Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I agree on Full Colors... I'm redesigning that research now.
See comment below...
It's in the FAQ
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.
I redid them. Let me know if it's still sounds odd to you. It should be a much softer radio effect now.
The only real risk I can see is if you exceed the hard code limit for meshes.
These aren't really new. These concepts were introduced by other modders/mods which are being extended now by other mods (as intended).
The convert xsi has an upper limit on how big a mesh it can convert.
Have you converted any models to meshes yet?
I'm a little concerned you appear to only have taken cool pictures of 3d models and re-posted them here.
Have you actually verified their poly counts. Have you converted them to mesh format to make sure they are compatible with Sins?
A lot of Sol Command's later work is pretty poly heavy for Sins if supported at all. There's also a lot of manual fixing you'll need to do to make them Sins compatible. How much XSI experience do you have now?
It just seems jumping the gun a little bit to say your using a model but not doing any verification whether it will work or not.
TEC militia are the default when an optional militia override isn't set.
try it without the flagship mini-mod.
Please follow the installation instructions and ensure the order of activation is followed. Also, use the recommended settings.
Please also restart Sins after activating the mod. There is a well known issue with Sins and mods dumping after initial activation. SOA2 also has this specific issue.
All six new factions (Nephilim, Plague, Rogue, Hypercorp, Colonial and Cylon) have an additional Capital Ship making at-least 6 total.
That's because Halo AI's are hardly anything original.
Will be a long long road ahead if you only have one untextured model.
Are there any community resources for 40k? Any other mods to synergize with?
I'd like to see what it would look like if the lines where moved to a bump map and then put back into the texture with a bump filter.
just all kinds of awesome
Sounds like your Diplomacy version needs updated to 1.34.
I won't be splitting my factions up into Rebel/Loyalists. I will be adding Titans and corvettes though to balance out with the current factions. And your dead on with the time consuming part. I'll do good to get a respectable titan mesh for each faction.
True it is just a game and no it would not be air.
Air is the term used to describe the "gasses" that make up the breathable atmosphere on Earth. That Green "smog" is most definitely not air.
derp, it's coming from the stations. And and any gas/dust/etc released by a station would eventually be attracted to the nearby planets gravity.
haha, developer executable :P
I have my own process for creating the main view and info card icons. We are creating icons similar to the vanilla game in look and feel.
Not sure if that means you like it masterjake ;)
I'm sorta drawn to steampunk and thought it fit nice with the Rogues :P
Titans are not built from the capital ship factories, they have their own factory specially sized for the much larger models.
For Diplomacy we will probably use a spawning process similar to what I designed for Maelstrom that limits the player to a single Titan.
Sorry, it was directed at Unikraken has a friendly poke. I didn't know you were on a similar mod or one at all.
It also appears the replies have a limit as to how far they will nest when doing "reply to comment"
BTW, nice on the models!!!
When's your public release for SotP? ;)
But seriously, I've been working a lot of odd hours and long hours in the week. I hope to get back into this soon, but work and family has taken a precedence.
Ok, so thats the Advent UI from rebellion colored purple. I'm not sure how back porting rebellion content is going to go over.
Why does this actually look fun though!
Lack of animation especially on ships like this does stink. But considering the scale of the battles with Sins it's a small price to pay.
Yes, it is, though it won't last long. Mainly it's used by the AI to harass enemy worlds.
lol, just so we're clear :P
I like my mod and think it's good. I just have a hard time thinking of it as 1 of the top 100 mods on all of moddb :P
If you know about what I've done with Sins of a Solar Empire, you'll understand #5 and part of #6 ;)
Thanks for voting for SotF though!
Your welcome. I've been testing this setup now since early September (hard to believe). Everything seems to be going fairly well with quite a few play testing the R5 mod without many issues.
I also have a side project going on in the sins forum you might want to check out. Just look under the modding sub-forum and you'll spot it fairly easily.
you must suck at searching then :P
I posted it as a patch at the same time on moddb, but it takes a while to be authorized. Here's the link again (I deleted the previous comments to reduce multiple links).
