Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I tested this pretty heavily before I released it. I'll look into it and see if I see anything. A full release will probably fix any glitches with patching issues.
Thanks- sorta went on the way side with everything else (There's a lot of strings ;) ). I made some changes based on this feedback and will try to read through all the factions again and see if anything pops out.
Recording of the selection: Youtu.be
And the lucky winner is Kommandant.12
Expect a PM from me :)
WOW!!! Made it into the top 100. I count 24 names (sorry Uni ;)... I will record a quick video when the # is drawn and will post the winner and contact them via PM for the best way to send the gift.
Thanks again everyone, I'm in shock.
Sweet, thanks :P
Thanks every for voting. Voting is closed- now we wait ;)
What parts are you trying to enable?
I fixed the issues you reported here. I'm evaluating the balance comments.
Cool. Good to know too.
Thanks, I've made some fixes to address each of these and the yamato one as well.
The map designer I'll have to check on still.
I'm not allowed to upload FoK on Moddb.
Are you planning on modding?
Sorry. That was me. Didn't see I was logged off on my phone
My mod is only compatible with the parts I release. Stacking mods generally won't work unless they are very minor changes that won't conflict with the base mod which almost never happens.
Alien ships can be captured with every factions Colonizer Frigate. Right now they are just supped up beaters. I have some ideas for real alien artifacts that will upgrade your capital ships. One of the things I plan to work on next year ;)
Thanks again- I'll look into these.
Thanks- good feedback. I'll look at the balance of Rogue. I also fixed the Belial Spawn- hadn't noticed that until you pointed it out.
I'm not sure on the desync. It might help if when I convert the mod to BIN format which I will likely do after I get Nephilim finished up.
I tried finding the original... unfortunately I didn't appear to save it :(
You might try searching for nanites for similar type pics.
Sent some stuff your way to look at.
Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.
The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.
Looks like we are close :P The new random events kinda put a kink into all the mods- even worse for total conversions.
Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(
I'm working on a patch for it and a couple other issues.
She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.
The game will probably mini-dump right now if a neutron star spawns (due to the last mini-patch stardock put out). I'm working on a patch- just got caught between making other changes/fixes.
I spent a day reducing a model that I think will look pretty good with Nephilim as a Titan. Now I need to design some abilities.
Besides loving the SGI mod- that model is very spectacular. That said, it is a very recognizable Stargate model and I'm not sure if I want to use it for that reason.
Put one up today for authorization :)
Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)
So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.
BTW 3 hours in a MP game is pretty nice to hear :P