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

Comment History  (120 - 150 of 1,274)
ZombiesRus5
ZombiesRus5 Feb 5 2015, 3:31pm replied:

LOL, whatever

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 5:48pm replied:

I agree on Full Colors... I'm redesigning that research now.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:40pm replied:

See comment below...

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 17 2014, 1:16pm replied:

It's in the FAQ

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 14 2013, 10:30am replied:

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 ;)

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 8:18pm replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 1 2013, 5:41pm replied:

I redid them. Let me know if it's still sounds odd to you. It should be a much softer radio effect now.

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Oct 2 2013, 2:53pm replied:

The only real risk I can see is if you exceed the hard code limit for meshes.

+3 votes   article: State of the mod 2-10
ZombiesRus5
ZombiesRus5 Sep 15 2013, 8:14pm replied:

These aren't really new. These concepts were introduced by other modders/mods which are being extended now by other mods (as intended).

+1 vote   article: Star Trek Armada 3: Romulan development
ZombiesRus5
ZombiesRus5 Sep 13 2013, 10:53am replied:

The convert xsi has an upper limit on how big a mesh it can convert.

Have you converted any models to meshes yet?

+1 vote   mod: War for Terra
ZombiesRus5
ZombiesRus5 Sep 12 2013, 10:31am says:

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.

+1 vote   mod: War for Terra
ZombiesRus5
ZombiesRus5 Aug 28 2013, 6:36pm replied:

TEC militia are the default when an optional militia override isn't set.

+2 votes   download: Sins of the Fallen: Reb.1.52.23 (Full Version)
ZombiesRus5
ZombiesRus5 Apr 20 2013, 10:44pm replied:

try it without the flagship mini-mod.

+2 votes   download: Sins of the Fallen: Rebellion R2
ZombiesRus5
ZombiesRus5 Apr 20 2013, 12:02pm replied:

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.

+2 votes   download: Sins of the Fallen: Rebellion R2
ZombiesRus5
ZombiesRus5 Jan 20 2013, 7:35am replied:

All six new factions (Nephilim, Plague, Rogue, Hypercorp, Colonial and Cylon) have an additional Capital Ship making at-least 6 total.

+2 votes   download: Sins of the Fallen: Rebellion R1
ZombiesRus5
ZombiesRus5 Jan 13 2013, 7:36pm replied:

That's because Halo AI's are hardly anything original.

+1 vote   media: Fall of Transhumanity Menu
ZombiesRus5
ZombiesRus5 Jan 4 2013, 10:15am says:

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?

+3 votes   mod: 40 000 Sins
ZombiesRus5
ZombiesRus5 Oct 6 2012, 12:16pm replied:

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.

+4 votes   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Aug 18 2012, 1:07am says:

just all kinds of awesome

+1 vote   media: SGI Hatak - Wallpaper - Join the Rebellion
ZombiesRus5
ZombiesRus5 Jul 7 2012, 2:32pm replied:

Sounds like your Diplomacy version needs updated to 1.34.

+1 vote   download: Sins of the Fallen R6 (Baked)
ZombiesRus5
ZombiesRus5 Jun 15 2012, 10:52pm replied:

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.

+1 vote   article: Sins of the Fallen R6
ZombiesRus5
ZombiesRus5 Jun 5 2012, 10:44pm replied:

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.

+1 vote   media: Refinery & Extractor
ZombiesRus5
ZombiesRus5 Jun 5 2012, 5:40pm replied:

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.

+7 votes   media: Refinery & Extractor
ZombiesRus5
ZombiesRus5 Jun 1 2012, 4:27pm says:

haha, developer executable :P

+1 vote   media: More Cerberus Icons
ZombiesRus5
ZombiesRus5 May 31 2012, 9:41am replied:

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.

+1 vote   media: Dreadnought in Dock
ZombiesRus5
ZombiesRus5 May 27 2012, 9:48pm says:

Not sure if that means you like it masterjake ;)

I'm sorta drawn to steampunk and thought it fit nice with the Rogues :P

+1 vote   media: New huds
ZombiesRus5
ZombiesRus5 May 22 2012, 9:00am replied:

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.