Looking into this one. The PlayerRogue.entity didn't get regenerated for the complete mod. It should be accessible in the transhumans only but will show as Novalith research with the wormhole icon (needs a string fix).
Ya, no color yet. Just a rough outline of the texture for hull lines and where color will be filled in though some of it will remain various shades of gray too.
This is really stretching my ability to texture so just looking for feedback if it's looking right or not.
TBH, this was only about 15 minutes worth of work and is still very much a WIP. It will need some more attention but definately will work for the moment.
Pretty, much in concept. If the SR2 or SR3 would be considered a "hero" or capital ship type unit, then I couldn't really see it taking up the same amount of fleet supply compared to the Destiny. It would just be another way to balance the game.
In comparison Vanilla Sins has all capital ships taking 50 fleet supply...
Yes, nine is the build limit per race currently.
This particular release has three mods essentially: Sins of the Fallen (original two races), Sins of the Fallen: Transhumans (Rogue race currently), and you can play them both together (system specs permitting).
The reason for the stacking is two fold. If I were to release this mod without stacking it would require 6 separate uploads all around the same size to accomplish the same thing. By supporting stacking I can make one download that allows all three versions to be played.
The core sins game operates in a similar fashion. If you look in the install directory there is an Entrenchment and Diplomacy directory structured. The Diplomacy directory only contains new or modified resources, which is the same thing my mod is mirroring.
I will continue to operate this way going forward unless or until I drop Entrenchment as a supported expansion (most likely when Rebellion comes out).
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.
Working on them. The concept works great, but they still need research tree design, buttons and abilities built.
Well..., after since I'm taking a break and all ;)
Nope, but it did look promising. The four barrel green arcadia originated in that mod however. The original created fileosoft allowed it's use.
On the nephilim mating practices even I'm not real sure how that works :P I kind of left that open ended for the players imagination to fill in the gap.
Sorry to hear about your issues. However, the mod works fine with Diplomacy v1.2 and does not mini-dump on start. Did you follow the instructions and delete any previous installations of the mod in the v1.2 directory. This version is NOT a patch and should not be overlaid on a previous version (0.2.4 or earlier) in the v1.2 mod directory.
Hey mangosofdoom... Maybe you've found a silver bullet for research which I would love to know or you might have some issues with your plans for frigate, cruiser, capital specific upgrades.
Using research modifiers only there is very little that applies only to capital ships and all other modifiers are global to ships and structures like hull and shields, etc. There are ways to target weapon damage buffs based on weapon type, but of course if frigates, cruisers and caps share the same weapon type, you get the picture.
You can simulate some of the frigate/cruiser specific upgrades by using abilities, but then capital ships get the shaft due to their limited number of ability slots in my experience.
Also, having researchable abilities has never worked right for me when I tried it on capital ships. The engine still seems to want to treat researchable abilities as level up type abilities.
Not really my call... But from what I watched in some of the Halo shows is there are indeed small creatures like this that roam around for the flood.
I contacted SolCommand and got them from the source.
Borg - Check. Mon Calamari - Check. :P
It's tough to texture these rounded ships. This is fairly repeatable but still allows me to get some different looks on the capital ships. I have some variations for frigates so they are similar in design but not exactly the same that I'm trying out too.
They are pirate raiders... Ships don't need to match. They use what suits them. In my lore only some of the ships originated from the pandora gate. The rest are added to the rogue fleet after arrival. Simple enough.
Nice concepts. Check out my eclipse plugin and wiki sight for some useful Sins modding stuff.
The soase weebly is also a good sight if your not familiar with it...
Looks nice. I really like the lines of this ship and think it will be epic when it is textured.
As a reference..., I have a about ten models between 2-3 MB and one model that is 5 MB that I haven't released yet. I may try optimizing the last one some more but it will work.
