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

Comment History  (60 - 90 of 1,272)
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 29 2014, 12:53pm says:

Thanks guys!

+1 vote   article: Sins of the Fallen: November Update
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
ZombiesRus5
ZombiesRus5 Aug 26 2014, 8:34am replied:

It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.

The Heavy pirates if it is enabled should send capital ships with pirate raids.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 25 2014, 1:53pm replied:

lol, no. go away.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 15 2014, 8:48pm replied:

I'll take that as a complement.

+6 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 14 2014, 11:38am replied:

Different mods not intended to run together typically won't work together. This is most likely the reason you are mini-dumping.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 12 2014, 9:51pm replied:

No. Only bug fixes would apply to Rogue and Hypercorp.

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

Yes. There will be a patch.

+3 votes   media: Nephilim Update
ZombiesRus5
ZombiesRus5 Jul 11 2014, 3:29pm replied:

I know right... Starting to get better. Real life concerns pulled me away from almost all modding at the end of last year. Not what I wanted but things are slowly improving.

+3 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 11 2014, 3:28pm replied:

Hopefully sometime in the near future. I'd like to get the new Nephilim stuff ironed out first.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 6 2014, 6:34pm replied:

Release an old school text version of it.

+5 votes   mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Dec 18 2013, 5:44pm replied:

Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)

+2 votes   media: Nephilim 2014
ZombiesRus5
ZombiesRus5 Dec 18 2013, 8:54am replied:

;) I understood what you meant. Just commenting on what I put into this model :)

+1 vote   media: Kick'n it with my Blue Arcadia
ZombiesRus5
ZombiesRus5 Feb 2 2015, 10:53am replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 2 2015, 7:16am replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 29 2014, 11:46am says:

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.

+3 votes   media: Kultorask Titan Variant Ideas
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:51pm replied:

It's as safe as what you are downloading from moddb as I'm the originator of the source for both. It's also why I don't include any exe's or self installers. The only thing in the 7z is the mod files.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
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, 10:25am 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 Nov 23 2013, 11:55am replied:

Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.2 (Patch)
ZombiesRus5
ZombiesRus5 Nov 22 2013, 4:13am replied:

Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(

I'm working on a patch for it and a couple other issues.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.1 (Patch Version)
ZombiesRus5
ZombiesRus5 Nov 19 2013, 11:23pm replied:

She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.

+1 vote   media: Kick'n it with my Blue Arcadia
ZombiesRus5
ZombiesRus5 Nov 1 2013, 10:04am replied:

I crossed a decade barrier working on this mod o.O

+3 votes   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Sep 18 2013, 5:07am replied:

That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.

+1 vote   media: Victory class Star Destroyer
ZombiesRus5
ZombiesRus5 Sep 17 2013, 12:10pm replied:

I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.

+1 vote   media: Victory class Star Destroyer
ZombiesRus5
ZombiesRus5 Sep 5 2013, 9:58pm replied:

Thanks, trying to get them as close to the twelve colonies as possible. This is Tauron.

+1 vote   media: New Planet Textures
ZombiesRus5
ZombiesRus5 Jul 25 2013, 2:23am replied:

Yep, just dressed it up with a texture that matched plague.

+1 vote   media: Moloch Titan
ZombiesRus5
ZombiesRus5 Jul 15 2013, 1:26pm replied:

lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Jul 3 2013, 12:34pm replied:

From what I recall when moddb re-organized our mods into the expansion groupings they also without authorization converted several to Desura. Maybe they aren't doing that anymore.

+2 votes   download: Enhanced 4X Mod 1.6
ZombiesRus5
ZombiesRus5 Jun 28 2013, 4:30pm replied:

I'm hopeful I can get 3 more quality models in play and I'll almost be finished the Rebellion version. I need a Titan for Nephilim and Plague and a corvette for Nephilim. Once these are done I'll be pretty much finished with the main port and can focus on cleaning up a few things.

+4 votes   download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Jun 27 2013, 4:19pm replied:

Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 4:32pm replied:

overestimated? You think you'll complete in less than a month?

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 11:20am says:

1 month for just pictures and soundtrack right?

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 24 2013, 11:18pm replied:

Agreed, I'm doubtful this dubious concept will work.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 3:18pm replied:

Huh? Capital ships aren't titans.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 12:31pm replied:

How do you plan to prevent building more than one?

+2 votes   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:15pm replied:

Your correct, I did go through and make a lot of texture modifications as it was similar work across the board so I lumped them all in together.

The meshes need a few extra code lines that throw warnings in the logs. It doesn't appear to cause any runtime issues but it's on the list to do.

