Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
They are compatible, just make sure to use the latest Core with 126.96.36.199 included in the download on this page. Also, the updated optional components are also included here for any new FoK content.
What makes you assume they are 12-16 year old. You have an odd view of how people sound I think...
You can create a custom map in galaxy forge that sets your homeworld as a barren asteroid.
Honestly, as it's just a turret and I have no other candidate model it likely won't change anytime soon.
To give an idea most the mods in development (for sins) have been in the works for 5+ to 8+ years. I took over the BSG assets in Sins in 2011 with alot of them being developed from prior to Sins. Even mods that have just popped up it seems were actually in development in other games with assets already existing in various forms. Adding a new faction without the assets to go along with it is a recipe for disaster and would likely cause me to quit modding. Rather, I am working on polishing the existing mod with minor additions that mostly fill what I consider gaps in balance or are easy flair that won't add to overall development time.
Does it crash or minidump? If it minidumps if you can send me a save file and your EnabledMods.txt I can see if I can isolate it.
Yeah, working through the process of creating particles like this other ships. Sins has a hard limit of 10 particle effects (flairs) per model so all the particle lighting needs to be mapped out based on the model which means a lot of particles will be unique to the ship it belongs with. As I learn more about particles they'll get more treatment.
I may have at one time released a demo of the Archailect race which is what that sounds like. I just couldn't get enough traction model wise on that faction and when I took over the BSG assets for SoaSE I had to prioritize.
Eventually... I got a few people that give feedback and a lot of energy goes into uploading here so I tend to upload the Baked version less often. It is easy to bake your own version of the mod if you are ever interested.
Are you familiar with TRS and TOS. Maybe give each of them a watch if not. I enjoyed both series.
I can't use models from other mods and even if diaspora was available those things wouldn't work in Sins due to engine/polygon limits. It's a cool model though.
There wasn't a lot of music tied to colonials for whatever reason. I've mixed some more of the music in to vary it up some more.
The Sins of the Fallen factions are unique and yes I did borrow some abilities (with permission) for the Hypercorp titans. Please don't activate E4X with SotF though as they aren't compatible with each other.
Try just enabling the following in order. Don't activate the mod until you have all three in the list...
SotF(4) Race(1..m) Colonial Reb
SotF(4) Race(1..m) Cylon Reb
SotF(5) Core(1..1) Reb
I find it endearing at this point.
Player's Choice award 2014... DOA 2015...
Turn down music and play iTunes.
As Galactica is a ship name and not a classification I removed it from the standard ship, however it is available either with Flagship Victory or with the Flagship Core for Colonial Defense Forces. Colonial Separatists get the Pegasus.
Unfortunately, Sins doesn't allow targeting missiles with point defense systems. Missiles are merely particle effects where the damage is already taken into account when fired and applied when the effect finishes.
Delnar didn't add anything new that I didn't already account in the mod before he did his research/explanations.
This isn't texture work which I already did for every model in the mod. All original assets had damaged or no textures. I had to find the original texture which mostly only worked for Coxxon's fleet, reuvmap to similar textures or paint my own like the alberio. This is optimization so i can add some more high quality battlestars in to the mod. And I assume you are talking about the flak guns... Find a better sound I can use and I would plug it in. Most the improvements like this in this mod come from the community.
I'll have to play SotP to see what they look like. If it's a reuse I'd have to ask Unikraken. If it's a potential rework of an existing particle in SotF then we'll see.
It allows them to attack an additional target per the existing banks. If you have 1 target in the bank for front/left/right/back it moves to 2 targets per bank. If you have 0 in front/back and 1 in left/right you get 0 in front/back and 2 in front/right.
Note: this only improves damage when engaging multiple targets and won't cause more damage/second against a single target. This is a Sins mechanic that can't be changed.
Unfortunately I no longer have a modeler making new models for the Mod. I myself do all the coding and do finish work on the models to get them in game but don't have the appropriate skill set to make good looking BSG models and textures. I'd love to have the B&C Guardian, it looks cool.
Ok, to prevent the popups start the Regular Rebellion exe and get all your default settings the way you like it, then exit Sins. Then go to your rebellion settings folder (same level as the mod folder) and set the rebellion.settings file to readonly.
To disable the AI start the dev exe, choose the change galaxy option then the change player then switch to the AI player and set to be human controlled, then switch back to your faction for a no opponents mode.
1.82.36 should be the same Core from Sins of the Fallen and Fall of Kobol. I would suggest at this point to delete the current mod folders and extract the mod again from scratch then try re-activating.
If you mean why have the "baked" version it's because the standard mod has 42 sub-mods or folders when fully installed. This is version is meant for those that just want to try the mod without the more complicated setup.
You need to extract the 7zip.
That's actually better if it's not related to the mod. You can open a ticket with Stardock and they will help you resolve the issue.
And a paging file and is it properly sized?