Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.
Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.
Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.
Yamato shield: should be fixed now internally. Will do some more testing to verify.
Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.
Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.
Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.
Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.
The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.
Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.
I'll look at the colonial defense platform to see if I agree.
Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.
I'll be changing the target conditions for the Plague titan as it's over the top now.
Music is not so much my area and a lot was suggested/provided from other people playing the mod.
Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.
The general bug fixes covered a lot of random things like:
Adding tangents to Hypercorp, Plague and Nephilim shield meshes (That was a lot of work)
Fixing string descriptions
Immortality had a bug with Rebellion that got fixed
It's something wrong on your end I'm afraid. Maybe a bad download or your stacking someone else's mod on top of mine.
I tried clicking inside the red circle and it doesn't do anything!!!
Hopefully he can make all of them for the UNSC so they have a consistent look.
Try gimp. It works really well with basic stuff like this.
I don't know how long it's been that way. It's been a while since I've touched the mod. But, yes that is exactly what I'm talking about.
Great job converting... There are some minor weird issues I've seen though.
Vanilla cube mapped vanilla textures are all offset in the poles. Something change with the vanilla textures???
Washed out Advent Loyalist and Vasari Loyalist Titans (possibly a third IIRC). Looks like you downsized the cl texture and wiped out the team alpha layer.
Going to check out your mod... Been a while since I looked it over ;) I wish I had the time and energy (and motivation) to create custom effects.
This mod does indeed work. All I can say is you didn't spend much time looking on this site for the installation instructions: FAQ on main page, the little read more + above, the feature section, the pdf in the SotF Core folder, linked on both sins forum sites. Unfortunately I can't force people to read this content and the chance you will guess the activation order without bothering to read the instructions is pretty minimal.
Nope, Hunger won't be able to target an animated corpse.
Also, Hunger will kill the ship outright- no chance for an animated corpse to occur as the ship is consumed.
That is interesting. Not sure what is going on exactly. I've been using the same version of 7zip for quite a while now.
Ya, it should be a red X. I've added this to my issues list.
Just to be clear, SotP: CanadaMan7, DotR: Lord_Set, Blood & Chrome (formally) now Fall of Kobol): ZombiesRus5. Obviously I've helped on both sotp and dotr just didn't want to leave the wrong impression.
Maybe so, I suppose we could spend weeks on each model. At 30 models per faction we could maybe done by 2015 or so.
I sorta liked the dirty approach to stuff in space which is why I tried that earlier. But if I don't have to texture it and they end up looking this clean, then by all means continue on ;)
We have too much asteroids with metal and crystal jutting out of them that don't match mass effect. Plus lots of moons is normal in the solar system.
Yep, it's really good for recording the how to videos. Trying to get the settings right for recording game videos.
Nice job. I like the lineup and should be able to touch up the old alliance textures pretty easy since they're already uv-mapped.
Sorry I've been offline. Working nights and sleeping days for the most part this week.
Patch1 and 2 are meant to overlay their respective folders from the base R5. Feel free to PM me if you need more help.
For example, what trouble are you having, activating, playing, etc. Thanks
The gamefront download link appears to have some issue with Chrome. I was able to download today via internet explorer.
Error: Duplicate headers received from server
I forgot to mention I have both the French and German translations for the mod included (French.str, German.str).
These files are built from the latest Diplomacy 1.34 French.str and German.str with msn translation for any SotF specific strings. I apologize if any of the translations are a bit wonky but it's the best I could do with nearly 4,000 strings to translate.
Nice job. I like how this one turned out. I see several of the parts used too :)
You will need to upgrade via Impulse or Steam to the latest Diplomacy 1.34 version to play this mod.
That's simply awesome!
BTW, even with you system specs (mine are just a hair under) the game will dump if it hits 2GB or Ram usage which is likely if all races are enabled and using a large map size. It's a game limitation outside of my control. If you find this happening you may want to save the game and restart with lower graphic settings.
You might have snagged this before I caught the manifest error in the complete version. You can either a) download the mod again. or b) download the entity.manifest in the dropbox link above. This file would replace the one in the SOTF Complete (D) R4 mod folder. Let me know if either resolves your issues.
System specs? Effects Settings?
Does it minidump if you only enable SOTF (D) R4 and SOTF (E) R4?
Does it minidump if you only enable SOTF Transhumans (D) R4 and SOTF Transhumans (E) R4?
Reminds me of Dark City...
I like the much more deadly look of the alliance capitals now. They were to similar to frigates in the original design. Plus these will look bad *** engaging ships on all sides.
The new Titans are around the size of a star base in rebellion, not planet sized.
Well mates... You get ONE frigate factory that has to build every frigate size possible. It looks way worse if one of your cruisers is sticking out through part of your structure.
The metallic will be added in a separate texture sheet with sins, which also includes the specular, lighting and bloom. I think for the color texture it looks good but could maybe be dirtied up some based on some of the game pics I've seen.
A download is pending of the Sol System. I had to make some modifications to use a new texture sheet for the icons, but the end result is pretty good and the icons where generated from a better render.