+2 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:13pm replied:

Another thought on the factions. Outside of contributions from interested parties like yourself (Thanks for the music, I'm not real savy in that regard), I am the only person that works directly on this mod.

I feel overwhelmed with the content I've added if I try to work on all the factions at once. Considering I've built the factions one at a time, I've decided to convert them to Rebellion one at a time. The only exception are the breaks I take to work on the code for Cylon which is pretty significant as it's a total overhaul of the entire research tree and abilities as designed by Cylon_Luvr.

+4 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:08pm replied:

So here's the deal. Plague and Nephilim haven't been converted to support Rebellion fully. They are missing necessary constraints. There meshes are still diplomacy level. Let alone they are missing anything Rebellion esq' to include them.

That said, If you snagged Plague in the last version, feel free to use them as a AI faction. The code will still work. I didn't intend to release them and don't plan to until they are converted.

+3 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 19 2013, 8:46am replied:

I wish I was around during that time.

+1 vote   media: Rebellion: Hypercorp
ZombiesRus5
ZombiesRus5 Apr 4 2013, 10:11am says:

You should archive these mods then as they are no longer active.

Thanks

+1 vote   article: Update Both SAD and GOOD
ZombiesRus5
ZombiesRus5 Feb 7 2013, 11:55am says:

Specifically, I fixed the hole and texture issue shown in this picture. The fixed mesh and texture is included in TSOP:R.

+3 votes   media: Titan_PsiRebel - Before
ZombiesRus5
ZombiesRus5 Jan 24 2013, 12:11pm replied:

I don't like the dark look as much personally. Luckily this can be controlled with an option and entity file setting leaving the texture untouched. At the end of each entity there is a min shadow and max shadow. This is used in conjunction with the ship mesh highlight filter when zoomed in and out.

Set might look at using that option to add light to the model for those that don't like the space is dark look in games.

+3 votes   media: Systems Alliance Cruiser: Rebellion
ZombiesRus5
ZombiesRus5 Jan 16 2013, 12:27pm replied:

Sent a link to you in a PM.

+1 vote   article: Sins of the Fallen: Rebellion
ZombiesRus5
ZombiesRus5 Jan 16 2013, 12:20pm replied:

It's from an Eclipse phase character manual. Let me see if I can grab the original file.

+1 vote   article: Sins of the Fallen: Rebellion
ZombiesRus5
ZombiesRus5 Jan 13 2013, 3:45pm replied:

Corvettes tend to have 3 different weapon types. This will carry weapons favored by the rogues, namely lasers, missiles and autocannons.

+1 vote   media: Rogue Rebel Corvette
ZombiesRus5
ZombiesRus5 Jan 11 2013, 1:00pm replied:

Must have had SC stuck in my head when I wrote that.

+1 vote   media: Rogue Loyalist Titan
ZombiesRus5
ZombiesRus5 Jan 10 2013, 11:34pm replied:

Ya, modding time has really been a luxury this year. Coupled with I want to finish off with good models from quality sources, it's been a slow process.

+1 vote   media: Rogue Rebel Titan
ZombiesRus5
ZombiesRus5 Jan 10 2013, 11:30pm replied:

Well, asteroids would be the most plentiful building source in space ;)

+1 vote   media: Rogue Titan Factory
ZombiesRus5
ZombiesRus5 Jan 10 2013, 10:31pm replied:

Comes complete with Yamato Gun, Stack Missiles, Rotating Asteroid Defense and Reflective Shielding.

+3 votes   media: Rogue Loyalist Titan
ZombiesRus5
ZombiesRus5 Oct 26 2012, 9:16pm replied:

It's always been just me outside of some model donations. I mean the actual Stardock/Ironclad developers I talk to.

+1 vote   download: Sins of the Fallen R6.1 (TSOP, Diplomacy)
ZombiesRus5
ZombiesRus5 Oct 26 2012, 8:19pm replied:

I'm hoping to get the music in with Rebellion. Diplomacy is maxed on number of sounds slots. I talked the devs into increasing those with Rebellion.

+1 vote   download: Sins of the Fallen R6.1 (TSOP, Diplomacy)
ZombiesRus5
ZombiesRus5 Oct 19 2012, 3:18pm replied:

I agree. I'm not sure what Set is planning with all the remodelling.

+1 vote   media: Mass Effect Textures
ZombiesRus5
ZombiesRus5 Oct 16 2012, 7:56pm replied:

Moddb got a C&D from NBCU.

