Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
The game will probably mini-dump right now if a neutron star spawns (due to the last mini-patch stardock put out). I'm working on a patch- just got caught between making other changes/fixes.
I spent a day reducing a model that I think will look pretty good with Nephilim as a Titan. Now I need to design some abilities.
Besides loving the SGI mod- that model is very spectacular. That said, it is a very recognizable Stargate model and I'm not sure if I want to use it for that reason.
Put one up today for authorization :)
Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)
So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.
BTW 3 hours in a MP game is pretty nice to hear :P
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.
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.
I want to finish Nephilim. Unfortunately I am asset poor at the moment. If there is another Sins mod that has a model you think might work as a Titan for Nephilim- let me know. I've helped out most mods and might be able to get permission for a one off model that doesn't compete with their work.
I do have something in mind for Nephilim corvettes so I'm ok in that regard.
I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.
Only if you get the DLC. I added in the open rebellion event for all factions that spawns faction specific ships at the owners gravity well if overtaken by culture.
I hopefully fixed all the texture file issues I knew of.
Great, thanks for letting me know. I'll put a new build up today.
It's just textures so save games still "should" work...
You never know though with the wacky wonderful world of modding sins! ;)
Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.
Yeah, sorry about all this. I tried doing some more optimizations of textures and got caught with some interesting DDS issues. Namely the file needs to be multiples of 4 on the width and height to compress correctly. Further there was one file pirateray_2.dds that got corrupted and generated some DDS error that I'm assuming was crashing the game. Then other domino problems I won't mention...
Anyways, I learned something new to look out for in the future ;)
Hope to get a fixed build up tonight or tomorrow :)
Sorry guys, found a graphical error with several optimized dds files (one of which caused a fatal error).
I'll upload a new version when I get it sorted.
Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...
What are the white boxes on specifically.
And I found the issue with the relationship screen which shouldn't cause any issues but will be fixed in the next build.
I will check the diplomacy screen... I converted some more resources to *.dds which requires image sizes to be multiples of 8. If this was not it could be all white.
I download a fresh 7z from moddb and am not seeing the folder issues. My suggestion is to try re-downloading the mod as this looks to be a corrupted download.
BTW- what was the checksum for the 7z you downloaded?
I'll have to download the mod from moddb. Obviously- it's not this way at all on my local version. Moddb had a tendency to corrupt our uploads for some reason :(
Build 26 for 1.52 will likely crash with 1.8 (especially if you have the DLC). I've uploaded build 27 for 1.8 here on moddb- it's just pending authorization which could take a day or so as it's the weekend.
It's still possible your running out of memory or hitting a Sins limit.
What parts of the mod are you enabling?
What are your new effects settings?
So far yeah... I was only able to give them a cursory listen though... been busy as you can imagine.
Yeah, chances are with the DLC it will dump due to trying to find the new random event entity files which wouldn't be referenced.
Cool, I'm hoping to get a patch for the new DLC and 1.8 this weekend.
I copied in the music changes you sent me ;)
Did you restart sins after activating the mod?
There's a stupid bug with their in game activator where mod resources or game resources aren't being loaded or overriden properly.
Yarlen said a new patch was likely to come out this week too ;)
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.