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

Comment History  (90 - 120 of 1,474)
ZombiesRus5
ZombiesRus5 @ Asgard Odin Titan

What's the triangle count on that?

Good karma+2 votes
ZombiesRus5
ZombiesRus5 @ Maybe

Not sure I'm following... You want more than the 8 hangar bays that are already on it?

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol

No, 1.82.36 version doesn't have the new resurrection engine so no reason to download it.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

it broke the link :(

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

I don't package EnabledMods.txt. If you can't figure out how to activate a Sins mod then you shouldn't be playing it.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Thanks, I apparently needed to regenerate the translations for those planets. There's a cap on how many translations I can do so I tend to limit how often I run it and apparently missed some later changes on those planets.

Try extracting this over your existing german folder and see if it resolves the issue.

Dl.dropboxusercontent.com(0) Translation(0..1) German Reb.7z

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

I double check on my end with the 1.36.1 and the 1.37 release that's pending. Might be something quirky going on with the Maelstrom strings as they are definitely the newest ones added to the translations.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

Btw the count should be 6 for the enabled mods you pasted 2nd.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

The baked version is exactly the first instructions you pasted as in the baked download. If that didn't work you probably extracted into a second folder and had a checksum of zero which is a common problem. Its hard to say when all you indicated was it didn't work.

The instructions for the full mod and video explaining the rules are clearly linked in the read more+ of that download. There was no reason to search forums or guess. The other way of pm'ing me like you did will get a quicker answer as there is no notification of responses in these threads and its just by luck if I notice messages in a timely manner.

Good karma+2 votes
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

If you aren't willing to read the instructions or watch the videos I can understand if you just give up. It's made extremely clear what order these things go in if you take the time to watch or read them.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

That should work fine. What happens when you activate with that. and there are indeed multiple instructions posted in multiple places and multiple videos.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Did you unzip the latest translations from the install? I did check that Maelstrom was included in the translation logic. I also looked at my 36.1 build I downloaded for testing and see Maelstrom strings in the file. The string count I show in German.str is NumStrings 12861.

BTW, glad to see someone using the translations. I put a lot of work into setting up the code to generate the translations using Bing and packaging them all together with the base game translated file.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Colonial Capital Ships

I do agree. In fact I plan on redoing the colonial weapons in a later release to resolve some of these inconsistencies. An ability like you suggested would also fit into my plans.

Good karma+2 votes
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Baked (1.82.36)

Colonials will have the updated textures, particle effects and models I've shown on the image board here in the next release. They are still a little flat in this release and no particles. I'll also release another baked version with the next. I probably won't be able to hit Cylons in the next release but want to add similar work to them.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol: Reb 1.82.36.1 (Full Version)

The colonial texture updates will be in the next release. I've made a lot of updates to the specular, reflective and light maps which help the textures look more realistic as well as the new particle effects I've shown. Cylons will be next on the list to do.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Hmm... Check the Sins forum for Fall of Kobol. I'm not sure if the link to the old Diplomacy version is still available but your welcome to try it. It is severely outdated though and I recommend watching for a 75% off sale with Rebellion. Add it to your wishlist in Steam and you should get a notice when it goes on sale.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Thanks to Promie132 I'll have a hotfix hopefully uploaded this week that will fix a mini-dump issue some of you may be encountering mid/late game. It was introduced with some of the resurrection changes and was an interesting one to track down. It appears to work with save files too based on our testing.

Good karma+2 votes
ZombiesRus5
ZombiesRus5 @ F-41 Broadsword

I ran over one of these mowing

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen: Reb 1.82.36 (Full Version)

You need the new core with fall of kobol.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

It's mostly I am the team. If the model didn't come textured I did it which is a lot of them. I'm also a coder so anything I learned about modeling is self taught. It was way worse texture wise when I first started ;)

FYI, the newer models like the nephilims I got already textured because I wanted better looking models to fit a custom race I designed better.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Sins of the Fallen

Then you are loading the mod wrong.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Valkyrie and Nova Effects

I've left the mesh and textures in the mod if anyone wants it back. Personally, the model and textures just have not been up to par with the rest of the fleet.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Valkyrie Landing Lights

Yeah, not a bad idea...

Good karma+3 votes
ZombiesRus5
ZombiesRus5 @ Fall of Kobol

Just being ironic since neither of us knows the ages of the persons we are talking about.

And that "girl" received a battlefield promotion for her military experience and tactical skills. Honestly her tone of voice doesn't have to be butch for her to command her ship.

Good karma+1 vote
ZombiesRus5
ZombiesRus5 @ Fall of Kobol

I hear a child on moddb though...

Good karma+3 votes
ZombiesRus5
ZombiesRus5 @ Valkyrie and Nova Effects

The Nova is not a very nice model and could be made better using the Pegasus as a base model. I might get around to that as I'm doing a little bit with XSI again.

Good karma+1 vote
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