Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.
Or you site has an issue. I tried registering too unless you are banning people for trying to register ;)
Honestly- I'm a bit tired of having to register to every site just to read/download content. So maybe it was a good thing your registration process is broken.
Lol! some weird physics thing I guess. I'm not sure if I can fix it or not.
Good question. Mostly with the current addons I got them working (i.e. not dumping). The graphics one doesn't seem to want to work at all from diplomacy. I think it's the explosions.
Back to moons... I think the weapons are an issue on moons. Being a large orbital body, I think I'd rather add things like particle beams, and nuclear missiles. I might do some design work on the whole moon concept and shift some things around. Maybe add additional research subjects if moons are activated.
Any ideas on what you'd like to see with Moons?
Some of it's Third Temple, Blockhead, the Doctor Who theme music.
Do more research please. It was textured based off colors from an in game model.
It can work with Diplomacy 1.32 but you would have to make a small change first or you'll have no buttons on the main menu.
delete MainMenuScreen.window file in SotF Core R5\Window (SteamMainMenuScreen.window if using Steam).
Cool, it's worth it. Don't forget if you own Trinity or Diplomacy you get $10 off Rebellion when it comes out next year.
Sorry, this mod only works for the Entrenchment and Diplomacy expansions.
I think trade port when I look at it, but I understand the concept for a culture center too.
Looks very fitting for a construction frigate. I like the lore background too with or without the shakespeare.
Very nice, I can see the improvements.
Sorry to hear, but I'm a little confused as I thought you were close to an alpha test at one point. Would be interesting to hear the story behind that...
At this point I would say finishing your models and textures would be a higher priority than worrying about which game to switch too. Putting ships into Sins is a fairly simple effort. The real work is the models (which you have), the textures. After this the biggest hurdle is designing the faction's abilities, weapons and research trees.
My suggestion would be to pick one race and complete it's ships and textures. I saw Can-o-worms made a start at one of the models... Then create a design spec for the race that covers essential elements from research trees to each ship and structure that any coder could pick up and write the entities for.
I would propose that with a completed model/texture package and design specs the actual coding could be completed in plus/minus a few months.
Got a cowboy bepob queued on netflix... will give it a watch this weekend.
Also, have you tried downloading again in case you got a bad archive? I hear that happens occasionally.
I ask because some systems don't have enough ram to run due to the content added by mods. I did download and verify the mod today and did not experience any issues. Are you able to run other mods, like Maelstrom for instance?
Yes, the hardcoding can be a bit of a consternation. I wish everything was more was configurable through entity files, but unfortunately it's not. Sins is still a great engine to work, but I understand your frustrations. I was equally frustrated when I went to mod in new pacts only to discover I flat couldn't because it was hardcoded to a fixed amount of pacts...
I'd rather you not give up on sins and use it as a platform for future mods personally even if you have to compromise in the meantime.
Lots of missiles mainly, some lasers, maybe some auto-cannon.
Not sure on the big guns yet on the Arcadias. I have them firing the large laser effect from the Kol currently.
Does this mod have or plan to have new meshes for the new factions/races?
The particle effects look cool so far...
Yes, I'm thinking a smaller more versatile form of flak, possibly with dynamic movement but independant of a carrier so they can phase jump. The other option is to add them strictly as squads and drop having a dedicated flak ship.
The readme.txt references a link Soase.weebly.com that explains how to locate and install mods. Additionally, make sure you don't have a directory within a directory which sometimes happens when you unzip the contents. Also, this mod is only for Diplomacy 1.011 currently.
I tried clicking inside the red circle and it doesn't do anything!!!
This version will only work with 1.52 or 1.79 of Rebellion. You'll need to update your game in Steam. If your holding off because of other mods make a complete copy of you Steam Rebellion installation then you can play both 1.1 and 1.52.
Hopefully he can make all of them for the UNSC so they have a consistent look.
Yeah... it's a bit like Asteroid if you know what that old game is. I have a backup plan to implement- but the next release will simply destroy the moons to avoid the current issue :(
I suggest updating the name on the download to indicate it's an Entrenchment only Beta.
Nice... The whole gang is almost here under Rebellion now.
Have you got a pick of it in game?
Hmmm... ok. I forgot they completely dropped capital ship command limits and implemented the only one titan foundry implementation for titans. Not sure I'm a fan of that implementation though.
Hmmm. Removing the ability for a Titan to keep its level after you kill it isn't quite the same as increasing the available number of titans ;).
That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.
[ctl]+[space bar] := autocomplete...
Eventually you'll dump notepad++.
I've used Eclipse professionally for the last 10 years or so.
How ya going to increase that cap?
Live and learn.
I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.
Eclipse has some very useful search capabilties that should help you trouble shoot.
Also, I hope your using my Soase Plugin for Eclipse. I'd have personally given up modding Sins if I hadn't built that tool.
You really want your mod compatible with the base game and the DLC. Whether you choose to use the DLC features is up to you as this is a TC.
It essentially boils down to a few entities ( Forums.sinsofasolarempire.com ): Planet, PlanetBonus and ResearchSubject and the dlcId. If you want a planet or research subject to ONLY be available with the dlc- then give it the dlcId of 228601. The dlcId for the base game should be 204880.
The important thing with a DLC ONLY research subject is that it DOES NOT overlap a non-DLC research subject.
It's important to begin this process now as Stardock will undoubtedly add more DLC increasing the possibilities of user end product combinations.
P.S. Watching Zombies mod would be unpleasant ;)
If they do it right- no.
If they do it wrong- maybe.
If they intentionally make it required- yes.
Zombies make better modders!
seems to happen a lot with downloads from moddb for multiple people...
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?
Try gimp. It works really well with basic stuff like this.
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.
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.
No worries. It's only a bother when people are belligerent about it. I remember trying to get Stargate Races stacking to work way back when too.
They are spherically mapped- which is also how Sins is mapping their new planet textures.
I've seen some tools for creating cube mapped textures from spherical (not sure how well they work though).
I found this issue BTW. I added something the game calls "cosmetic" entities to show my titans in the main menu. Funny thing is this caused the mod NOT to deactivate. I've since removed these cosmetic entities as they were display only anyway. When you do update make sure to delete the previous version.
To answer your specific question: Delete the EnabledMods.txt file to disable any mod giving you issues deactivating.
P.S. Reply to one of my posts next time and I'll get an email ;) or feel free to PM me.
Nope, they are special to SotF.
I don't really care what they may have been originally modeled to look like. They are part of the pirate rogue faction now and will be used they way they are.