+9 votes   media: One Year!
ZombiesRus5
ZombiesRus5 May 2 2012, 10:13am replied:

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"

+1 vote   media: Cerberus Station Display 2
ZombiesRus5
ZombiesRus5 May 1 2012, 10:39pm replied:

BTW, nice on the models!!!

+4 votes   media: Cerberus Station Display 2
ZombiesRus5
ZombiesRus5 May 1 2012, 10:26pm replied:

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.

+9 votes   media: Cerberus Station Display 2
ZombiesRus5
ZombiesRus5 Apr 27 2012, 3:09pm says:

Ok, so thats the Advent UI from rebellion colored purple. I'm not sure how back porting rebellion content is going to go over.

+2 votes   media: Covenant UI
ZombiesRus5
ZombiesRus5 Apr 1 2012, 7:43pm says:

Why does this actually look fun though!

+1 vote   media: Bold New Gameplay Elements
ZombiesRus5
ZombiesRus5 Dec 14 2011, 10:08am says:

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.

+3 votes   media: Sovereign (Game Version) *Closed*
ZombiesRus5
ZombiesRus5 Dec 6 2011, 5:34pm replied:

Yes, it is, though it won't last long. Mainly it's used by the AI to harass enemy worlds.

+2 votes   download: Sins of the Fallen R5 (Patch 2)
ZombiesRus5
ZombiesRus5 Dec 3 2011, 7:23pm says:

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!

+1 vote   article: Top 10 reasons not to vote for SotF
ZombiesRus5
ZombiesRus5 Nov 21 2011, 7:23pm replied:

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.

+3 votes   download: Sins of the Fallen R5
ZombiesRus5
ZombiesRus5 Oct 29 2011, 7:15am replied:

you must suck at searching then :P

Halopedian.com

+2 votes   media: Athens Carrier Model Render
ZombiesRus5
ZombiesRus5 Oct 8 2011, 9:07am says:

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).

Dl.dropbox.com

+3 votes   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Aug 29 2011, 11:36am replied:

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).

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 11 2011, 6:58pm says:

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.

+1 vote   media: Turian Cruiser Rought Texture Outline
ZombiesRus5
ZombiesRus5 Aug 8 2011, 12:40pm says:

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.

+1 vote   media: Einstein Class Carrier Skinned WIP
ZombiesRus5
ZombiesRus5 Jun 29 2011, 11:32pm replied:

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...

+1 vote   article: Dawn of the Reapers Update 6/26/2011
ZombiesRus5
ZombiesRus5 Jun 28 2011, 10:38pm replied:

Yes, nine is the build limit per race currently.

+1 vote   media: Citadel Council Fleet
ZombiesRus5
ZombiesRus5 Jun 13 2011, 4:35pm replied:

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).

+1 vote   download: Sins of the Fallen R3 (Entrenchment & Diplomacy)
ZombiesRus5
ZombiesRus5 May 30 2011, 4:46pm replied:

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.

+2 votes   mod: Cosmos Ad Infinitum
ZombiesRus5
ZombiesRus5 May 26 2011, 1:10pm replied:

Working on them. The concept works great, but they still need research tree design, buttons and abilities built.

+1 vote   media: Sins of the Fallen: All Races
ZombiesRus5
ZombiesRus5 Apr 12 2011, 11:58am replied:

Well..., after since I'm taking a break and all ;)

+1 vote   download: Sins of the Fallen: Transhuman (E) Demo v0.1
ZombiesRus5
ZombiesRus5 Apr 12 2011, 11:43am replied:

Nope, but it did look promising. The four barrel green arcadia originated in that mod however. The original created fileosoft allowed it's use.

+1 vote   article: Rogue Traders Demo
ZombiesRus5
ZombiesRus5 Mar 31 2011, 5:08pm replied:

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.

+1 vote   article: The Nephilim Race
ZombiesRus5
ZombiesRus5 Mar 28 2011, 10:45am replied:

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.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.5
ZombiesRus5
ZombiesRus5 Mar 18 2011, 12:39pm says:

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.