+1 vote   media: BSG and Sins
ZombiesRus5
ZombiesRus5 Oct 15 2012, 11:45am replied:

You can follow it on the sins forum ( Forums.sinsofasolarempire.com ).

+1 vote   media: BSG and Sins
ZombiesRus5
ZombiesRus5 Oct 11 2012, 10:53pm replied:

Based on what evidence?

+1 vote   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Oct 4 2012, 7:43pm replied:

The emblem is the same skyline used. The hull is the same I've used on the other cerberus textures. It's a bit different from skylines but layered so whichever. I don't really care, but the overall textures are good.

+1 vote   media: Cerberus Fighter
ZombiesRus5
ZombiesRus5 Jun 20 2012, 12:12am replied:

The abbreviated change log for this version is in the news section for the mod. The detailed change log is in the readme.

+1 vote   download: Sins of the Fallen R6 (Baked)
ZombiesRus5
ZombiesRus5 Jun 6 2012, 3:45pm replied:

It actually is pretty interesting, and I was surprised to learn that was the case.

I think back to that little tidbit whenever people talk about size based on a 2d image. A lot of people appear to inherently attribute the objects size based on it's relative size in the picture and discount any thought of distance from the primary object in focus.

+1 vote   media: Titan Factory
ZombiesRus5
ZombiesRus5 Jun 6 2012, 3:40pm replied:

Correct, I designed the original capability to allow a single type of ship to exist and shared it with Maelstrom to use. Maelstrom modified it slightly from my original Highlander ability, but the core is the same.

Also, our Titans will follow a slightly different path to acquire, but will follow "there can be only one" approach.

+2 votes   media: Ravager Class Reaper Titan V2
ZombiesRus5
ZombiesRus5 Jun 5 2012, 5:45pm replied:

Did you know perspective was not accurately drawn by today's standards until the 1400's?

+8 votes   media: Titan Factory
ZombiesRus5
ZombiesRus5 Jun 2 2012, 3:31pm replied:

I go a bit deeper than html, with multi-threaded applications originally with C++ and now Java. Though the current app I'm on does actually have an html front end for the user interface. All the texturing/modeling stuff I self taught myself over the last 3 years.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 Jun 2 2012, 10:14am replied:

Which texture? I have a couple I'm pretty proud of but texturing is very tiring for me compared to coding.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 Jun 2 2012, 10:13am replied:

It would be amazing to work on this mod. Oh wait... it is!

+11 votes   media: Reaper Fleet Update
ZombiesRus5
ZombiesRus5 Jun 1 2012, 7:17pm replied:

We have a well rounded team with Lord_Set, skyline5gtr and myself now. Honestly, texturing is not my forte' so I'm really glad we have skyline5gtr. My background and current field is software engineering (i.e. coder) ;) My priorities are only a slight bit different from skyline's... family, work, motorcycle, modding, sleep.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 May 30 2012, 3:41pm replied:

It's always nice when the first comment provides such insight.

+7 votes   media: Cerberus Culture
ZombiesRus5
ZombiesRus5 May 27 2012, 9:49pm replied:

Oh, and that planet is from SinsPlus.

+1 vote   media: New huds
ZombiesRus5
ZombiesRus5 May 27 2012, 9:44pm replied:

You need a program that can unzip a multi-part rar. 7zip worked, I'm assuming WinRar would work.

I downloaded all four parts and only had to un-zip the first part as all the other parts were found during the unzip process.

+1 vote   article: Beta Download
ZombiesRus5
ZombiesRus5 May 27 2012, 7:45pm replied:

I wanted to make a holographic UI but couldn't quite get to that yet. I might eventually figure it out though.

+1 vote   media: New huds
ZombiesRus5
ZombiesRus5 May 16 2012, 11:47am replied:

ya, we'll have to work on scaling eventually... but it works for now.

+2 votes   media: Cerberus Trade Station
ZombiesRus5
ZombiesRus5 Apr 25 2012, 11:21am says:

This is a fully patched version. You'll only need the Sins of the Fallen R5 if you want the planets, addons, militia or flagship expansions.

+1 vote   download: Sins of the Fallen R5 (Baked)
ZombiesRus5
ZombiesRus5 Apr 3 2012, 8:25am replied:

My weekend work I talked to you about went ok but took very long. Hopefully I'll be able to start dropping in the uv-mapped objects and raw textures by the end of the week starting tomorrow. I may have an opportunity to look at some of the new models too.

+9 votes   media: Cerberus Fleet Update 2
ZombiesRus5
ZombiesRus5 Dec 13 2011, 8:48am replied:

Yes, I retextured the one from Sot13t to clean it up a lot. I'll post a pick of it.