Is the 7000 polys in just triangles? or is it around 14000k triangles? I have several models around 3MB that are 10k triangles that work well. But most of the others are near the existing Sins thresholds (500-1.5k fighters, 1.5-3k frigates/cruisers, 4-8k capitals in triangles with a few exceptions).
Another thing to consider is the size of the texture. For frigates and cruisers I've gone with 1024x1024 to keep the memory usage down. I've increased it to 2048x1024 or 2048x2048 only when necessary. Learning to unwrap by hand will allow you to make more use of a smaller texture and get good details.
You might find other ways to save on memory like using a common trade and refinery ship for all races. Reusing some structures, etc.
Even with the changes Stardock/Ironclad is making it won't allow the game to go over 2GB so being memory conscious up front will save you some headaches down the road.
This should work with Diplomacy 1.011 (desync hotfix) and 1.01. I don't know if it would work 1.00 or not.
I agree! The next terran race will be a rogue pirate faction. I would like to add a human faction eventually too, just need a solid idea for what that might be. It could also be a cross-over with another mod! :P
I'm trying her out as a massive starbase right now. She's got a really great top view in the game.
That was my understanding too, but I like the idea and if they want the flood in the sins it makes sense they have to make some creative decisions.
not at all :P It was more a comment about this ship being kinda scary looking compared to most ships in sins (first thought after I read your comment).
Well, I wasn't sure when I would buy Fallout: New Vegas. I guess the decision has been made.
At the moment yes. A lot of work went into creating the Diplomacy release for the Nephilim race. I plan on release an Entrenchment version, but a release date is still TBD.
Well... I've been working on the core of this mod for a while now and recently made quite a few advances with my own knowledge and acquiring a small team to help with providing some of the models.
BTW 3 hours in a MP game is pretty nice to hear :P
As it sounds like the AI can still research even if the DLC ID isn't valid :-/ I'm adding a dummy pre-req no faction has to prevent them from actually researching the technology.
I'll take a look at that. It really should prevent everyone from building Super Weapons, but maybe the AI found a way around it or I missed a faction. I'm also asking stardock a question about the DLC ID which is how I'm doing this.
I want to finish Nephilim. Unfortunately I am asset poor at the moment. If there is another Sins mod that has a model you think might work as a Titan for Nephilim- let me know. I've helped out most mods and might be able to get permission for a one off model that doesn't compete with their work.
I do have something in mind for Nephilim corvettes so I'm ok in that regard.
I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.
Only if you get the DLC. I added in the open rebellion event for all factions that spawns faction specific ships at the owners gravity well if overtaken by culture.
I hopefully fixed all the texture file issues I knew of.
Great, thanks for letting me know. I'll put a new build up today.
It's just textures so save games still "should" work...
You never know though with the wacky wonderful world of modding sins! ;)
Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.
Yeah, sorry about all this. I tried doing some more optimizations of textures and got caught with some interesting DDS issues. Namely the file needs to be multiples of 4 on the width and height to compress correctly. Further there was one file pirateray_2.dds that got corrupted and generated some DDS error that I'm assuming was crashing the game. Then other domino problems I won't mention...
Anyways, I learned something new to look out for in the future ;)
Hope to get a fixed build up tonight or tomorrow :)
Sorry guys, found a graphical error with several optimized dds files (one of which caused a fatal error).
I'll upload a new version when I get it sorted.
Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...
What are the white boxes on specifically.
And I found the issue with the relationship screen which shouldn't cause any issues but will be fixed in the next build.
I will check the diplomacy screen... I converted some more resources to *.dds which requires image sizes to be multiples of 8. If this was not it could be all white.
I download a fresh 7z from moddb and am not seeing the folder issues. My suggestion is to try re-downloading the mod as this looks to be a corrupted download.
BTW- what was the checksum for the 7z you downloaded?
I'll have to download the mod from moddb. Obviously- it's not this way at all on my local version. Moddb had a tendency to corrupt our uploads for some reason :(
Build 26 for 1.52 will likely crash with 1.8 (especially if you have the DLC). I've uploaded build 27 for 1.8 here on moddb- it's just pending authorization which could take a day or so as it's the weekend.