+1 vote   article: Some ideas for the military research tree
ZombiesRus5
ZombiesRus5 Mar 4 2011, 9:40am says:

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.

+1 vote   media: Concept Flood Infector
ZombiesRus5
ZombiesRus5 Mar 3 2011, 9:50pm says:

I contacted SolCommand and got them from the source.

+1 vote   media: Rogue Frigate
ZombiesRus5
ZombiesRus5 Mar 3 2011, 4:13pm says:

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.

+1 vote   media: Nephilim Carrier Concept Texture
ZombiesRus5
ZombiesRus5 Feb 15 2011, 9:33pm says:

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.

+1 vote   media: Game Shots
ZombiesRus5
ZombiesRus5 Feb 9 2011, 12:46pm says:

Nice concepts. Check out my eclipse plugin and wiki sight for some useful Sins modding stuff.

Code.google.com

The soase weebly is also a good sight if your not familiar with it...

Soase.weebly.com

+2 votes   mod: Black Sol
ZombiesRus5
ZombiesRus5 Jan 28 2011, 1:26pm says:

Looks nice. I really like the lines of this ship and think it will be epic when it is textured.

+1 vote   media: Can-O-worms ship ingame
ZombiesRus5
ZombiesRus5 Jan 21 2011, 10:42am says:

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.

+1 vote   media: Warthogs in formation
ZombiesRus5
ZombiesRus5 Jan 20 2011, 6:57pm replied:

This should work with Diplomacy 1.011 (desync hotfix) and 1.01. I don't know if it would work 1.00 or not.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5
ZombiesRus5 Dec 17 2010, 11:36am replied:

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

+1 vote   media: 3rd Race Concept Models
ZombiesRus5
ZombiesRus5 Dec 2 2010, 1:01pm says:

I'm trying her out as a massive starbase right now. She's got a really great top view in the game.

+1 vote   media: Plague concept ships
ZombiesRus5
ZombiesRus5 Nov 24 2010, 1:06pm says:

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.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.3
ZombiesRus5
ZombiesRus5 Nov 2 2010, 6:55am says:

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).

+1 vote   media: Plague Heavy Frigate
ZombiesRus5
ZombiesRus5 Nov 1 2010, 10:30pm says:

Well, I wasn't sure when I would buy Fallout: New Vegas. I guess the decision has been made.

+1 vote   mod: World War Z - 30 Days
ZombiesRus5
ZombiesRus5 Oct 28 2010, 7:22pm replied:

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.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Oct 28 2010, 2:33pm says:

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.

+1 vote   media: Concept Ship
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:39pm replied:

BTW 3 hours in a MP game is pretty nice to hear :P

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:10pm replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:01pm replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 11:55am replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 8:47pm replied:

I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 5:41pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 5:40pm replied:

I hopefully fixed all the texture file issues I knew of.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 12:49pm replied:

Great, thanks for letting me know. I'll put a new build up today.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 6:11pm replied:

It's just textures so save games still "should" work...

You never know though with the wacky wonderful world of modding sins! ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 3:27pm replied:

Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.

Mediafire.com

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 9:12am replied:

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 :)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:59pm says:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:33pm replied:

Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:16pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 6:19pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 6:18pm replied:

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?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 5:03pm replied:

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 :(

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 9 2013, 9:44pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 8 2013, 8:39am replied:

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?

+1 vote   article: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 10:49pm replied:

So far yeah... I was only able to give them a cursory listen though... been busy as you can imagine.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 10:46pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 8:14pm replied:

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 ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 6 2013, 11:09am replied:

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.

+2 votes   article: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 4 2013, 2:50pm replied:

Yarlen said a new patch was likely to come out this week too ;)

+3 votes   mod: Stargate Invasion
ZombiesRus5
ZombiesRus5 Nov 4 2013, 8:06am replied:

Thanks!

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 3 2013, 11:13am replied:

The link can be found on the main summary FAQ or click on the FoK picture there.

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 3 2013, 10:58am replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 2 2013, 10:48am replied:

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.

