 vote   media: reason for the lack of regular updates
ZombiesRus5
ZombiesRus5 Oct 31 2010, 10:51am replied:

odd... well, I like ruling out the obvious first whenever I approach a problem. I haven't seen any pizza results like this either so I'm sorta at a loss. I see you have another modeller on your team, hopefully he has some experience importing into sins and can help you out. If not, you can message me a link to the xsi scene and I can take a look. I've had some success helping people with other issues in the past (on the sins forum) and wouldn't mind seeing if I can possibly help you and your impressive mod out.

+1 vote   media: reason for the lack of regular updates
ZombiesRus5
ZombiesRus5 Oct 28 2010, 2:35pm says:

Hi and thanks for the interest!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 25 2014, 10:58am replied:

BSG cannot be uploaded to moddb due to restrictions. It's only available from the file share I upload it to. I would only recommend downloading the mod from fileshares I have uploaded to though. For whatever reason the mod ends up on dozens of fileshares I never uploaded into.

+3 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:34am replied:

Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.

Moddb.com

+1 vote   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:25am replied:

You can click on the Fall of Kobol images on the main moddb page which will take you to here...

Forums.sinsofasolarempire.com

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 22 2014, 5:56pm replied:

What Titan are you trying to build. Are you sure it's Arbitrate Tariff because no Titan is tied to that research. That research is for an Envoy ability.

I also can build both TEC Titans with the mod enabled with no issues. Response back and let me know specifically which Titan you may be having issues with.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:32pm replied:

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).

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:15pm replied:

Trying to make progress when able. UnassumingWhiteGuy is potentially working on some more voice overs. If we had some more people step up we could probably finish the voice overs for the Colonials.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 19 2014, 9:54am replied:

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.

+1 vote   article: Sins of the Fallen: Videos I never knew existed
ZombiesRus5
ZombiesRus5 Dec 17 2014, 3:24pm replied:

This comment mainly shows a lack of understanding of how much effort is required to make a total conversion modification for this game.

+10 votes   mod: Sins of the Prophets
ZombiesRus5
ZombiesRus5 Dec 15 2014, 10:20am replied:

Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.

+1 vote   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 15 2014, 10:03am replied:

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
etc...

+1 vote   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 14 2014, 5:39pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 14 2014, 12:15pm replied:

What's your enabled mods look like?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 29 2014, 12:54pm replied:

If new models were ever made I would be willing to incorporate them if allowed.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 21 2014, 1:37pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:04pm replied:

Welcome!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:04pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:02pm replied:

There is no one making new models at this point for BSG.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 17 2014, 1:16pm replied:

It's in the FAQ

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 17 2014, 11:47am replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 17 2014, 11:45am replied:

Figured it was common knowledge at this point.

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 15 2014, 11:30am replied:

It's the last comment in the thread. I didn't update the header.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 14 2014, 11:24am replied:

Check the forum for a quick patch on that.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 14 2014, 10:33am replied:

I'll look at it... for some reason that model keeps getting it's texture fubar'd. It has a really nice texture actually.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:46pm replied:

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.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:43pm replied:

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).

TXT
Version 0
enabledModNameCount 5
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"

+1 vote   mod: Sins of the Fallen
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