Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Use the "Baked" version.
Unfortunately, copying in research subjects from another mod will not have the desired effect you want unless they are named exactly as research in my mod. Make an account and let me know what you are trying and I might be able to help you out.
The effects folder does add much of bailknights effects. I believe some of the explosions got backed out due to compatibility with Rebellion but the rest is there.
Copy the GalaxyScenarioDef into the galaxy forge directory for the pack you want to make the map for. Once the map is created place it in the pack's Galaxy folder (create if it doesn't exist). Then edit the galaxy.manifest in the SotF(5) Core(1..1) Reb adding the map entry and increase the count appropriately.
Planet bonuses are typically found when you search for artifacts on planets by purchasing the upgrade, though some bonuses appear on colonization. The artifact mod adds some random capturable units for early game exploration. As the game progresses these artifacts are typically lost.
Thanks, Can't even remember where I learned this scouring the internet... So long ago. I've hit the point where I have forgotten more than I know about Sin's modding.
Sounds like you have a main folder containing the mods folders. You should have several SotF folders to activate for the mod unless you download the Baked version. There is a video if you expand the read me part.
Bonus density modifies stock maps to increase the amount of random artifacts and planet bonuses. Effects adds Bailknights effects and sounds which makes the effects a bit bigger than stock.
It might be you chose a militia or pirates for a race you didn't load. If a militia for Rogue is added then the corresponding Rogue Race mod is needed. If you don't want Rogue as a playable faction then the race mod can be placed below Core in the mod list.
Yes, I'm not real happy with the texture for the available model, but I might still end up putting it in.
Were they both 1.83.35 builds? It will crash if a 1.82.34 is mixed with a 1.82.35.
The order you activated them?
A couple other mods had snuck through in the past. Unless moddb publicly blesses the BSG mod I'm not sure it's worth risking uploading BSG mods here as they'll yank the entire mod page.
I like the idea for the colonial rebels and as I have those models from Coxxon it's doable.
There is no room for more factions. The hard coded limits are nearly exceeded.
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.