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 3:33pm replied:

BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 12:07pm replied:

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.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:36pm says:

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.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 15 2014, 10:03am replied:

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
etc...

+1 vote   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Sep 25 2013, 9:08pm says:

I tried clicking inside the red circle and it doesn't do anything!!!

What's wrong!!!

+9 votes   media: Don't forget to become a watcher!
ZombiesRus5
ZombiesRus5 Sep 22 2013, 8:12pm says:

Hopefully he can make all of them for the UNSC so they have a consistent look.

+4 votes   media: New ship icons in game
ZombiesRus5
ZombiesRus5 Sep 12 2013, 10:50am replied:

Try gimp. It works really well with basic stuff like this.

+1 vote   download: Maelstrom Rebellion v1.52 R6 (DLC)
ZombiesRus5
ZombiesRus5 Sep 11 2013, 8:41pm replied:

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.

+1 vote   download: Maelstrom Rebellion v1.52 R6 (DLC)
ZombiesRus5
ZombiesRus5 Sep 11 2013, 12:03pm replied:

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.

+1 vote   download: Maelstrom Rebellion v1.52 R6 (DLC)
ZombiesRus5
ZombiesRus5 Sep 10 2013, 2:07pm says:

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.

+2 votes   download: Maelstrom Rebellion v1.52 R6 (DLC)
ZombiesRus5
ZombiesRus5 Aug 28 2013, 6:38pm replied:

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.

+2 votes   download: Sins of the Fallen: Reb.1.52.23 (Full Version)
ZombiesRus5
ZombiesRus5 Jul 29 2013, 4:43pm replied:

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.

+1 vote   article: Rebellion: Plague
ZombiesRus5
ZombiesRus5 Jul 26 2013, 4:27pm replied:

That is interesting. Not sure what is going on exactly. I've been using the same version of 7zip for quite a while now.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Apr 25 2013, 10:45am replied:

Ya, it should be a red X. I've added this to my issues list.

+1 vote   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Jan 25 2013, 5:18pm replied:

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.

+1 vote   media: Cerberus Fleet
ZombiesRus5
ZombiesRus5 Sep 2 2012, 4:52pm says:

Looks nice.

+1 vote   media: Carnage Class Reaper Battleship v1
ZombiesRus5
ZombiesRus5 Jun 15 2012, 10:39pm replied:

Maybe so, I suppose we could spend weeks on each model. At 30 models per faction we could maybe done by 2015 or so.

+1 vote   media: Cerberus Cruiser
ZombiesRus5
ZombiesRus5 Jun 15 2012, 12:28pm replied:

Nice job.

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 ;)

+1 vote   media: Cerberus Cruiser
ZombiesRus5
ZombiesRus5 Jun 1 2012, 3:44pm replied:

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.

Go-astronomy.com

+1 vote   media: Moons vs Resource Asteroids
ZombiesRus5
ZombiesRus5 May 25 2012, 6:33am says:

Yep, it's really good for recording the how to videos. Trying to get the settings right for recording game videos.

+1 vote   media: Hypercorp Playthrough
ZombiesRus5
ZombiesRus5 Apr 18 2012, 6:27am says:

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.

+2 votes   media: Cerberus Fleet Update 4
ZombiesRus5
ZombiesRus5 Feb 27 2012, 10:36am replied:

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

+2 votes   download: Sins of the Fallen R5 (Patch 2)
ZombiesRus5
ZombiesRus5 Dec 19 2011, 8:53pm says:

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

+1 vote   download: Maelstrom Expansion v1.34 R6 (Diplomacy SoaSE)
ZombiesRus5
ZombiesRus5 Nov 21 2011, 10:22pm says:

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.

+2 votes   download: Sins of the Fallen R5
ZombiesRus5
ZombiesRus5 Nov 20 2011, 2:13pm says:

Nice job. I like how this one turned out. I see several of the parts used too :)

+2 votes   media: Skylark Three
ZombiesRus5
ZombiesRus5 Nov 18 2011, 3:07pm replied:

You will need to upgrade via Impulse or Steam to the latest Diplomacy 1.34 version to play this mod.

