Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Cleaning up the remnants of the Nephilim planet modules...
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!
Sorry you feel that way. I try not to personally attack anyone on forums (maybe unless they deserve it) and didn't mean for you to feel that way. Just pointing out it wouldn't be a copyright infringement is all.
Names cannot be copyrighted. They could be trademarked and I doubt I would be infringing on their name if they had trademarked it.
Ok, good to hear. Can you try downloading the archive again to rule out getting a bad download?
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?
@Holybeast, all good suggestions. Unfortunately time is a resource I don't really have a lot of time for modeling currently. Additionally, I plan on doing all new models for the uplifted myself (which will take some time) and have models I will use for the Infomorphs.
@malanthor, good suggestions too. Nephilim are supposed to be a stronger more durable race, while plague is less durable but easier to replace, including the capital ships which grow in levels overtime. My plan for Rogue is to have the fastest ships, big fire power, long range and but less durable ships (hit hard and get out). Infomorphs will be the most expensive ships both in cost and supply but will never lose experience, so they will just get even tougher over time. For the uplifted, I'm planning on all the ships having multiple banks similar to the illum with short range, not sure on hull/shield makeup yet.
What are your system specs?
Sorry to hear about your issues. However, the mod works fine with Diplomacy v1.2 and does not mini-dump on start. Did you follow the instructions and delete any previous installations of the mod in the v1.2 directory. This version is NOT a patch and should not be overlaid on a previous version (0.2.4 or earlier) in the v1.2 mod directory.
Ya, this one is nice. It's only a 1024x1024 texture too :P
me too! will be working on the Infomorph's after the initial Rogue release.
It only works with the Expansions.
lol, I'll have to check this out :P. Obviously a general thing with sins and not this mod.
No. This is only for Diplomacy 1.2 and will not work with previous versions.
Would be cool for a fallout mod...
No, they are close to a release (about 75% complete for first release).
Rogue is getting oh so close... I need to import some key models and finish up whats left of the abilities. Then the research trees and ships need to be balanced (balance is really off right now with Rogue).
When it becomes more playable I'll probably put it on the Sins forum to try and get some feedback.
Sins of the Fallen 0.2.5 has been uploaded and awaiting approval. This version is compatible with Diplomacy version 1.2.
Sins of the Fallen: Sins Plus Addon 0.2.1 has also been uploaded and will allow Sins of the Fallen to be played with Sins Plus on Diplomacy version 1.2.
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.
Yes, they introduced an unfortunate incompatibility in the Player[Race].entity files which they don't even appear to use. I'm testing a new build and hopefully will have it available soon. Thank you for your patience in this regard.
Sure, trust me I'm not criticizing your ideas. Tried very similar things early on while I was trying to figure out what the constraints were.
Also, on the weapon types there are a fixed number so you may want to plan ahead on your distribution. And, while you can change the screen name of the weapon type it can only have one name across all of the races/ships that use that type. This severely limits the ability to differentiate weapons between the races, especially if you have more than three races.
Hey mangosofdoom... Maybe you've found a silver bullet for research which I would love to know or you might have some issues with your plans for frigate, cruiser, capital specific upgrades.
Using research modifiers only there is very little that applies only to capital ships and all other modifiers are global to ships and structures like hull and shields, etc. There are ways to target weapon damage buffs based on weapon type, but of course if frigates, cruisers and caps share the same weapon type, you get the picture.
You can simulate some of the frigate/cruiser specific upgrades by using abilities, but then capital ships get the shaft due to their limited number of ability slots in my experience.
Also, having researchable abilities has never worked right for me when I tried it on capital ships. The engine still seems to want to treat researchable abilities as level up type abilities.
Thanks, I will need to look into the nephilim effects. I imagine there is an incompatibility with SinsPlus that is causing the issues.
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.
Also, Transhumans will have it's own version too with the option to play standalone or with the Plague and Nephilim races.
Thank you. Here's my reasoning though for the versioning.
Version 0.1 was private.
Version 0.2 was the initial Nephilim release with simple textures. Version 0.3 is to mark a fairly complete Plague release including sounds with simple textures.
Version 0.4 and 0.5 are slated for texture improvements.
Version 0.6 and 0.7 are slated for ability improvements and additional balancing or research tree items.
Version 0.8 and 0.9 are slated for particle improvements (maybe just refinements if I don't figure out how to make particles myself).
Version 1.0 should mean I'm basically done, excluding minor fixes, with the Entrenchment and Diplomacy versions and moving to Rebellion hopefully.
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.
There will be a few custom buildings for Rogue. Any updates for Unit/Buildings will be put in the Rogue Feature... Moddb.com
Well, worked on my Sins Editor so no progress on the mod today :(