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

Comment History  (150 - 180 of 1,364)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 10:36pm replied:

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.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 5:55pm replied:

Are you restarting Sins after initially activating the mod?

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:34am replied:

Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.

Moddb.com

+1 vote   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:25am replied:

You can click on the Fall of Kobol images on the main moddb page which will take you to here...

Forums.sinsofasolarempire.com

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 22 2014, 5:56pm replied:

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.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:32pm replied:

I'm doing some testing with the LAA enabled exe. It doesn't take much for the mod to exceed 2GB if you aren't careful or even crash as it gets close on non-laa enabled (my system seems to be 1.7 - 1.8 for instability).

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:15pm replied:

Trying to make progress when able. UnassumingWhiteGuy is potentially working on some more voice overs. If we had some more people step up we could probably finish the voice overs for the Colonials.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 19 2014, 9:54am replied:

It was a bit more confusing in the beginning as I refined the approach for activating to be sure.

The first mod to have activations similar to this was Stargate Races. The load time is a bit better when I have everything in BIN format though.

+1 vote   news: Sins of the Fallen: Videos I never knew existed
ZombiesRus5
ZombiesRus5 Dec 17 2014, 3:24pm replied:

This comment mainly shows a lack of understanding of how much effort is required to make a total conversion modification for this game.

+10 votes   mod: Sins of the Prophets
ZombiesRus5
ZombiesRus5 Dec 15 2014, 10:20am replied:

Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.

+1 vote   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 15 2014, 10:03am replied:

The general bug fixes covered a lot of random things like:
Adding tangents to Hypercorp, Plague and Nephilim shield meshes (That was a lot of work)
Fixing string descriptions
Immortality had a bug with Rebellion that got fixed
etc...

+1 vote   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 14 2014, 5:39pm replied:

It's likely running out of memory by loading too much or not having enough RAM. If he's got 64 bit OS he could try the EXE some of the other mods have provided that extends the amount of RAM the game can use.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 14 2014, 12:15pm replied:

What's your enabled mods look like?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 29 2014, 12:54pm replied:

If new models were ever made I would be willing to incorporate them if allowed.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 29 2014, 12:53pm says:

Thanks guys!

+1 vote   news: Sins of the Fallen: November Update
ZombiesRus5
ZombiesRus5 Nov 21 2014, 1:37pm replied:

That's odd, I'm getting a flagship to spawn for cylons. I did find note I need to fix the name/descriptions given to cylon flagships.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:04pm replied:

Welcome!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:04pm replied:

Some of the files that are generated didn't get converted back to BIN in one of the downloads. Functionally they are still the same.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 20 2014, 3:02pm replied:

There is no one making new models at this point for BSG.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 17 2014, 1:16pm replied:

It's in the FAQ

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 17 2014, 11:47am replied:

We've managed to ink a lot out of Sin's modding, but cross mod compatibility is nearly impossible with most mods unless they are minor graphical enhancements.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 17 2014, 11:45am replied:

Figured it was common knowledge at this point.

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 15 2014, 11:30am replied:

It's the last comment in the thread. I didn't update the header.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 14 2014, 11:24am replied:

Check the forum for a quick patch on that.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 14 2014, 10:33am replied:

I'll look at it... for some reason that model keeps getting it's texture fubar'd. It has a really nice texture actually.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:46pm replied:

Not sure how long ago you tried... I have tried to make the activation order more obvious by number the mod parts in the order they should be activated. You don't have to remove other mods you have, just don't try and activate them at the same time.

And there is a known bug with the in-game mod activator that requires you to restart Sins Rebellion after activating or you'll mini-dump shortly after starting a map.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:43pm replied:

Here's what your enabled mods should look like.

Also a new 1.82 compatible version is available for Fall of Kobol (link on the sins forum).

TXT
Version 0
enabledModNameCount 5
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(5) Core(1..1) Reb"

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 26 2014, 8:34am replied:

It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.

The Heavy pirates if it is enabled should send capital ships with pirate raids.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 25 2014, 1:53pm replied:

lol, no. go away.

+2 votes   mod: Sins of the Fallen
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