+1 vote   media: Battlestar Rocks!
ZombiesRus5
ZombiesRus5 Dec 9 2011, 10:34am replied:

The icon turned out a bit bright. Though this reminds me I need to check the specular on these textures to see if they are too bright.

+1 vote   download: Cosmos Ad Infinitum (Diplomacy 1.34)
ZombiesRus5
ZombiesRus5 Nov 11 2011, 1:05pm replied:

Definitely, feel free to use this approach.

+1 vote   media: SotF R5 Installation Screens
ZombiesRus5
ZombiesRus5 Oct 20 2011, 5:32pm replied:

Glad you sorted it.

+1 vote   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Oct 8 2011, 1:58pm replied:

It's on Impulse for $10 dollars (Trinity). How much cheaper do they need it ;)

+3 votes   media: HMS Scorpion - Capital Class
ZombiesRus5
ZombiesRus5 Sep 30 2011, 1:15pm replied:

Trinity should be fine. My mod is a bit more complicated to activate and will be increasingly so with new releases as I try for a more plug-n-play approach. Did you follow these steps detailed in the How to install document?

Diplomacy/Trinity 1.21 Instructions
Sins of the Fallen

Select SOTF (D) Rx and press "Enable Mod"
Select SOTF (E) Rx and press "Enable Mod"
and then press "Apply Changes"
New features including the Plague and Nephilim races should now be playable.

+2 votes   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Aug 29 2011, 11:50pm replied:

Turned out ok, was really worried he seriously injured his knee but it ended up being a serious sprang.

+1 vote   media: Normandy Sr-1 Systems Alliance Frigate
ZombiesRus5
ZombiesRus5 Aug 28 2011, 11:08pm says:

posting while at the ER for my son....

All the new models look really good. I think this normandy is really excellent.

+4 votes   media: Normandy Sr-1 Systems Alliance Frigate
ZombiesRus5
ZombiesRus5 Aug 28 2011, 12:12am says:

The Sins of the Fallen Complete (D) got packaged with a bad entity.manifest I didn't catch. The entrenchment version is fine. Here's the single file Dl.dropbox.com for those that already downloaded (Just overwrite the entity.manifest under SOTF Complete (D) R4). I'll fix the link for any new downloads.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 26 2011, 6:03pm says:

This one makes a nice 1080p wallpaper

+3 votes   media: Destiny Ascension
ZombiesRus5
ZombiesRus5 Aug 12 2011, 12:38pm says:

That's pretty cool. Good job.

+1 vote   media: My Pegasus model
ZombiesRus5
ZombiesRus5 Aug 5 2011, 10:00pm replied:

Might be much later.

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 6:21pm replied:

Done, copy the Mass Effect Races folder too. Put a theme song in when you start the game.

The carrier skin is more so because I got tired of seeing the gray texture that was on it.

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 5:40pm replied:

We will be adding flairs to the ships. They just aren't on the demonstration ships yet.

Arbitrary lighting doesn't sound very good unless there is a specific light source to illuminate such as the windows on the Normandy.

+3 votes   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 3:59pm replied:

The game has it's own lighting. Is there some other type of lighting you are referring to?

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 3 2011, 3:28am replied:

Not much to worry about in this regard. The models all conform very well to Sins standards and LordSet's ability to model with low poly counts is amazing.

Here's a shot of previous concept tests Moddb.com

+2 votes   media: Class Names
ZombiesRus5
ZombiesRus5 Jul 23 2011, 4:24pm replied:

To be honest, I don't really know or care much. They may have been modeled based on that by SolCommand.

+1 vote   article: Hypercorp Race
ZombiesRus5
ZombiesRus5 Jul 12 2011, 4:03pm replied:

Ditto, just wanted to throw some quick pics in to get some flavor. It will end the end be pictures that reflect the council.

+1 vote   media: Council is now a race!
ZombiesRus5
ZombiesRus5 Jun 23 2011, 6:05pm replied:

I'm working on Hypercorp currently. This is one of the Transhuman factions originating from Earth. It's much nicer to have different models to fill the module roles required by sins: Military/Civilian/Factory/Trade/Culture/etc.

+1 vote   media: Hypercorp Military Lab
ZombiesRus5
ZombiesRus5 Jun 20 2011, 9:25pm replied:

it looks like a turret. that's about were the similarity ends.

+2 votes   media: Council Turret
ZombiesRus5
ZombiesRus5 Jun 13 2011, 8:12pm replied:

I've had this stated before on a different ship. Never actually played or messed around with Spore. This is for all intents and purposes an untextured ship. I've only uv-mapped the model to a basic hull texture show it shows in game ok for testing.

