Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

Comment History  (120 - 150 of 1,393)
ZombiesRus5
ZombiesRus5 Mar 21 2015 replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 19 2015 replied:

Activates fine for other people. Might be a bad download which sometimes happens.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 9 2015 says:

Makes me think of something Gonzo would captain.

+2 votes   media: Regarding Ko/TOR Era
ZombiesRus5
ZombiesRus5 Mar 7 2015 replied:

They were fun to watch!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 7 2015 replied:

You can scuttle the moon though. The moons are good way to help the AI survive earlier.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 7 2015 replied:

I have a new link up for the compatible version of Fall of Kobol.

Sinsofthefallen.com

+1 vote   download: Sins of the Fallen: Reb 1.82.35 (Full Version)
ZombiesRus5
ZombiesRus5 Mar 5 2015 replied:

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.

+1 vote   media: Faction Themes
ZombiesRus5
ZombiesRus5 Mar 4 2015 replied:

Not really ;) Might be in the future.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 26 2015 replied:

Any suggestions?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 24 2015 replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 24 2015 replied:

minidumbs sound pretty bad!

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 19 2015 replied:

Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.

+1 vote   media: Faction Themes
ZombiesRus5
ZombiesRus5 Feb 14 2015 says:

Looks good

+1 vote   media: New Destiny Ascension Skin In-game
ZombiesRus5
ZombiesRus5 Feb 11 2015 replied:

The are actually. Each row represents a faction.

+2 votes   media: Faction Themes
ZombiesRus5
ZombiesRus5 Feb 11 2015 replied:

Yeah, a lot of the pics are outdated.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 10 2015 replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 6 2015 replied:

I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 5 2015 replied:

LOL, whatever

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 5 2015 replied:

Are you restarting Sins of a Solar Empire after activating the mod?

+1 vote   feature: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 3 2015 replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 3 2015 replied:

Good feedback... I'll look through these and see what I think.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 2 2015 replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 2 2015 replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Jan 30 2015 replied:

Thanks! I found the problem after rechecking thanks to your feedback. It should be fixed in a patch to 1.82.34 :)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 28 2015 replied:

Were you playing on one of the fair maps. Those gas giants are uncolonizable regardless of research currently.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 28 2015 replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 28 2015 replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 20 2015 replied:

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.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 20 2015 replied:

If you mean WinRAR, then my understanding is that it is capable of extracting 7-zip (7z) files.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jan 11 2015 replied:

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.

+1 vote   mod: Sins of the Fallen
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