Ah sorry to hear that. I might be a finish condition when the planet goes neutral. I'll check that out and add it to the Known issues.
lol, conversion and covenant became convenant somehow in my head. I'm fixing that in the mod. Thank you.
What are your system specs?
Would be cool for a fallout mod...
Sure, trust me I'm not criticizing your ideas. Tried very similar things early on while I was trying to figure out what the constraints were.
Also, on the weapon types there are a fixed number so you may want to plan ahead on your distribution. And, while you can change the screen name of the weapon type it can only have one name across all of the races/ships that use that type. This severely limits the ability to differentiate weapons between the races, especially if you have more than three races.
Yes, you could. Existing meshes can be used in multiple places. 7DS does a lot of this by using the same model for it's new races versus adding in new models. I have a couple other options I'm considering for Rogue scouts though. I'm also thinking of using the siege AI type to cause ships to go on more regular raids against players similar to how they like to send siege ships in when you play the AI now.
It's a WIP article, I actually don't have a scout and siege lined up yet. It would be interesting to have the scout/lf combo but I don't think the AI would behave properly.
Looks good, will it be moddable?
No worries! Their economy is going to be driven more by raiding other planets then what they can develop with occupied planets. They will get some income from local planets but more like a protection racket than the full blown taxes the other races get.
They'll also get a very weak black market trading system. A lot more of their income will come from raiding other planets, salvaging, deals with the black market trading system and getting their hands into everyone elses business, and abilities that help drive income.
I like TLA's, voting for option #3 too.
I agree, it reminded me of Matrix too. It will function as a support capital ship.
If you mean people who fanatically dress up like animals then no :(
The uplifted are advanced sentient animals possibly cybernetically enhanced but still very similar to their original form.
I see, nice! But I was thinking Colonizer Capital ship so lots of weapons are still needed :P
Colonizer capitals are my favorite cap ships in Sins, so I want them to be bad *** looking and functional.
The latest version 1.011 was due to a desync issue in multi-player games. It doesn't really affect this mod unless you play multi-player.
I like the other comment you had :)
no doubt, I was excited when I saw it.
Your models are very impressive indeed. I'm looking forward to when you are ready to release it.
Yes, all 1.52 compatible mods will work with or without the DLC.
This mod does use the DLC features- each new race will have the appropriate planet research if the DLC is purchased.
Lol! some weird physics thing I guess. I'm not sure if I can fix it or not.
Yep, just dressed it up with a texture that matched plague.
You can't activate core by itself. You have to have atleast 1 race preceding Core as per the instructions.
Let me know if you are still having issues.
ok... make sure to delete the old content before you unzip it all. I'll look to see how your doing when you post back.
Hmm, two thoughts. You aren't running Rebellion 1.52 or you somehow got a bad download.
Well Cylons are still very much a work in progress. I would recommend only using them as militia and moving the Race below Core so it's not playable as a faction.
Are you following the instructions? Can you post the order you are trying?
So very true...
Aye, thanks. The research tree is slowly being worked on. I do appreciate pointing things out like this though. Please feel free to hop on the sins forum to help out. The moddb pages sorta suk ;)
1.51.20 or 1.52.21?
What version do you have?
It is possible. I may consider making a small addon for No Titans and No Superweapons.
If you can run vanilla on higher affects you should be able to run just Vasari and Core as this won't add much in terms of memory utilization.
I'm wondering if you hit the first run mini-dump using the in game mod activator.
Make sure you restart sins after activating the mod.
Please read the instructions. You can't only activate core. You must also add at least one race.
You can't combine different mods like that- sorry.
Go here (it's safe) Soase.x90x.net
This site is maintained by a collection of sin's modders- most notably myfist0 from SOA2.
Click on the "Install Mods" tab.
Also has general information on about everything you'd want to know about modding sins.
Also, restart Sins after you activate the mod. There is a well known bug to those of us that have been around Sins mods with the in game mod activator. Games will likely mini-dump in the first 5 minutes if the game is not restarted- most likely due to a modded file not being loaded properly. This does not occur if Sins is restarted with the mod active.
The order of the stacking matters (ALOT).
FAQ: How do you install Sins of the Fallen?
Please read How to install Sins of the Fallen.
enabledModName "SotF Race Nephilim Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Core Reb.QA"
lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.
Jump on the forums to give feedback for Colonial and Cylons.
On the dialogue we are getting new voice work. It just takes some time to pull that together. Though I did get new voice work for the Cylon Titans and the Colonial flattop which was cool. Also Cylons got all new Event voices.
If you have a mic you can always contribute to a ship. The script is on the forum.
Thanks- great feedback.
I've always wanted people to play what I have when possible. I also don't have any other molders or play testers so feedback is where majority of enhancements/fixes come from.
Yes, though I've uploaded a new version of FoK. You can download the partial patch or the full version.
Cylons are being reworked from scratch for their research trees and abilities. I'm allowing them to be playable for help and feedback. That said- I've uploaded a new version of Fall of Kobol that fixes that error as well as some enhancements. Cylons are still very much a work in progress with many features not implemented yet.
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 ;)
Mainly was cross posting to tease Unikraken with a bit of tit for tat ;)
Can we get the mod uploaded?