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

Comment History  (120 - 150 of 1,195)
ZombiesRus5
ZombiesRus5 Sep 5 2013, 1:58pm says:

That looks an awful like the vanilla terran texture (pre last rebellion update) ;)

+1 vote     media: Some of the New planets skins are ready
ZombiesRus5
ZombiesRus5 Aug 29 2013, 12:47pm replied:

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

+2 votes     download: Sins of the Fallen: Reb.1.52.23 (Full Version)
ZombiesRus5
ZombiesRus5 Aug 29 2013, 11:47am says:

I know some of you play FoK and only comment here so I'll throw this out for comment here too.

Resurrection Discussion

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 29 2013, 11:46am replied:

Some have said this!

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 29 2013, 11:45am replied:

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 ;)

+1 vote     mod: Sins of the Fallen
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 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 Aug 28 2013, 9:58am replied:

How are you going about re-installing. Steam should either have you on 1.52.4792 or 1.79.xxxx for the Beta.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 28 2013, 9:57am replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 27 2013, 8:42pm replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 27 2013, 8:17pm replied:

Thanks. I think I know what may have happened. I'll check it out.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 27 2013, 8:17pm replied:

The new core is compatible with the 1.52.23 Colonial and Cylon mods.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 26 2013, 3:55pm replied:

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.

+1 vote     mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Aug 26 2013, 3:52pm replied:

Hope you guys pull it off. It's hard to start back up after taking an extended break sometimes.

+1 vote     mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Aug 26 2013, 11:54am says:

Re-uploading the mod after someone pointed out I picked the wrong zip! oops! I should stop multi-tasking things ;)

+2 votes     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 26 2013, 11:40am replied:

Wow, thanks!

+1 vote     download: Sins of the Fallen: Rebellion.1.52.23 (Full)
ZombiesRus5
ZombiesRus5 Aug 23 2013, 4:19pm replied:

Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.

+1 vote     download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Aug 23 2013, 1:19pm replied:

Aye, I'll check it out.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 23 2013, 12:04pm replied:

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.

+1 vote     download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Aug 21 2013, 9:19pm replied:

My mods version is 1.52.23 (I.e. build 23). It's in the name of the 7z file.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 8:14pm replied:

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.

Version 0
enabledModNameCount 3
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 2:35pm replied:

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?

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 2:34pm replied:

No. they aren't currently compatible.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 18 2013, 7:12am replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 17 2013, 4:10pm replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 17 2013, 4:08pm replied:

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.

+2 votes     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 16 2013, 4:37pm replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 16 2013, 4:35pm replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 15 2013, 11:22am says:

Awful quiet on this side of the house.

+8 votes     mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Aug 15 2013, 10:18am replied:

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

+1 vote     mod: Sins of the Fallen
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