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

Comment History  (120 - 150 of 1,188)
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
ZombiesRus5
ZombiesRus5 Aug 14 2013, 1:27pm replied:

Steam updates your game.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 14 2013, 1:02pm replied:

strong may be a bit of an overstatement. still going... more accurate.

+1 vote     mod: Maelstrom
ZombiesRus5
ZombiesRus5 Aug 13 2013, 8:22pm replied:

You summed it up! It's one reason I changed my versioning so it's obvious when the versions are compatible. I "think" 1.52.21 will mostly work with 1.52.22. The questionable one might be Plague as my version has the updated Titan/Corvette and abilities I'm testing. Unfortunately it doesn't appear NBCU is going to change their stance and my mod would get pulled if I put FoK to download here :(

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 12 2013, 3:10pm replied:

Do as MrPerson say's ;)

Also read the activation instructions included in the mod or in the faq.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 12 2013, 3:09pm replied:

The in game loader is bugged too. You have to restart sins after you activate the mod. I have to do this with SOA2 also.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 8 2013, 9:44pm replied:

RL is a necessity ;) Hope all is going well for you.

+1 vote     mod: Maelstrom
ZombiesRus5
ZombiesRus5 Aug 5 2013, 3:32pm replied:

Running with the developer exe requires setting show errors to false in the rebellion settings file. You'll need to start dev.exe without the mod active. Exist sins. manually change the file. Restart with the mod active.

Not sure why you are playing in the dev.exe though.

+1 vote     article: How To Install Sins of the Fallen
Level
Avatar
Avatar
Offline Since
Jul 12, 2014
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.9
Members
13
Games
3
Mods
679
Articles
70
Media
308
Downloads
148