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

Comment History  (180 - 210 of 1,205)
ZombiesRus5
ZombiesRus5 Jul 22 2013, 5:04pm replied:

ok... make sure to delete the old content before you unzip it all. I'll look to see how your doing when you post back.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 21 2013, 10:16pm replied:

Hmm, two thoughts. You aren't running Rebellion 1.52 or you somehow got a bad download.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:54pm replied:

Well Cylons are still very much a work in progress. I would recommend only using them as militia and moving the Race below Core so it's not playable as a faction.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

Are you following the instructions? Can you post the order you are trying?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

So very true...

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 9:53pm replied:

Aye, thanks. The research tree is slowly being worked on. I do appreciate pointing things out like this though. Please feel free to hop on the sins forum to help out. The moddb pages sorta suk ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 20 2013, 10:24am replied:

1.51.20 or 1.52.21?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 19 2013, 10:20pm replied:

What version do you have?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 19 2013, 2:40pm replied:

It is possible. I may consider making a small addon for No Titans and No Superweapons.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 17 2013, 12:17pm replied:

If you can run vanilla on higher affects you should be able to run just Vasari and Core as this won't add much in terms of memory utilization.

I'm wondering if you hit the first run mini-dump using the in game mod activator.

Make sure you restart sins after activating the mod.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 16 2013, 8:08am replied:

Please read the instructions. You can't only activate core. You must also add at least one race.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 16 2013, 1:54am replied:

You can't combine different mods like that- sorry.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 15 2013, 11:22pm replied:

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.

+1 vote   mod: Star Wars: Ascendancy
ZombiesRus5
ZombiesRus5 Jul 15 2013, 6:04pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 15 2013, 5:54pm replied:

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.

Moddb.com

Small Example:
TXT
Version 0
enabledModNameCount 3
enabledModName "SotF Race Nephilim Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Core Reb.QA"

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 15 2013, 1:26pm replied:

lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Jul 15 2013, 12:10pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 15 2013, 11:07am replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 12 2013, 4:15pm replied:

Yes, though I've uploaded a new version of FoK. You can download the partial patch or the full version.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 12 2013, 4:15pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 8 2013, 11:31am replied:

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.

+4 votes   mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Jul 5 2013, 9:59am replied:

Don't use Cylons right now except for militia. Sorry it's not quite obvious unless you are following the forum thread.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 5 2013, 9:58am replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 3 2013, 9:03pm replied:

Designing and coding research trees is underappreciated. I've done five unique factions now, luckily I found someone to do the Cylon design ;)

+5 votes   mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Jul 3 2013, 12:40pm replied:

Thanks!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 3 2013, 12:34pm replied:

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.

+2 votes   download: Enhanced 4X Mod 1.6
ZombiesRus5
ZombiesRus5 Jul 1 2013, 3:10pm replied:

You aren't mistaken. The Cylons had the stock vasari tree and abilities. We've been rebuilding them to be a unique faction.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 1 2013, 2:09pm replied:

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.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 1 2013, 2:07pm replied:

No- The mod will work with or without the DLC. The DLC related content will only come into play if you have purchased it.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 1 2013, 12:57pm replied:

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.

+1 vote   mod: Sins of the Fallen
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