Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Please read the instructions. You can't only activate core. You must also add at least one race.
You can't combine different mods like that- sorry.
Go here (it's safe) Soase.x90x.net
This site is maintained by a collection of sin's modders- most notably myfist0 from SOA2.
Click on the "Install Mods" tab.
Also has general information on about everything you'd want to know about modding sins.
Also, restart Sins after you activate the mod. There is a well known bug to those of us that have been around Sins mods with the in game mod activator. Games will likely mini-dump in the first 5 minutes if the game is not restarted- most likely due to a modded file not being loaded properly. This does not occur if Sins is restarted with the mod active.
The order of the stacking matters (ALOT).
FAQ: How do you install Sins of the Fallen?
Please read How to install Sins of the Fallen.
enabledModName "SotF Race Nephilim Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Core Reb.QA"
lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.
Jump on the forums to give feedback for Colonial and Cylons.
On the dialogue we are getting new voice work. It just takes some time to pull that together. Though I did get new voice work for the Cylon Titans and the Colonial flattop which was cool. Also Cylons got all new Event voices.
If you have a mic you can always contribute to a ship. The script is on the forum.
Thanks- great feedback.
I've always wanted people to play what I have when possible. I also don't have any other molders or play testers so feedback is where majority of enhancements/fixes come from.
Yes, though I've uploaded a new version of FoK. You can download the partial patch or the full version.
Cylons are being reworked from scratch for their research trees and abilities. I'm allowing them to be playable for help and feedback. That said- I've uploaded a new version of Fall of Kobol that fixes that error as well as some enhancements. Cylons are still very much a work in progress with many features not implemented yet.
Others for Rebellion: E4X, SOA2, Sins of a Galactic Empire, Maelstrom, Stargate Invasion, Star Wars: Requiem...
Lots of old mods have been updated by Rick's Galaxy to Rebellion.
The rich history of these mods are why a lot of the new mods are taking shape. Not too mention all the tools and knowledge that has resulted from these efforts.
Don't use Cylons right now except for militia. Sorry it's not quite obvious unless you are following the forum thread.
I may roll in the explosions and sounds... They changed a lot of the effects around with rebellion so the old effects don't match up quite right now. I've thought about doing like maelstrom and using some of the effects in that package with the fallen races so they can all have unique effects.
Designing and coding research trees is underappreciated. I've done five unique factions now, luckily I found someone to do the Cylon design ;)
From what I recall when moddb re-organized our mods into the expansion groupings they also without authorization converted several to Desura. Maybe they aren't doing that anymore.
You aren't mistaken. The Cylons had the stock vasari tree and abilities. We've been rebuilding them to be a unique faction.
Cylons are still WIP and were released to get help from the community on the Sins forum to finish them up. If you visit the forum and check 1798 for a hotfix.
Note: Cylons have no abilities and dummy research trees until such time as the are filled in. They are playable as militia but not a fully functional faction yet.
No- The mod will work with or without the DLC. The DLC related content will only come into play if you have purchased it.
Lol, I didn't know the music behaved that way. Most of what I've learned about the music tracts have been from you. There isn't really any guides or anything on it.
What country are you?
That's cool anytime we want to reorder music is cool. Could also throw out a small patch.
On the DLC they updated planet and planet bonus files regardless if you had the DLC or not. This release makes the mod fully compatible with both 1.52 and the new DLC code.
There's a few new research with plague and nephilim and plague has a corvette model. Hyper crop has some touched up event sounds to make it sound more like radio static.
I'm hopeful I can get 3 more quality models in play and I'll almost be finished the Rebellion version. I need a Titan for Nephilim and Plague and a corvette for Nephilim. Once these are done I'll be pretty much finished with the main port and can focus on cleaning up a few things.
I've moved away from releases being called R1 or R2. It's now going to be Sins of the Fallen: Rebellion [Rebellion Major Version].[Mod Build Number].
In this case it's Rebellion 1.51 and mod build # 20. The next version of the mod released will likely be Sins of the Fallen: Rebellion 1.52.21 which will reflect the current version of Rebellion 1.52 and the current build of the mod of 21.
In terms of FoK build 20 of the mod here is compatible with build 20 on the forum. (Cylons are still a dysfunctional work in progress).
The in-game mod activation utility is bugged. Maps started immediately after activating the mod will mini-dump in a few minutes.
The solution is to restart Sins after the mod is activated (i.e. the EnabledMods.txt has SOA2 listed). You can also manually edit this file as it is a simple text file and skip the mod activation utility in the game.
Will be curious to see what you've got.
What's your EnabledMods.txt look like? Also, I need to upload a 1.51 compatible version but that shouldn't cause what your seeing.
Hey thanks. It's been a lot of work putting this together.
Pictures like in the bottom window when you click on a ship? I'm pretty sure they either wired to a good picture or a blank picture. Maybe a screenshot would help me understand a bit more if you could.
I was afraid to make the Yamato too big and the size was a decent compromise.
Honestly a full faction from design, asset creation, coding, testing I estimated to be somewhere between a 1000 and 2000 hours depending on the level of work done. This can be reduced somewhat by reuse, templates, finding existing assets, etc. Probably the hardest is the first race.
I'm going to try and upload the 1.51(1.52) compatible version today. Sorry for the delay. I blame RL ;)
Hi, sorry- it's been a while since I posted. The SVN is up to date with Rebellion 1.51(1.52). The new file additions introduced with 1.51 likely cause many issues trying to run the mod with 1.1.