+1 vote   media: Various Hypercorp Units
ZombiesRus5
ZombiesRus5 May 8 2011, 6:30pm says:

Uploaded a new image. This model is actually very nice and has a lot of detail in the interior.

+2 votes   media: Titan Dreadnaught
ZombiesRus5
ZombiesRus5 May 6 2011, 3:08pm replied:

Yes, it is compatible with the latest Distant Stars add-on 0.2.1. The checksum has changed from what was originally posted to 457982534 based on my testing.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.6.1
ZombiesRus5
ZombiesRus5 Apr 11 2011, 8:03am replied:

The Cobra Destroyer is intended. I'm planning on adding a new capital ship to each race including vanilla. They will be a little tougher like the Cobra Destroyer but will be unable to bomb planets.

"Also there is no icon for building the planetary shield generator."

I'll add that to known issues. Thanks!

+1 vote   article: Rogue Traders Demo
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:41pm says:

I like this shot.

+2 votes   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:40pm says:

Cleaning up the remnants of the Nephilim planet modules...

+1 vote   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:40pm says:

This was a rather huge fleet with lots of capitals built by the AI! 6 Ventrue Scourge (Siege), 4 Ragnarok Scourge (Carrier), 1 Invictus Scourge (Battle) and 1 Enslavor Scourge (Colony)! Plus a shiiit ton of frigates!

+1 vote   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 16 2011, 9:49am replied:

Just a title that they are being made for my mod and not ripped from somewhere else. The textures are being put together specifically for this mod and will be optimized to conserve memory.

+1 vote   media: Fallen Planets
ZombiesRus5
ZombiesRus5 Mar 2 2011, 6:19pm says:

Here's the original texture... Moddb.com

+1 vote   media: Nephilim Carrier Concept Texture
ZombiesRus5
ZombiesRus5 Mar 2 2011, 6:02pm says:

I have a new download at the main project site (See description). I may add a new one here given the number of downloads...

+1 vote   download: Sins Editor: Eclipse Plugin
ZombiesRus5
ZombiesRus5 Mar 2 2011, 4:06pm replied:

Definitely is. SolCommand made this originally based off Freelancer is my understanding. But it does look tight in the game.

+1 vote   media: Rogue Frigate
ZombiesRus5
ZombiesRus5 Feb 25 2011, 6:18pm says:

Updating the plague feature and needed these two images...

Moddb.com

+1 vote   media: Plague Frigate
ZombiesRus5
ZombiesRus5 Feb 1 2011, 11:22am replied:

Not intentional... Which two sayings? Most of my sayings were modified from various books or made up.

+1 vote   article: Nephilim Dialogue
ZombiesRus5
ZombiesRus5 Jan 27 2011, 1:54pm says:

Cool. I can see it!

+1 vote   media: (WIP)Carrier for the new race.
ZombiesRus5
ZombiesRus5 Nov 23 2010, 6:15pm says:

I updated the instructions to include the link for SinsPlus downloads at Ricks Galaxy (http://ricksgalaxy.homestead.com/links.html) if you didn't already locate it (This links didn't save right originally)

+1 vote   download: SinsPlus Addon (D) Alpha 0.2
ZombiesRus5
ZombiesRus5 Nov 22 2010, 1:50pm says:

The SinsPlus addon should be available soon! It is currently awaiting authorization.

+1 vote   media: How to stack SinsPlus
ZombiesRus5
ZombiesRus5 Nov 22 2010, 1:49pm says:

The SinsPlus addon should be available soon! It is currently awaiting authorization.

+1 vote   media: How to stack SinsPlus
ZombiesRus5
ZombiesRus5 Nov 9 2010, 9:01am says:

Quick note: Full downloads and patches must be installed in the same order of release. Simply download Alpha 0.2 then apply patches in sequence on top of the Alpha 0.2 original installation.

Skipping a patches will not work and will require you to reapply all patches again in sequence if this occurs.

Thanks, ZombiesRus5

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.2 Patch
ZombiesRus5
ZombiesRus5 Oct 29 2010, 10:53am says:

Love seeing this with the Logo! Thanks for the nice compliments too!

+2 votes   media: Aphrodian Syndicate Capitolship
ZombiesRus5
ZombiesRus5 Oct 28 2010, 7:52pm says:

The current download is for Diplomacy 1.011 current. An Entrenchment 1.051 version will be released but the date for this is still TBD.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2
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