Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
The are actually. Each row represents a faction.
Yeah, a lot of the pics are outdated.
This is a problem for almost all mods and the base Sins game too. Some modders tried a solution to autodock strikecraft which somewhat works. I might look at an addon for reduced strikecraft... not sure how I feel about no light carriers.
I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.
Are you restarting Sins of a Solar Empire after activating the mod?
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
Good feedback... I'll look through these and see what I think.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
Thanks! I found the problem after rechecking thanks to your feedback. It should be fixed in a patch to 1.82.34 :)
Were you playing on one of the fair maps. Those gas giants are uncolonizable regardless of research currently.
The reason it's only on the Sins forum for that version is because it's not finalized but for the FoK new stuff I wanted them to try they needed a new version of everything.
The Cylon envoy has the standard raise diplomatic relationship ability on all envoy's. Are they all clustered on one planet? You can only raise relationships to a certain point then it caps out on a planet. The AI is a little wonky on how they send out envoys unfortunately.
No, the limit is hard coded. To move the Titan to the Capital Ship slot would require re-modding them as capital ships which would include how their abilities upgrade.
If you mean WinRAR, then my understanding is that it is capable of extracting 7-zip (7z) files.
The mod was actually compatible with Distant Stars so a slightly different DS ;) 7DS wouldn't actually fit with the mod.
The archailect race probably won't happen due to not enough assets and I don't really want to use mashups to create them.
I am creating a new NPC for an Alien faction. To start with they will be a pirate replacement with their own research... So more like an alien invasion than argghhh! pirates. They might be a possibility for a new faction if I can come up with an interesting gameplay mechanic that sets them apart from other factions.
odd, I use add block plus and it didn't pick it up on it's own.
Yep, ended up doing the same. Was irritating having to scroll past it.
Promoted content from the WEB? WTF is that about. Looks like a tabloid website now.
Is the sub mod listed first or last? Sub mods are typically written to overwrite files from the base mod and need to be listed first so they are properly overridden.
This community has also done a stellar job supporting all the major Sins of a Solar Empire modifications over the last several years. It's really awesome to see the support we have received from this community.
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 ;)
By the general definition it is a complete modification. The main factions Plague, Nephilim, Rogue and Hypercorp are fully realized and the companion Fall of Kobol is as well.
I do however make enhancements and bug fixes as time permits and have some goals for extending several of the addons.
Each faction has custom models, UI, research trees, icons, etc. Plague and Nephilim have custom dialogue, while hypercorp and rogue make use of several stock dialogue sounds. Voice dialogue is by far the hardest ,in my opinion, for a single modder to handle. Fortunately for Fall of Kobol I had some help for a while with the scripting of the dialogue and completion of the Cylon voice dialogue. The Colonial however is still needing recording done by volunteers.
I'd also like to do work making more custom particle effects to for each faction but haven't quite had the time to figure that out myself. The current custom particle effects were made for me by a chap named Syneptus early on for Plague and Nephilim or the effects addon adds some of Bailknight's effects to the mod.
The cool thing with this mod is the main custom factions (Plague, Nephilim, Rogue and Hypercorp) are my own creation with only Rogue and Hypercorp loosely based on the RPG game called Eclipse Phase.
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.
I also updated my installation instructions to include the video.
I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.
If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.
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.
It sounds better when you do it ;)
Not that I'm aware of. There was a problem showing an older Plague background if colonial and plague were loaded together. Can't recall if that is just fixed internally or in the last build.
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.