Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
This community has also done a stellar job supporting all the major Sins of a Solar Empire modifications over the last several years. It's really awesome to see the support we have received from this community.
Hypercorp and Rogue are both Transhuman factions originating from Earth (Lore: Moddb.com). Hypercorp is more about corporate contracts and technological advancements (http://www.moddb.com/mods/sins-of-the-fallen/features/hypercorp-race). Rogues are more about cybernetic enhancements, piracy and general scurvy behavior (http://www.moddb.com/mods/sins-of-the-fallen/features/rogue-trader-race).
Nephilim is widely believed to be offspring of an Angelic species while Plague may be offspring of a demonic species (http://www.moddb.com/mods/sins-of-the-fallen/news/welcome-to-sins-of-the-fallen).
It's probably time to rewrite and organize the Lore some ;)
By the general definition it is a complete modification. The main factions Plague, Nephilim, Rogue and Hypercorp are fully realized and the companion Fall of Kobol is as well.
I do however make enhancements and bug fixes as time permits and have some goals for extending several of the addons.
Each faction has custom models, UI, research trees, icons, etc. Plague and Nephilim have custom dialogue, while hypercorp and rogue make use of several stock dialogue sounds. Voice dialogue is by far the hardest ,in my opinion, for a single modder to handle. Fortunately for Fall of Kobol I had some help for a while with the scripting of the dialogue and completion of the Cylon voice dialogue. The Colonial however is still needing recording done by volunteers.
I'd also like to do work making more custom particle effects to for each faction but haven't quite had the time to figure that out myself. The current custom particle effects were made for me by a chap named Syneptus early on for Plague and Nephilim or the effects addon adds some of Bailknight's effects to the mod.
The cool thing with this mod is the main custom factions (Plague, Nephilim, Rogue and Hypercorp) are my own creation with only Rogue and Hypercorp loosely based on the RPG game called Eclipse Phase.
Thanks Piemanlives... It's somewhat frustrating the ingame activation has so many issues.
Gul-dukat(tech) made an awesome video on how to activate the mod avoiding many of the issues you described.
I also updated my installation instructions to include the video.
I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.
If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.
When a mod crashes like that you will need to go into the 1.82 mod directory where you installed the mod and delete the EnabledMods.txt file which will disable any mod causing you issues.
You should only have one militia but that should cause a mini-dump. What is your checksum? What are your system specs?
I did the same activation in the same order you have listed above and it worked ok. I'll try deactivating the DLC's on my end and see what happens.
If you check back, let me know the answer on those two questions.
It sounds better when you do it ;)
Not that I'm aware of. There was a problem showing an older Plague background if colonial and plague were loaded together. Can't recall if that is just fixed internally or in the last build.
Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.
You can add the Rogue after Core if you don't want the race selectable, but the assets need to be loaded.
I also added the Baked (Single Folder Version) for folks that wanted to try the main mod without all the configurable options.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
They are from other mods or unfinished work so not available for downloading.
Do you have an onboard graphics option on your motherboard? Is it disabled?
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.
I agree on Full Colors... I'm redesigning that research now.
That is pretty odd for sure. I've never had the mod hang my system. Are you running on 64bit or 32bit?
I have a couple of minor suggestions for Armada III :)
1) Move the info card to the bottom of the game window. You have a few research tree items that you can't fully read because they display directly next to the Research window. PM or reply to me here if you are interested in this and I'll lookup how I did it.
2) Change the zoom distance on your ships to not allow zooming in all the way. I know some players like having that option but it causes a few minor issues. The first being some models become see through because the zoom is far too close when rotating the camera. The second is some textures look better from a distance allowing for better immersion in my opinion. Players can still move closer to some ships with the arrow keys if necessary.
Delete or edit the EnabledMods.txt file. Or create a bat file on your desktop that does the same thing.
It's as safe as what you are downloading from moddb as I'm the originator of the source for both. It's also why I don't include any exe's or self installers. The only thing in the 7z is the mod files.
See comment below...
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.
I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.
Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.
BSG cannot be uploaded to moddb due to restrictions. It's only available from the file share I upload it to. I would only recommend downloading the mod from fileshares I have uploaded to though. For whatever reason the mod ends up on dozens of fileshares I never uploaded into.
You need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.
Are you restarting Sins after initially activating the mod?
Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.
You can click on the Fall of Kobol images on the main moddb page which will take you to here...
What Titan are you trying to build. Are you sure it's Arbitrate Tariff because no Titan is tied to that research. That research is for an Envoy ability.
I also can build both TEC Titans with the mod enabled with no issues. Response back and let me know specifically which Titan you may be having issues with.