Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Try this site out too if your still confused. This site has lots of information compiled from the sins community.
Its the 2nd point. This will be a new type of battleship added to each race. So Advent, Vasari and Tech will have 6 capital ships. It's always bothered me that capital ships have very low dps, so these capital ships will add the extra dps but will sacrifice planet bombing and will have less strikecraft (if any).
The Rogue demo has a variation of this currently with the Rogue Cobra Destroyer.
The new capital ships won't be in the current update. I have them in my new development environment for the next version of the mod which will merge a released version of Rogue Traders as well as any new enhancements.
Uploads for the new updates are in progress, mainly some lighting updates and a fix for the immortality ability. This will probably be the last 0.2.x release for a while while I work on completing the Plague and Rogue races. Additionally I have some new content to add including new capital ships for Advent, Vasari and Tech. Will post images for some of the new stuff coming.
Sorry about that, I wanted to understand what happened before I released an update. Basically the root cause was I only uploaded the Entrenchment version of the files with 0.2.6.1. I apparently tested with the SinsPlus addon which overlayed the right files for diplomacy and assumed everything was good though I forgot to test standalone diplomacy.
The complicated explanation is I develop with a build that separates the mod into multiple directories for ease of development and troubleshooting and then combine that all together for release for user simplicity. Unfortunately I tested with Sins Plus with the final build and missed testing Diplomacy as a standalone.
I have a build for Entrenchment and Diplomacy that I'm currently testing and will upload when it's ready. I'm also reviewing how I'll release in the future as the mod is getting slightly more complicated, which is good because I'm working to add even more content :P
I'm reading a book right now that has a dying desert based earth as the backdrop. Pretty interesting so far.
Looking good. Nice to see this update!
An issue was found in the uploaded Alpha 0.2.6.1 patch. I've deleted the download and will upload new full versions including the contents of the patch. I apologize to those who downloaded the patch and encountered the issue.
Thanks for the notice. It appears the 0.2.6.1 may have something wrong with the archive. I'm doing some research and will either update with a new patch or a full version to fix the problem. Sorry for the issue.
I so want this model ;)
Thanks, if you have any ideas feel free to shoot them my way. I have included quite a few changes and ideas from the community. A majority of the Rogue capital ship descriptions were written by Malanthor for instance :P Holybeast and Malanthor also did a lot of shakeout testing for the Rogue race. Really any contribution is always appreciated. This is just a hobby for me as I have no real experience in game development other than what I have done on this mod.
I'm helping Genocyber setup his DEVELOPMENT environment. We understand this is too complicated for most gamers which is not the intent. With Genocyber having this setup his team can better test and troubleshoot each race independently of the other. The final version will be one mod as expected.
Really? I was asked to do it. Why would this be funny at all? I already stated I don't knnow German and this was the only feasible way for me to get a translation. Additionally, the core strings were translated by various others. *sigh*
True, soon is relative. I've learned not to give dates ;)
Ok, I don't have trinity so there might be some minor differences between that build and diplomacy.
I also missed some fleet supply files when I was doing some rebalancing with DS. I also need to update the capital ship slots as well. I'll get a new build out for the addon soon.
Cool! I'm glad you figured it out. I set these up as a stacking bridge mod so you don't have to download massive amounts of data. Plus Distant Stars and Sins of the Fallen still remain playable standalone mods.
Thanks, I've actually had it merged for a while, just waiting for DS to burn in a bit with their latest release to regen the mod and ask for permission to release. I'd like to fully script the elements that build the addon. It's about 50% scripted right now. The nice thing with these bridge mods I don't have to merge DS like AHA did...
I also peek in AN occasionally to see whats happening. I'll poke in again soon.
"Names will be applied to the ships as part of a secret process ( possibly involving magic and or witchcraft) and will look something like this."
Do you mean the name printed on the side of the ship will change for each one built? or each class of the ship will have the same name stamped? If it's the former I'd be curious what magic you found, because as far as I know it's not really possible with Sins.
Entrenchment and Diplomacy only. I'd recommend getting both if you like playing mods. The latest diplomacy 1.2 release really helps mods out when it comes to memory management and mod stability.
I have some models I like for the archailect, but am not satisfied with my texturing so far, so I'm not sure where I'll go with that. I'll take another stab at it in a few weeks after. Need to do some more research as I'm just a novice trying to put this all together.
I have some concept ideas for uplifted that I will be modeling. Uplifted will take a while to release due to all new models being required.
I have a new fix for this ability :P It will be passive and will always call in a new Nephilim Battleship when it dies. Also, as a passive it won't be accidentally activated this way.
Yep, I've noted some weird particle effects too. Not sure what it is yet.
I wasn't trying for a good shot on the ships, was just looking for the ability buttons ;)
Well..., after since I'm taking a break and all ;)
It has some more polish and some bug fixes, but is pretty close to what you and Malanthor helped test. Thanks a bunch to both of you BTW. I'm still poring through both of your guy's feedback (and still need more ;)
It will go Diplomacy, I just want to work out the kinks and then figure out how to manage pacts which really suck to mod currently since they are limited to 18 max pacts!
Thanks! it does have some nice polish in some areas, but there is still a lot to do, plus fix the issues :)
Nope, but it did look promising. The four barrel green arcadia originated in that mod however. The original created fileosoft allowed it's use.
Ah sorry to hear that. I might be a finish condition when the planet goes neutral. I'll check that out and add it to the Known issues.
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!
This image is just preparation for the demo waiting to be authorized.