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

Comment History  (210 - 240 of 1,364)
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
ZombiesRus5
ZombiesRus5 Nov 10 2013, 6:19pm replied:

I will check the diplomacy screen... I converted some more resources to *.dds which requires image sizes to be multiples of 8. If this was not it could be all white.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 6:18pm replied:

I download a fresh 7z from moddb and am not seeing the folder issues. My suggestion is to try re-downloading the mod as this looks to be a corrupted download.

BTW- what was the checksum for the 7z you downloaded?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 10 2013, 5:03pm replied:

I'll have to download the mod from moddb. Obviously- it's not this way at all on my local version. Moddb had a tendency to corrupt our uploads for some reason :(

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 9 2013, 9:44pm replied:

Build 26 for 1.52 will likely crash with 1.8 (especially if you have the DLC). I've uploaded build 27 for 1.8 here on moddb- it's just pending authorization which could take a day or so as it's the weekend.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 8 2013, 8:39am replied:

It's still possible your running out of memory or hitting a Sins limit.

What parts of the mod are you enabling?
What are your new effects settings?

+1 vote   feature: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 10:49pm replied:

So far yeah... I was only able to give them a cursory listen though... been busy as you can imagine.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 10:46pm replied:

Yeah, chances are with the DLC it will dump due to trying to find the new random event entity files which wouldn't be referenced.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Nov 7 2013, 8:14pm replied:

Cool, I'm hoping to get a patch for the new DLC and 1.8 this weekend.

I copied in the music changes you sent me ;)

+1 vote   mod: Sins of the Fallen
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