+1 vote   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Nov 6 2011, 1:52pm replied:

That's simply awesome!

+3 votes   media: Fractured Planet
ZombiesRus5
ZombiesRus5 Aug 29 2011, 3:49pm replied:

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.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 29 2011, 3:47pm replied:

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.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 29 2011, 11:34am replied:

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?

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 25 2011, 3:29pm says:

Reminds me of Dark City...

+1 vote   media: Hypercorp Trade Port
ZombiesRus5
ZombiesRus5 Aug 24 2011, 12:35pm replied:

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.

+3 votes   media: Alliance Battleship Refit
ZombiesRus5
ZombiesRus5 Aug 13 2011, 9:21pm says:

The new Titans are around the size of a star base in rebellion, not planet sized.

+1 vote   media: Fleet Size Comparison
ZombiesRus5
ZombiesRus5 Jul 14 2011, 11:37pm replied:

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.

+1 vote   media: Frigate Shipyard ingame
ZombiesRus5
ZombiesRus5 Jun 23 2011, 10:40am replied:

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.

+1 vote   media: Turian Frigate Finished
ZombiesRus5
ZombiesRus5 May 30 2011, 4:54pm says:

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.

+1 vote   mod: Cosmos Ad Infinitum
ZombiesRus5
ZombiesRus5 Apr 12 2011, 11:42am replied:

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.

+1 vote   article: Rogue Traders Demo
ZombiesRus5
ZombiesRus5 Mar 31 2011, 5:06pm says:

lol, conversion and covenant became convenant somehow in my head. I'm fixing that in the mod. Thank you.

+1 vote   article: The Nephilim Race
ZombiesRus5
ZombiesRus5 Mar 28 2011, 4:43pm replied:

What are your system specs?

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.5
ZombiesRus5
ZombiesRus5 Mar 26 2011, 9:47pm says:

Would be cool for a fallout mod...

+2 votes   media: T.E.F Mark 7 Help-o-bot
ZombiesRus5
ZombiesRus5 Mar 18 2011, 5:04pm says:

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.

+1 vote   article: Some ideas for the military research tree
ZombiesRus5
ZombiesRus5 Mar 6 2011, 3:41pm replied:

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.

+1 vote   article: Rogue Trader Race
ZombiesRus5
ZombiesRus5 Mar 3 2011, 2:04am says:

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.

+1 vote   article: Rogue Trader Race
ZombiesRus5
ZombiesRus5 Feb 23 2011, 8:30pm says:

Looks good, will it be moddable?

+1 vote   article: Multiple system maps
ZombiesRus5
ZombiesRus5 Feb 17 2011, 6:28pm says:

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.

+1 vote   media: Game Shots
ZombiesRus5
ZombiesRus5 Feb 14 2011, 3:16pm says:

I like TLA's, voting for option #3 too.

+1 vote   article: Update #3
ZombiesRus5
ZombiesRus5 Feb 8 2011, 9:00pm says:

I agree, it reminded me of Matrix too. It will function as a support capital ship.

+1 vote   media: Rogue Ghost Class Capitalship
ZombiesRus5
ZombiesRus5 Jan 29 2011, 2:32pm says:

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.

+1 vote   article: Sins of the Fallen: Transhumans
ZombiesRus5
ZombiesRus5 Jan 27 2011, 1:25pm says:

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.

+1 vote   media: Model By Can-O-Worms
ZombiesRus5
ZombiesRus5 Jan 20 2011, 10:46pm replied:

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.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5
ZombiesRus5 Dec 16 2010, 8:24pm says:

I like the other comment you had :)

+1 vote   media: Aphrodian Syndicate Arcadia-class Battleship
ZombiesRus5
ZombiesRus5 Dec 1 2010, 7:07pm says:

no doubt, I was excited when I saw it.

+1 vote   media: Plague concept ships
ZombiesRus5
ZombiesRus5 Nov 9 2010, 12:24pm says:

Your models are very impressive indeed. I'm looking forward to when you are ready to release it.

+1 vote   media: T.E.F Mark 4 Hercules
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