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

Comment History  (180 - 210 of 1,185)
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
ZombiesRus5
ZombiesRus5 Jun 30 2013, 11:03pm replied:

What country are you?

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 29 2013, 7:05am replied:

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.

+2 votes     download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Jun 28 2013, 4:30pm replied:

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.

+4 votes     download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Jun 28 2013, 3:29pm says:

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).

+2 votes     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 28 2013, 12:32pm replied:

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.

+2 votes     mod: Star Trek: Sacrifice of Angels 2
ZombiesRus5
ZombiesRus5 Jun 28 2013, 11:04am replied:

Will be curious to see what you've got.

+1 vote     mod: Sins of the Terran Empire
ZombiesRus5
ZombiesRus5 Jun 28 2013, 10:14am replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 28 2013, 10:13am replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 28 2013, 10:00am replied:

I'm going to try and upload the 1.51(1.52) compatible version today. Sorry for the delay. I blame RL ;)

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 28 2013, 9:59am replied:

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.

+1 vote     mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jun 27 2013, 4:19pm replied:

Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.

+1 vote     article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 4:32pm replied:

overestimated? You think you'll complete in less than a month?

+1 vote     article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 11:20am says:

1 month for just pictures and soundtrack right?

+1 vote     article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 10:54am replied:

Interest is always high until requests for actual work start up.

+2 votes     mod: Sins of a Galactic Empire
ZombiesRus5
ZombiesRus5 Jun 25 2013, 9:13pm replied:

I feel your pain doing 5 factions all by my lonesome. I'm making the community chip in if they want the Cylons finished.

+2 votes     mod: Sins of a Galactic Empire
ZombiesRus5
ZombiesRus5 Jun 25 2013, 3:21pm replied:

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.

+1 vote     media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 25 2013, 2:58pm replied:

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.

+1 vote     media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 11:18pm replied:

Agreed, I'm doubtful this dubious concept will work.

+1 vote     media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 3:18pm replied:

Huh? Capital ships aren't titans.

+1 vote     media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 12:31pm replied:

How do you plan to prevent building more than one?

+2 votes     media: New Icons WIP
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