It's still possible your running out of memory or hitting a Sins limit.
What parts of the mod are you enabling?
What are your new effects settings?
So far yeah... I was only able to give them a cursory listen though... been busy as you can imagine.
Yeah, chances are with the DLC it will dump due to trying to find the new random event entity files which wouldn't be referenced.
Cool, I'm hoping to get a patch for the new DLC and 1.8 this weekend.
I copied in the music changes you sent me ;)
Did you restart sins after activating the mod?
There's a stupid bug with their in game activator where mod resources or game resources aren't being loaded or overriden properly.
Yarlen said a new patch was likely to come out this week too ;)
The link can be found on the main summary FAQ or click on the FoK picture there.
The beta is over and modders don't typically support them so I can't say for sure. Yarlen indicated the patch may be out in a week or so. I'll update soon after that.
It's something wrong on your end I'm afraid. Maybe a bad download or your stacking someone else's mod on top of mine.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.
Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.
Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.
Yamato shield: should be fixed now internally. Will do some more testing to verify.
Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.
Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.
Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.
Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.
The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.
Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.
I'll look at the colonial defense platform to see if I agree.
Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.
I'll be changing the target conditions for the Plague titan as it's over the top now.
Music is not so much my area and a lot was suggested/provided from other people playing the mod.
Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.
The general bug fixes covered a lot of random things like:
Adding tangents to Hypercorp, Plague and Nephilim shield meshes (That was a lot of work)
Fixing string descriptions
Immortality had a bug with Rebellion that got fixed
I tried clicking inside the red circle and it doesn't do anything!!!
Hopefully he can make all of them for the UNSC so they have a consistent look.
Try gimp. It works really well with basic stuff like this.
I don't know how long it's been that way. It's been a while since I've touched the mod. But, yes that is exactly what I'm talking about.
Great job converting... There are some minor weird issues I've seen though.
Vanilla cube mapped vanilla textures are all offset in the poles. Something change with the vanilla textures???
Washed out Advent Loyalist and Vasari Loyalist Titans (possibly a third IIRC). Looks like you downsized the cl texture and wiped out the team alpha layer.
Going to check out your mod... Been a while since I looked it over ;) I wish I had the time and energy (and motivation) to create custom effects.
This mod does indeed work. All I can say is you didn't spend much time looking on this site for the installation instructions: FAQ on main page, the little read more + above, the feature section, the pdf in the SotF Core folder, linked on both sins forum sites. Unfortunately I can't force people to read this content and the chance you will guess the activation order without bothering to read the instructions is pretty minimal.
Nope, Hunger won't be able to target an animated corpse.
Also, Hunger will kill the ship outright- no chance for an animated corpse to occur as the ship is consumed.
That is interesting. Not sure what is going on exactly. I've been using the same version of 7zip for quite a while now.
Ya, it should be a red X. I've added this to my issues list.
Just to be clear, SotP: CanadaMan7, DotR: Lord_Set, Blood & Chrome (formally) now Fall of Kobol): ZombiesRus5. Obviously I've helped on both sotp and dotr just didn't want to leave the wrong impression.
Maybe so, I suppose we could spend weeks on each model. At 30 models per faction we could maybe done by 2015 or so.
I sorta liked the dirty approach to stuff in space which is why I tried that earlier. But if I don't have to texture it and they end up looking this clean, then by all means continue on ;)
We have too much asteroids with metal and crystal jutting out of them that don't match mass effect. Plus lots of moons is normal in the solar system.
Yep, it's really good for recording the how to videos. Trying to get the settings right for recording game videos.
Nice job. I like the lineup and should be able to touch up the old alliance textures pretty easy since they're already uv-mapped.
Sorry I've been offline. Working nights and sleeping days for the most part this week.
Patch1 and 2 are meant to overlay their respective folders from the base R5. Feel free to PM me if you need more help.
For example, what trouble are you having, activating, playing, etc. Thanks
The gamefront download link appears to have some issue with Chrome. I was able to download today via internet explorer.
