Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.
Hypercorp and Rogue are both Transhuman factions originating from Earth (Lore: Moddb.com). Hypercorp is more about corporate contracts and technological advancements (http://www.moddb.com/mods/sins-of-the-fallen/features/hypercorp-race). Rogues are more about cybernetic enhancements, piracy and general scurvy behavior (http://www.moddb.com/mods/sins-of-the-fallen/features/rogue-trader-race).
Nephilim is widely believed to be offspring of an Angelic species while Plague may be offspring of a demonic species (http://www.moddb.com/mods/sins-of-the-fallen/news/welcome-to-sins-of-the-fallen).
It's probably time to rewrite and organize the Lore some ;)
Thanks Piemanlives... It's somewhat frustrating the ingame activation has so many issues.
Gul-dukat(tech) made an awesome video on how to activate the mod avoiding many of the issues you described.
I also updated my installation instructions to include the video.
When a mod crashes like that you will need to go into the 1.82 mod directory where you installed the mod and delete the EnabledMods.txt file which will disable any mod causing you issues.
You should only have one militia but that should cause a mini-dump. What is your checksum? What are your system specs?
I did the same activation in the same order you have listed above and it worked ok. I'll try deactivating the DLC's on my end and see what happens.
If you check back, let me know the answer on those two questions.
Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.
You can add the Rogue after Core if you don't want the race selectable, but the assets need to be loaded.
I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.
Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.
You need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.
Are you restarting Sins after initially activating the mod?
Yes. There will be a patch.
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.
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.
that sucks moddb ate my comment :(
Short story ;)
The effects explosions aren't in.
6 fallen races include Plague, Nephilim, Rogue, Hypercorp, Colonial and Cylon. It's really 9 total races when you count Advent, TEC and Vasari which have some custom modding too.
Just watch out for the hard coded mesh limit.
That looks an awful like the vanilla terran texture (pre last rebellion update) ;)
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.
This seems like an odd choice for a sins mod- but I wish you luck.
Nope, UI is fixed.
Here's a small hotfix (3 files).
It looks like Tech Loyalist/Rebel and Vasari Rebel have the old code in place that is causing the issue.
****, I backed the changes out that caused that in the code, but my build process decided the files were older so it's looking for factions logic. I'll have to put out a hot fix.
No it doesn't.
No there is not a poly limit by ship type. This is all perpetuated by early modders of sins, but they didn't really know what the engine could handle. The only poly limit is imposed by what the convert xsi tool can handle which is higher than most models will hit.
The Vasari Corvette is upwards of 6k triangles btw.
Why? it doesn't really matter.
Yes. From the read more + above:
"Is Rogue compatible with Fall of Kobol?
Yes, In fact I included them in the download available of the Sins forum so you only have to download from there if you want Fall of Kobol. The download on moddb will not include any of Fall of Kobol."
It has a giant gun, multiple target missiles, and heavily active defenses with the Rotating Asteroid Defense and reflective shielding.
Rogue traders are the Cyber pirates in Transhumans. The other menu is for my BSG colonials and cylons. I've renamed it to Fall of Kobol to fit my mod and distance it from blood and chrome.
Yep, Hypercorp and Rogue Traders are the Transhuman factions.
Thanks, the three of us are teaming up really well.
Wait until you see pink ;)
What's funny is watch the ME 3 space battle. You'll get ships with no exhaust, ships with small exhaust trails, and ships with big exhaust trails like above. And that's from a professional shop getting paid.
But ya, we haven't decided on scale yet so like a fine wine it may taste a bit like vinegar starting out.
In sins all engines glow team colored
Ok guys... Cooler whores are fun... But let's cut down on the excessive downvoating ;)
Baked is a simplified single mod folder version of the mod. Some people have problems with the multiple stacking options, so this is a compromise for those.
The stacking basically allows me to add more content than the game can actually support memory wise as well as including different addons I fancy creating.
Hmm, structurally there's not much difference between this texture and the former. So I'm a bit confused how you think there is more detail in this one.
I agree... I've been playing the Rebellion Beta too. Other than breaking down the new modding capabilities into my Eclipse tool, I'm not real interested in modding it yet. I'd rather have some fun with it and let things settle in a bit. There's always time to mod rebellion later this year.
The focus right now is getting what I have done as polished as I can for Diplomacy. I'm not adding any more new features, so the emphasis is on getting this as close to done as I can for a mod. I've already made a couple tweaks internally based on some feedback from this release.
Percent complete shouldn't really be put out like this. It's somewhat confusing as this number isn't accurate for Cerberus as a whole.
Sorry, not going to write a book every time a game shot is posted. Buy Sins of a Solar Empire so you know what we are referring to.
The home planet is in my newer version that's not released.
I used Camtasia to record the video and then compressed it down some more so it could fit on moddb. The full recording is 3.7 gig uncompressed.
