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

Comment History  (150 - 180 of 1,195)
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
ZombiesRus5
ZombiesRus5 Aug 1 2013, 2:19pm replied:

The Cylons are still a major WIP. Almost no balance work has been done with them. Anyone is welcome to pop over to the forums and make their suggestions.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 1 2013, 10:45am replied:

Thanks- a lot of work has been put into this mod.

On the Ragnarock- I'm not sure if that OP status will stay in the long run. It won't be changing real soon though so blast away.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 31 2013, 6:04pm replied:

I also may have found a Titan model for Nephilim. I need to fix some mesh errors on it and Texture it- but it may turn out pretty bad ***.

+2 votes     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 31 2013, 6:03pm replied:

Sweet!

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 30 2013, 12:54pm replied:

As far as I know you are free to use any models in the mod. Except for some texture work I did they were all created by other BSG fans.

I would ask you not use any of the code, research trees, abilities so any mod you create with those assets is different from what I am doing.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 30 2013, 12:51pm replied:

I agree. It was a concept I thought might be fun. Problem was getting beyond the concept stage. I think Cylons will end up with a similar flavor though. Same for uplifted- I just couldn't get past the initial concept on paper.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 29 2013, 5:03pm replied:

Ah, things I wanted to do but scrubbed due to time. A soft version of the Alliance is in the Trinity version of the mod. I scrubbed it with Rebellion in order to make a more complete mod.

+1 vote     mod: Sins of the Fallen
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 28 2013, 8:39am replied:

Yes, all 1.52 compatible mods will work with or without the DLC.

This mod does use the DLC features- each new race will have the appropriate planet research if the DLC is purchased.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 27 2013, 3:14pm replied:

Lol! some weird physics thing I guess. I'm not sure if I can fix it or not.

+1 vote     download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
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 Jul 25 2013, 2:23am replied:

Yep, just dressed it up with a texture that matched plague.

+1 vote     media: Moloch Titan
ZombiesRus5
ZombiesRus5 Jul 24 2013, 6:59pm replied:

You can't activate core by itself. You have to have atleast 1 race preceding Core as per the instructions.

Let me know if you are still having issues.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 22 2013, 5:04pm replied:

ok... make sure to delete the old content before you unzip it all. I'll look to see how your doing when you post back.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 21 2013, 10:16pm replied:

Hmm, two thoughts. You aren't running Rebellion 1.52 or you somehow got a bad download.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:54pm replied:

Well Cylons are still very much a work in progress. I would recommend only using them as militia and moving the Race below Core so it's not playable as a faction.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

Are you following the instructions? Can you post the order you are trying?

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

So very true...

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

Aye, thanks. The research tree is slowly being worked on. I do appreciate pointing things out like this though. Please feel free to hop on the sins forum to help out. The moddb pages sorta suk ;)

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 10:24am replied:

1.51.20 or 1.52.21?

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 19 2013, 10:20pm replied:

What version do you have?

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 19 2013, 2:40pm replied:

It is possible. I may consider making a small addon for No Titans and No Superweapons.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 17 2013, 12:17pm replied:

If you can run vanilla on higher affects you should be able to run just Vasari and Core as this won't add much in terms of memory utilization.

I'm wondering if you hit the first run mini-dump using the in game mod activator.

Make sure you restart sins after activating the mod.

+2 votes     mod: Sins of the Fallen
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