Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I'm not sure why you would be getting that if your following the activation order.
I'm not confident that mod won't get yanked as of yet. One was created last year that was yanked a few weeks later.
New planets. I made these textures on monday and got them in the game today. Trying to get the planets for the twelve colonies completed so I can have their 5 star system map with planets that match up right.
Any modelling program is find as long as it can export to wavefront (obj) or lightwave (lwo). The models have to be imported into XSI to perform all the wiring for Sins regardless of what program the model was created in.
It was a real challenge finishing the Colonial and Cylon factions as the original Sins of the 13th Tribe was less than half complete model wise and had major texture issues on several models outside of the Coxxon variants. There just aren't many good BSG modellers out there due to what NBCU did to the modding community. That said I did get most of the new models and textures from a modeller named Koobalt. In addition I remastered almost all the original models either with new textures or adding in missing turrets or other such details. At this point model/texture wise, FoK is WYSIWYG (what you see is what you get) currently.
And yes the Mercury and Columbia are by far the best as they are Coxxon models. Thor is Koobalt but is very dark unfortunately. The Cygnus, Nova and Valkyrie were untextured when acquired. I painted the Cygnus myself and found base textures to work from for the Nova and Valkyrie. I wish the Nova looked better too but I am a coder by skillset and only hobbyist when it comes to modeling/texturing.
Any new models or models, given permission to use, are always welcome assuming they can be imported error free and within limits (and fit the mod).
It kinda sucks though unless your monitors are seamless as it puts the middle of the game play between the two monitors.
Sure! I'm the only modder for this whole thing, so being open to suggestions is important as it's easy to get tunnel vision.
Activates fine for other people. Might be a bad download which sometimes happens.
Makes me think of something Gonzo would captain.
They were fun to watch!
You can scuttle the moon though. The moons are good way to help the AI survive earlier.
I have a new link up for the compatible version of Fall of Kobol.
You can edit the theme icon sheet to move things around if you really wanted. There's only so much flexibility when modding sins even though I try to find new ways to accomplish unique things.
Not really ;) Might be in the future.
This was a case of mechanics meet reality meet compromises. The original version did indeed have them as recapturable moons but I was having issues with the limitations of the Engine. I might revisit this again at some point to see if any new schemes present themeselves.
minidumbs sound pretty bad!
Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.
The are actually. Each row represents a faction.
Yeah, a lot of the pics are outdated.
This is a problem for almost all mods and the base Sins game too. Some modders tried a solution to autodock strikecraft which somewhat works. I might look at an addon for reduced strikecraft... not sure how I feel about no light carriers.
I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.
Are you restarting Sins of a Solar Empire after activating the mod?
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
Good feedback... I'll look through these and see what I think.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
Thanks! I found the problem after rechecking thanks to your feedback. It should be fixed in a patch to 1.82.34 :)