Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
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.
Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.
overestimated? You think you'll complete in less than a month?
1 month for just pictures and soundtrack right?
Interest is always high until requests for actual work start up.
I feel your pain doing 5 factions all by my lonesome. I'm making the community chip in if they want the Cylons finished.
Hero ships currently require a semi-complicated set of abilities and buffs to ensure only one of said unit is created. I built the initial version of this for Maelstrom to use and E4X expanded it to more of what you want. I would investigate the E4X mod if you interested in pursuing this further.
I sense you haven't done much actual modding with Sins yet. You might want to read up on the forums and start looking at mods that do similar things to what you want.
Agreed, I'm doubtful this dubious concept will work.
Huh? Capital ships aren't titans.
How do you plan to prevent building more than one?