Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Very impressive. I like the your custom models so far.
*sigh* I'm having similar issues on my side today. It appears something may be wrong with their download pages or site.
I get a black download screen in Firefox. I can see the download link/ad in internet explorer but when I click the link I get "The webpage cannot be found".
Clicking on try another mirror though seems to work ok. I downloaded from the Mod DB #20 (TEXAS, US) mirror just now. Took a couple of minutes. Let me know if an alternate mirror works for you otherwise I could PM a private link later to you.
A download is pending of the Sol System. I had to make some modifications to use a new texture sheet for the icons, but the end result is pretty good and the icons where generated from a better render.
It's not meant to replace Stars, Distant Stars, etc...
It's more of an exploration of the various textures that exist and making them available to Sins for casual changes and to any mods if they choose to use them.
"Have you ever heared of this mod, Maelstrom?"
Of course, it's a very good mod and very polished. I think it is in the top 3 of the currently released mods.
You are in luck though as it's only a mod holding you back from updating. You can copy the entire Sins of a Solar Empire installation in Program Files to keep the 1.011 version and then update the main installation. I do this all the time and in fact have four old versions that are still playable and can play mods from those versions. I also do this during Beta's so I can keep the non-beta version for online while testing in the Beta for Sins.
"It ain't gonna come out for 1.2 or 1.21 very soon and i really love it ( more than yours btw ) "
Sure, Maelstrom is a good/polished mod and was in development much longer than mine. I also have a lot of respect for what maelstrom has accomplished.
Also, this is my personal mod/hobby of which I am the only modder. I do accept help especially in regards to models (which the vast majority are un-textured), but all the modding work is my responsibility which is fine because it's my mod in the end.
I've tried to be fairly up front with this: I have no experience with game development, modelling, texturing, etc. I mainly started this last year so I could help on other mods (which I have and do). I'll still continue to develop this mod and will continue the iterative process of development/releases which will hopefully result in a fairly cool/complete mod by the time Rebellion comes out.
In the meantime enjoy this mod or the other mods for Sins of a Solar Empire.
Got a cowboy bepob queued on netflix... will give it a watch this weekend.
"Definitely different, but then different is always good in my opinion. "
"what exact trates will be for the transhuman races?"
"Such as the ROuge are piratish"
Pretty much... Need to attack to earn credits for the most part. Little to no income from planets outside of home planet right now.
"the hyper corp is the the human version of Vasari"
Sorta. Transhuman lore especially in Eclipse Phase has Nano Technology as part of everyday life. It will be the backdrop theme for most of their research trees. They will also have more of a thriving economy like Tech but won't have the pervasive or rebellion based research.
"and the Archailects are what form?"
Their own. Archailect will be my favorite race I think. The Archailects ARE human but have uploaded their conscience through a process called brain peeling. However their technology is from an advanced race of AI called Titans.
If all goes right they won't need credits but will mine for metal and crystal. Any credits they come across would be for the black market (All predicated on the AI's usage).
From Description: "These models are in various states of the texturing process with some only having the basic hull texture applied. "
They are definitely getting their own look thanks to SolCommand's work.
It's big too :P
The poly count is too high for a strikecraft unfortunately. I liked the model and wanted to use it, plus it matches the other Rogue ships texture wise. I don't disagree on the bomber though though.
"I know where that's from COWBOY BEBOP!!!!!! The swordfish!"
I need to watch cowboy bepob sometime, lol. It is a nice model from SolCommand though.
Sharks are scary.
Whatever the current version is, which is now 1.21. What is your reason for staying on 1.011?
I haven't quite decided yet how I'm going to work this. I've been sitting on an update to the Rogue race as a result too as I'm not sure how I want to handle releases.
I have acquired some new structure models for Rogue that I'm trying to work in. Might possibly throw up some pics of them.
There's definately some inspiration there.
Working on them. The concept works great, but they still need research tree design, buttons and abilities built.
It's a good question really. The screen shot referenced is really my development build. I haven't really decided how I'm going to package up the final mod. It would be much easier for to release all the races as mini-mods and provide bridge mods to play the together as you want. But of course this makes it more complicated for users to understand. The flip side requires a lot of effort on my part to combine the pieces together.
I toyed with various hull textures for these ships and settled on this look. I play with Ship Mesh Highlight filter on so it's not as dark in game, but I'll keep an eye on that.
I will most likely release a mod that combines all the races as a showcase type mod. I'll just have to see when it's finished if it is viable or not for the Sins engine.
If you look at the image that proceeds this you'll notice that each race is it's own mod. Besides being much easier to test it allows me to mix and match how the races are combined. The top mod Fallen Complete is a bridging mod similar to the DS and SinsPlus addons and does the work to combine the individual mods together. I have similar bridge mods for Sins of the Fallen and Transhuman which both add the 3 races associated.
The number of combinations are only limited by the desire to build the bridge mod. I think it works out to around 20 different 3 fallen race combinations.
I will continue to support a DS compatible version Sins of the Fallen. And will most likely add a Transhuman DS version.
Sins make awesome screen shots :P
Ya, these ships will be larger than regular capital ships as much as possible. I don't want to add to much bumber car effect but want them to be imposing.
I'm putting off the uplifted until next year. In it's place I'm adding the Transhuman Hypercorps. This will be a human faction that specializes in nano technology (somewhat similar to Vasari). Plus I like the ship models.
I'll hopefully have some news posted and features started for the races that will be released this year started within the week...
I've decided to delay the uplifted until next year as I want to do the models myself for that race. In it's place I'm adding the Transhuman Hypercorps. I'll hopefully have some news and new features started for Archailect and Hypercorps within the week.
You said there were NO instructions, so I could only assume you did not read the read more + portion as there are indeed instructions for how to download, install and activate the mods and addons.
These addon's were created for players that requested my mod to work with Distant Stars and Sins Plus and are not necessary to play Sins of the Fallen by itself.
If you aren't familiar with mod stacking, this would be a good opportunity to learn how it works in Sins.
First though, I would recommend you download Distant Stars or Sins Plus and play them as a standalone mod to see if you like their content. If you like what you see and would like to play my mod with them then follow the instructions to activate the addon and the two mods.
How to setup Sins of the Fallen to work with Distant Stars?
1. Download Sins of the Fallen (D) Alpha 0.2.6 (patched to latest 0.2.6.1)
2. Download Fallen Distant Stars Addon (D) Alpha 0.2.1
3. Download Distant Stars 0.99 Beta 2
4. Enable the mods in the following order (As demonstrated in picture below)
* Fallen Distant Stars Addon (D) Alpha 0.2.1
* Distant Stars (D) 0.99 B2
* Sins of the Fallen (D) Alpha 0.2 (With the latest version 0.2.6.1)
The instructions are all under the read more + immediately following the description. The addon's allow this mod to stack with Distant Stars or Sins Plus. Read the "read more +" portion and let me know if there is more you need explained and I will be happy to do so.
It will be, but not yet. I received these models after my previous build was ready. I am working on a new build now which the new Tech, Advent and Vasari Destroyers will be in. But, I'm not sure when I'll be ready for a public release.
Uploaded a new image. This model is actually very nice and has a lot of detail in the interior.
This will be for Transhuman.
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.
Try this site out too if your still confused. This site has lots of information compiled from the sins community.