Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
That looks an awful like the vanilla terran texture (pre last rebellion update) ;)
No problem... There was some symbols in the automated translation that will be cleaned out in the next release. Alternatively you could open the str file and search/replace them out in the meantime. The core/vanilla parts should be good though :P
I know some of you play FoK and only comment here so I'll throw this out for comment here too.
I have a working framework for the Resurrection Hub (private build only).
The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.
The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.
Now the question is: what should happen when a ship in range of resurrection dies?
1 Always spawn a clone of the ship at the resurrection hub.
2 Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
3 Spawn a clone x% of the time at the resurrection hub.
4 Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
5 Earn credits representing the uploaded cylons.
6 Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
7 Other community ideas?
I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
Some have said this!
I've had that happen to me occasionally on this site.
Unfortunately the player setup screen from ironclad is a mess to mod. It's fixed to the first THREE factions you can select in the game. If you add a 4th faction their picture is not displayed.
We got around this by adding pictures of the other faction in the same image file as the first three. So... if you don't activate TEC, Vasari and Advent then it's following the next active which is probably Hypercorp/Psicorp thus the same images.
What I'll need to do to make it more like diplomacy is ensure all loyalists are selectable first, then rebels. This way the picture groups will be spaced out better.
Hope that made sense, or you can tell I have a way to make it better ;)
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.
TEC militia are the default when an optional militia override isn't set.
How are you going about re-installing. Steam should either have you on 1.52.4792 or 1.79.xxxx for the Beta.
I used some event sounds someone generated to add a "radio" effect. They are a lot harsh. I'm applying my own filter and will tone them back down to normal. Also, you can use the old Hypercorp from build 21 if you want in the meantime.
My mod version is 1.52.23 (i.e. 1.52 compatible, build 23). Sins current versions are 1.52.xxx and 1.79.xxx (Beta). You should be fine.
Thanks. I think I know what may have happened. I'll check it out.
The new core is compatible with the 1.52.23 Colonial and Cylon mods.
The only real strategy you're going to experience with sins is against another human player. In these games it's extremely challenging trying to out think your opponent and applying different strategies and tactics.
Against the AI... it's just a roleplaying game you can have fun with. Once you decide to win the game you just take advantage of the AI predictability.
Hope you guys pull it off. It's hard to start back up after taking an extended break sometimes.
Re-uploading the mod after someone pointed out I picked the wrong zip! oops! I should stop multi-tasking things ;)
Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.
Aye, I'll check it out.
Plague wasn't nerfed directly. It may be the overall balance has changed with Rebellion. Titan AOE's would be especially dangerous to Plague frigates which affects this race the most.
My mods version is 1.52.23 (I.e. build 23). It's in the name of the 7z file.
That is mostly accurate. You should only load one planet though and did you really want to Disable Titans?
Is this 1.52.23 only? not stacked on any previous version (i.e. clean install)?
Can you manually change this file to following to see if it loads. If it doesn't you may have a bad download. You might also delete the EnabledMods.txt and make sure your effects settings aren't Highest/Highest/Highest.
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"
Did you follow the instructions? Also, I found an issue that prevents deactivation from in the game Options->Mod tool. You'll need to delete the EnabledMods.txt to deactivate.
Short of that did you follow the instructions for the "proper" order of activation for normal mod play?
No. they aren't currently compatible.
Actually now would be a good time to add input on Cylons. We are getting them mechanically sound but haven't addressed balance or economy yet.
I need to playtest the titan a little more to be comfortable. Releasing patches isn't real fun if it can be avoided.
Kinda got caught up with the cylons eating up my free modding time.
Any expansion mod (1 that doesn't remove the 3 stock races) faces this problem. On all highest settings Rebellion runs around 1.5-1.6GB RAM according to the developer. Maelstrom is a perfect example of this too.
SOA2 is a total conversion and is able to remove all stock assets- thus avoiding the 2GB ram limit.
My stacking mechanic for races helps avoid the 2GB limit by only loading the factions you like or want in the game that play through. Not loading TEC actually reduces the amount of RAM used.
Any addon can be used. The reason for one planet is two fold. One the 2GB limit makes it tough to add too many new meshes and textures. 2nd- some people like just the stock planets and don't want to be forced to use them. Each planet package adds a little bit different view to the universe. Most people like one of them.
And sins can be notoriously flaky with mods or without. The first check is RAM utilization when you crash. I crash around 1.7-1.8 GB for some reason even though I have 8 GB or RAM.
There may still be some abilities that cause issues. I try to patch them when I find them, but there's probably still a couple I haven't found.
The game has a strict 2GB limit and will load things into memory even if they aren't used. So loading all planets when only 1 can be active anyway is not good. Loading races you don't want in the game can reduce ram too.
General rules for activation:
1 and only 1 Planet mod
1 and only 1 Militia mod
0 or more Addons
1 or more Races
1 or none for the Core Flagship
must always activate Core at the end
Your mod order should be.
SotF Planets SinsPlus Reb.QA
SotF Addon Artifacts Reb.QA
SotF Addon Moons Reb.QA
SotF Militia Advent Reb.QA
SotF Race Advent Reb.QA
SotF Race Hypercorp Reb.QA
SotF Race Nephilim Reb.QA
SotF Race Plague Reb.QA
SotF Race Rogue Reb.QA
SotF Race Tec Reb.QA
SotF Race Vasari Reb.QA
SotF Core Flagship Reb.QA
SotF Core Reb.QA
With all this loaded check your effects settings. You may have to go High/Medium/Low or Medium/Medium/Low for detail/effects/bump.
Awful quiet on this side of the house.
There actually was an anime mod in the works for a while. Unfortunately while cool to think about it didn't materialize even with half a dozen people working on it. Part of it is asset creation. Getting 20 - 30 meshes for an Anime space mod is not easy.
I at least got the Yamato in Sins :P