Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Sure! I'm the only modder for this whole thing, so being open to suggestions is important as it's easy to get tunnel vision.
Activates fine for other people. Might be a bad download which sometimes happens.
Makes me think of something Gonzo would captain.
They were fun to watch!
You can scuttle the moon though. The moons are good way to help the AI survive earlier.
I have a new link up for the compatible version of Fall of Kobol.
You can edit the theme icon sheet to move things around if you really wanted. There's only so much flexibility when modding sins even though I try to find new ways to accomplish unique things.
Not really ;) Might be in the future.
This was a case of mechanics meet reality meet compromises. The original version did indeed have them as recapturable moons but I was having issues with the limitations of the Engine. I might revisit this again at some point to see if any new schemes present themeselves.
minidumbs sound pretty bad!
Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.
The are actually. Each row represents a faction.
Yeah, a lot of the pics are outdated.
This is a problem for almost all mods and the base Sins game too. Some modders tried a solution to autodock strikecraft which somewhat works. I might look at an addon for reduced strikecraft... not sure how I feel about no light carriers.
I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.
Are you restarting Sins of a Solar Empire after activating the mod?
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
Good feedback... I'll look through these and see what I think.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
Thanks! I found the problem after rechecking thanks to your feedback. It should be fixed in a patch to 1.82.34 :)
Were you playing on one of the fair maps. Those gas giants are uncolonizable regardless of research currently.
The reason it's only on the Sins forum for that version is because it's not finalized but for the FoK new stuff I wanted them to try they needed a new version of everything.
The Cylon envoy has the standard raise diplomatic relationship ability on all envoy's. Are they all clustered on one planet? You can only raise relationships to a certain point then it caps out on a planet. The AI is a little wonky on how they send out envoys unfortunately.
No, the limit is hard coded. To move the Titan to the Capital Ship slot would require re-modding them as capital ships which would include how their abilities upgrade.
If you mean WinRAR, then my understanding is that it is capable of extracting 7-zip (7z) files.
The mod was actually compatible with Distant Stars so a slightly different DS ;) 7DS wouldn't actually fit with the mod.
The archailect race probably won't happen due to not enough assets and I don't really want to use mashups to create them.
I am creating a new NPC for an Alien faction. To start with they will be a pirate replacement with their own research... So more like an alien invasion than argghhh! pirates. They might be a possibility for a new faction if I can come up with an interesting gameplay mechanic that sets them apart from other factions.