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

Comment History  (210 - 240 of 1,272)
ZombiesRus5
ZombiesRus5 Aug 26 2013, 3:52pm replied:

Hope you guys pull it off. It's hard to start back up after taking an extended break sometimes.

+1 vote   mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Aug 26 2013, 11:54am says:

Re-uploading the mod after someone pointed out I picked the wrong zip! oops! I should stop multi-tasking things ;)

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 26 2013, 11:40am replied:

Wow, thanks!

+1 vote   download: Sins of the Fallen: Rebellion.1.52.23 (Full)
ZombiesRus5
ZombiesRus5 Aug 23 2013, 4:19pm replied:

Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Aug 23 2013, 1:19pm replied:

Aye, I'll check it out.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 23 2013, 12:04pm replied:

Plague wasn't nerfed directly. It may be the overall balance has changed with Rebellion. Titan AOE's would be especially dangerous to Plague frigates which affects this race the most.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Aug 21 2013, 9:19pm replied:

My mods version is 1.52.23 (I.e. build 23). It's in the name of the 7z file.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 8:14pm replied:

That is mostly accurate. You should only load one planet though and did you really want to Disable Titans?

Is this 1.52.23 only? not stacked on any previous version (i.e. clean install)?

Can you manually change this file to following to see if it loads. If it doesn't you may have a bad download. You might also delete the EnabledMods.txt and make sure your effects settings aren't Highest/Highest/Highest.

Version 0
enabledModNameCount 3
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 2:35pm replied:

Did you follow the instructions? Also, I found an issue that prevents deactivation from in the game Options->Mod tool. You'll need to delete the EnabledMods.txt to deactivate.

Short of that did you follow the instructions for the "proper" order of activation for normal mod play?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 21 2013, 2:34pm replied:

No. they aren't currently compatible.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 18 2013, 7:12am replied:

Actually now would be a good time to add input on Cylons. We are getting them mechanically sound but haven't addressed balance or economy yet.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 17 2013, 4:10pm replied:

I need to playtest the titan a little more to be comfortable. Releasing patches isn't real fun if it can be avoided.

Kinda got caught up with the cylons eating up my free modding time.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 17 2013, 4:08pm replied:

Any expansion mod (1 that doesn't remove the 3 stock races) faces this problem. On all highest settings Rebellion runs around 1.5-1.6GB RAM according to the developer. Maelstrom is a perfect example of this too.

SOA2 is a total conversion and is able to remove all stock assets- thus avoiding the 2GB ram limit.

My stacking mechanic for races helps avoid the 2GB limit by only loading the factions you like or want in the game that play through. Not loading TEC actually reduces the amount of RAM used.

Any addon can be used. The reason for one planet is two fold. One the 2GB limit makes it tough to add too many new meshes and textures. 2nd- some people like just the stock planets and don't want to be forced to use them. Each planet package adds a little bit different view to the universe. Most people like one of them.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 16 2013, 4:37pm replied:

And sins can be notoriously flaky with mods or without. The first check is RAM utilization when you crash. I crash around 1.7-1.8 GB for some reason even though I have 8 GB or RAM.

There may still be some abilities that cause issues. I try to patch them when I find them, but there's probably still a couple I haven't found.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 16 2013, 4:35pm replied:

The game has a strict 2GB limit and will load things into memory even if they aren't used. So loading all planets when only 1 can be active anyway is not good. Loading races you don't want in the game can reduce ram too.

General rules for activation:
1 and only 1 Planet mod
1 and only 1 Militia mod
0 or more Addons
1 or more Races
1 or none for the Core Flagship
must always activate Core at the end

Your mod order should be.
SotF Planets SinsPlus Reb.QA
SotF Addon Artifacts Reb.QA
SotF Addon Moons Reb.QA
SotF Militia Advent Reb.QA
SotF Race Advent Reb.QA
SotF Race Hypercorp Reb.QA
SotF Race Nephilim Reb.QA
SotF Race Plague Reb.QA
SotF Race Rogue Reb.QA
SotF Race Tec Reb.QA
SotF Race Vasari Reb.QA
SotF Core Flagship Reb.QA
SotF Core Reb.QA

With all this loaded check your effects settings. You may have to go High/Medium/Low or Medium/Medium/Low for detail/effects/bump.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 15 2013, 11:22am says:

Awful quiet on this side of the house.

+8 votes   mod: Dawn of the Reapers
ZombiesRus5
ZombiesRus5 Aug 15 2013, 10:18am replied:

There actually was an anime mod in the works for a while. Unfortunately while cool to think about it didn't materialize even with half a dozen people working on it. Part of it is asset creation. Getting 20 - 30 meshes for an Anime space mod is not easy.

I at least got the Yamato in Sins :P

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 14 2013, 1:27pm replied:

Steam updates your game.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 14 2013, 1:02pm replied:

strong may be a bit of an overstatement. still going... more accurate.

+1 vote   mod: Maelstrom
ZombiesRus5
ZombiesRus5 Aug 13 2013, 8:22pm replied:

You summed it up! It's one reason I changed my versioning so it's obvious when the versions are compatible. I "think" 1.52.21 will mostly work with 1.52.22. The questionable one might be Plague as my version has the updated Titan/Corvette and abilities I'm testing. Unfortunately it doesn't appear NBCU is going to change their stance and my mod would get pulled if I put FoK to download here :(

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 12 2013, 3:10pm replied:

Do as MrPerson say's ;)

Also read the activation instructions included in the mod or in the faq.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 12 2013, 3:09pm replied:

The in game loader is bugged too. You have to restart sins after you activate the mod. I have to do this with SOA2 also.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 8 2013, 9:44pm replied:

RL is a necessity ;) Hope all is going well for you.

+1 vote   mod: Maelstrom
ZombiesRus5
ZombiesRus5 Aug 5 2013, 3:32pm replied:

Running with the developer exe requires setting show errors to false in the rebellion settings file. You'll need to start dev.exe without the mod active. Exist sins. manually change the file. Restart with the mod active.

Not sure why you are playing in the dev.exe though.

+1 vote   article: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 1 2013, 2:19pm replied:

The Cylons are still a major WIP. Almost no balance work has been done with them. Anyone is welcome to pop over to the forums and make their suggestions.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Aug 1 2013, 10:45am replied:

Thanks- a lot of work has been put into this mod.

On the Ragnarock- I'm not sure if that OP status will stay in the long run. It won't be changing real soon though so blast away.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 31 2013, 6:04pm replied:

I also may have found a Titan model for Nephilim. I need to fix some mesh errors on it and Texture it- but it may turn out pretty bad ***.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 31 2013, 6:03pm replied:

Sweet!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 30 2013, 12:54pm replied:

As far as I know you are free to use any models in the mod. Except for some texture work I did they were all created by other BSG fans.

I would ask you not use any of the code, research trees, abilities so any mod you create with those assets is different from what I am doing.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 30 2013, 12:51pm replied:

I agree. It was a concept I thought might be fun. Problem was getting beyond the concept stage. I think Cylons will end up with a similar flavor though. Same for uplifted- I just couldn't get past the initial concept on paper.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Jul 29 2013, 5:03pm replied:

Ah, things I wanted to do but scrubbed due to time. A soft version of the Alliance is in the Trinity version of the mod. I scrubbed it with Rebellion in order to make a more complete mod.

+1 vote   mod: Sins of the Fallen
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