Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
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.
I also added the Baked (Single Folder Version) for folks that wanted to try the main mod without all the configurable options.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
They are from other mods or unfinished work so not available for downloading.
Do you have an onboard graphics option on your motherboard? Is it disabled?
It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.
Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.
Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.
Yamato shield: should be fixed now internally. Will do some more testing to verify.
Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.
Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.
Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.
Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.
The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.
I agree on Full Colors... I'm redesigning that research now.
That is pretty odd for sure. I've never had the mod hang my system. Are you running on 64bit or 32bit?
I have a couple of minor suggestions for Armada III :)
1) Move the info card to the bottom of the game window. You have a few research tree items that you can't fully read because they display directly next to the Research window. PM or reply to me here if you are interested in this and I'll lookup how I did it.
2) Change the zoom distance on your ships to not allow zooming in all the way. I know some players like having that option but it causes a few minor issues. The first being some models become see through because the zoom is far too close when rotating the camera. The second is some textures look better from a distance allowing for better immersion in my opinion. Players can still move closer to some ships with the arrow keys if necessary.
Delete or edit the EnabledMods.txt file. Or create a bat file on your desktop that does the same thing.
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.
See comment below...
Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.
I'll look at the colonial defense platform to see if I agree.
Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.
I'll be changing the target conditions for the Plague titan as it's over the top now.
Music is not so much my area and a lot was suggested/provided from other people playing the mod.
Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.
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.
Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.
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.
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.
Are you restarting Sins after initially activating the mod?
Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.
You can click on the Fall of Kobol images on the main moddb page which will take you to here...
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.
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).
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.
Forums.sinsofasolarempire.com (SG Races)
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.
This comment mainly shows a lack of understanding of how much effort is required to make a total conversion modification for this game.
Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.
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