Error: Duplicate headers received from server
I forgot to mention I have both the French and German translations for the mod included (French.str, German.str).
These files are built from the latest Diplomacy 1.34 French.str and German.str with msn translation for any SotF specific strings. I apologize if any of the translations are a bit wonky but it's the best I could do with nearly 4,000 strings to translate.
Nice job. I like how this one turned out. I see several of the parts used too :)
You will need to upgrade via Impulse or Steam to the latest Diplomacy 1.34 version to play this mod.
That's simply awesome!
BTW, even with you system specs (mine are just a hair under) the game will dump if it hits 2GB or Ram usage which is likely if all races are enabled and using a large map size. It's a game limitation outside of my control. If you find this happening you may want to save the game and restart with lower graphic settings.
You might have snagged this before I caught the manifest error in the complete version. You can either a) download the mod again. or b) download the entity.manifest in the dropbox link above. This file would replace the one in the SOTF Complete (D) R4 mod folder. Let me know if either resolves your issues.
System specs? Effects Settings?
Does it minidump if you only enable SOTF (D) R4 and SOTF (E) R4?
Does it minidump if you only enable SOTF Transhumans (D) R4 and SOTF Transhumans (E) R4?
Reminds me of Dark City...
I like the much more deadly look of the alliance capitals now. They were to similar to frigates in the original design. Plus these will look bad *** engaging ships on all sides.
The new Titans are around the size of a star base in rebellion, not planet sized.
Well mates... You get ONE frigate factory that has to build every frigate size possible. It looks way worse if one of your cruisers is sticking out through part of your structure.
The metallic will be added in a separate texture sheet with sins, which also includes the specular, lighting and bloom. I think for the color texture it looks good but could maybe be dirtied up some based on some of the game pics I've seen.
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.
Ah sorry to hear that. I might be a finish condition when the planet goes neutral. I'll check that out and add it to the Known issues.
lol, conversion and covenant became convenant somehow in my head. I'm fixing that in the mod. Thank you.
What are your system specs?
Would be cool for a fallout mod...
Sure, trust me I'm not criticizing your ideas. Tried very similar things early on while I was trying to figure out what the constraints were.
Also, on the weapon types there are a fixed number so you may want to plan ahead on your distribution. And, while you can change the screen name of the weapon type it can only have one name across all of the races/ships that use that type. This severely limits the ability to differentiate weapons between the races, especially if you have more than three races.
Yes, you could. Existing meshes can be used in multiple places. 7DS does a lot of this by using the same model for it's new races versus adding in new models. I have a couple other options I'm considering for Rogue scouts though. I'm also thinking of using the siege AI type to cause ships to go on more regular raids against players similar to how they like to send siege ships in when you play the AI now.
It's a WIP article, I actually don't have a scout and siege lined up yet. It would be interesting to have the scout/lf combo but I don't think the AI would behave properly.
Looks good, will it be moddable?
No worries! Their economy is going to be driven more by raiding other planets then what they can develop with occupied planets. They will get some income from local planets but more like a protection racket than the full blown taxes the other races get.
They'll also get a very weak black market trading system. A lot more of their income will come from raiding other planets, salvaging, deals with the black market trading system and getting their hands into everyone elses business, and abilities that help drive income.
I like TLA's, voting for option #3 too.
I agree, it reminded me of Matrix too. It will function as a support capital ship.
If you mean people who fanatically dress up like animals then no :(
The uplifted are advanced sentient animals possibly cybernetically enhanced but still very similar to their original form.
I see, nice! But I was thinking Colonizer Capital ship so lots of weapons are still needed :P
Colonizer capitals are my favorite cap ships in Sins, so I want them to be bad *** looking and functional.
The latest version 1.011 was due to a desync issue in multi-player games. It doesn't really affect this mod unless you play multi-player.
I like the other comment you had :)
no doubt, I was excited when I saw it.
Your models are very impressive indeed. I'm looking forward to when you are ready to release it.