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

Comment History  (180 - 210 of 1,346)
ZombiesRus5
ZombiesRus5 Dec 3 2013, 11:37am replied:

Sorry. That was me. Didn't see I was logged off on my phone

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 2 2013, 11:11am replied:

My mod is only compatible with the parts I release. Stacking mods generally won't work unless they are very minor changes that won't conflict with the base mod which almost never happens.

Alien ships can be captured with every factions Colonizer Frigate. Right now they are just supped up beaters. I have some ideas for real alien artifacts that will upgrade your capital ships. One of the things I plan to work on next year ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 2 2013, 11:09am replied:

Thanks again- I'll look into these.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 2 2013, 11:08am replied:

Thanks- good feedback. I'll look at the balance of Rogue. I also fixed the Belial Spawn- hadn't noticed that until you pointed it out.

I'm not sure on the desync. It might help if when I convert the mod to BIN format which I will likely do after I get Nephilim finished up.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 2 2013, 11:06am replied:

I tried finding the original... unfortunately I didn't appear to save it :(

You might try searching for nanites for similar type pics.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 25 2013, 1:28pm replied:

Sent some stuff your way to look at.

+4 votes   mod: Stargate Invasion
ZombiesRus5
ZombiesRus5 Nov 23 2013, 11:55am replied:

Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.2 (Patch)
ZombiesRus5
ZombiesRus5 Nov 23 2013, 11:54am replied:

The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.2 (Patch)
ZombiesRus5
ZombiesRus5 Nov 22 2013, 10:37am replied:

Looks like we are close :P The new random events kinda put a kink into all the mods- even worse for total conversions.

+5 votes   mod: Stargate Invasion
ZombiesRus5
ZombiesRus5 Nov 22 2013, 4:13am replied:

Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(

I'm working on a patch for it and a couple other issues.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.1 (Patch Version)
ZombiesRus5
ZombiesRus5 Nov 19 2013, 11:23pm replied:

She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.

+1 vote   media: Kick'n it with my Blue Arcadia
ZombiesRus5
ZombiesRus5 Nov 18 2013, 11:52pm says:

The game will probably mini-dump right now if a neutron star spawns (due to the last mini-patch stardock put out). I'm working on a patch- just got caught between making other changes/fixes.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 17 2013, 3:04pm replied:

I spent a day reducing a model that I think will look pretty good with Nephilim as a Titan. Now I need to design some abilities.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 15 2013, 9:40am replied:

Besides loving the SGI mod- that model is very spectacular. That said, it is a very recognizable Stargate model and I'm not sure if I want to use it for that reason.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 14 2013, 10:30am replied:

Put one up today for authorization :)

Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 8:18pm replied:

So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:39pm replied:

BTW 3 hours in a MP game is pretty nice to hear :P

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:10pm replied:

As it sounds like the AI can still research even if the DLC ID isn't valid :-/ I'm adding a dummy pre-req no faction has to prevent them from actually researching the technology.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 12:01pm replied:

I'll take a look at that. It really should prevent everyone from building Super Weapons, but maybe the AI found a way around it or I missed a faction. I'm also asking stardock a question about the DLC ID which is how I'm doing this.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5
ZombiesRus5 Nov 13 2013, 11:55am replied:

I want to finish Nephilim. Unfortunately I am asset poor at the moment. If there is another Sins mod that has a model you think might work as a Titan for Nephilim- let me know. I've helped out most mods and might be able to get permission for a one off model that doesn't compete with their work.

I do have something in mind for Nephilim corvettes so I'm ok in that regard.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 8:47pm replied:

I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 5:41pm replied:

Only if you get the DLC. I added in the open rebellion event for all factions that spawns faction specific ships at the owners gravity well if overtaken by culture.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 5:40pm replied:

I hopefully fixed all the texture file issues I knew of.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 12 2013, 12:49pm replied:

Great, thanks for letting me know. I'll put a new build up today.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 6:11pm replied:

It's just textures so save games still "should" work...

You never know though with the wacky wonderful world of modding sins! ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 3:27pm replied:

Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.

Mediafire.com

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 11 2013, 9:12am replied:

Yeah, sorry about all this. I tried doing some more optimizations of textures and got caught with some interesting DDS issues. Namely the file needs to be multiples of 4 on the width and height to compress correctly. Further there was one file pirateray_2.dds that got corrupted and generated some DDS error that I'm assuming was crashing the game. Then other domino problems I won't mention...

Anyways, I learned something new to look out for in the future ;)

Hope to get a fixed build up tonight or tomorrow :)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:59pm says:

Sorry guys, found a graphical error with several optimized dds files (one of which caused a fatal error).

I'll upload a new version when I get it sorted.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:33pm replied:

Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 11:16pm replied:

What are the white boxes on specifically.

And I found the issue with the relationship screen which shouldn't cause any issues but will be fixed in the next build.

+1 vote   mod: Sins of the Fallen
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