And yes, I mean per launch. Sins loads all the assets up front when you launch a game so the first one is slow, but as you stated if you start a new game after the first launch it's very fast.
Interesting... You have the latest version of 7zip?
I'll follow just because I like the name ;)
This is more a pirate based faction so a little over the top is ok IMO. The sins pirates have frik'n billboards on them, lol. I spent a lot of time on my arcadia's and wanted to see them in the game. I'm pretty happy with the end result.
I think that's correct, though I haven't played Freelancer personally. SolCommand gave permission for his models and textured to be used, they were quite likely used in other mods too. I know he's also recently done some work for various games.
I hear you on the textures. I wasn't really sure if I like the overall look or not when I initially did them. But, they've kinda grown on me. I actually have a different variation of this that's sorta more steam punkish.
I also had to make certain compromises and decisions when it came to textures as outside of the rogue faction ships by SolCommand I've textured everything myself. Basically, I had to make a decision at some point if I wanted to create a mod could I fill in the gaps that I couldn't get help from others to do with textures (especially consistent) being the most difficult to come by.
Nice model. Hopefully it's poly count isn't too high for Sins.
Some textures would be nice.
Nice menu setup, agree on the clean and simple approach.
Sins does not support moving turrets. The most you can get is particle effects with some texture animation which doesn't work well for turrets.
We will be using this approach for the Mass Relays though.
Holy crap... That has to be the fastest download authorization I've ever had :P
I see what you guys mean... A quick google search pulled these up.
That is good feedback and very specific. I think I know the issue as a missing quest. I'll take a look and see if I can get a fix ready.
Should be fixed now.
Thanks much. It's my favorite race too as you can imagine :P
Capital ships in vanilla sins take up 1 capital command point and 50 fleet supply points. The fleet supply is configurable while the capital command point is not.
I asked this in one of the images, but it's probably more appropriate here.
Have you given a thought to ship roles yet?
At a minimum you will need to designate which ships performs the Scout and colonizer roles. The scout is required or the AI never leaves it's homeworld. The colonizer is required to make sure the AI does a sufficient job at expanding.
I'm also still of the opinion the Normandy SR-2 and SR-3 should be capital ships. Not so much that they are large vessels, but they should be more unique and not spammed. While this would take a capital ship slot the fleet supply could be less than the larger capital ships (which might become Titan class with Rebellion).
This would round out your capital ship selection and leave you filling the frigate/cruiser roles.
Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...
I have considered allowing this so Moons could be moved to a more tactical location prior to deploying. I can suspend disbelief long enough for that to happen. However, having moving moons with orbital based weapons would look really odd as it chases ships around the gravity well :P I'm not sure I could suspend disbelief as much watching that occur.
Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...
I think it could us an exhaust port in the rear.
Ah, makes sense. I uploaded them together then changed the name.
A new name huh :P I can't keep track of all your name changes ;)
Sure, just send them to the email I used previously. The models won't be used or shared with anyone outside of this mod.
Do you have the Sin's export script for 3ds MAX?
Couple thoughts here...
It might be good to test import a few of your models to make sure you don't have any incompatibility with Sins (Vertex errors, Duplicate Points, Open areas, etc). Also, some modeling styles that work in other games seem to cause issues in Sins. The star trek mod ran into this importing custom models originally created for Homeworld.
Additionally, I'm not sure what poly counts you are working towards but here is a general guide a lot of mods use. It's not absolute but a good idea to work towards. I do have a few models in the various categories that exceed this too.
# Fighters: < 1k tri
# Frigates: < 3k tri
# Cruisers: < 5k tri
# Capitalships: < 12k tri
Really nice. I also see you received the models I sent based on the description, so that's cool.
Quick question. Have you imported any of your models into Sins yet?
I've had to use Internet Explorer and click on the mirrors. There seems to be a problem with moddb right now.
The Psi Capital Colony ship has something similar as it's ultimate ability. And yes it would be very simple to setup and would reflect the theme of this facility in a way Sins could handle.
It definately could work as a research station. You will need at a minimum one Civilian and one Military research lab for the research tree's to work right.
I would add a high tier 5or6+ researchable ability "Lazarus Project". The ability "Lazarus Project" is capable of resurrecting key personal from previously destroyed capital ships. Maybe make it require a credit/resource cost for balance purposes.
The ability works by targetting a capital ship of the same type that was previously destroyed. All lost experience is immediately recoverred after using this ability.
"Definitely different, but then different is always good in my opinion. "
There's definately some inspiration there.
It's a good question really. The screen shot referenced is really my development build. I haven't really decided how I'm going to package up the final mod. It would be much easier for to release all the races as mini-mods and provide bridge mods to play the together as you want. But of course this makes it more complicated for users to understand. The flip side requires a lot of effort on my part to combine the pieces together.
I will most likely release a mod that combines all the races as a showcase type mod. I'll just have to see when it's finished if it is viable or not for the Sins engine.
If you look at the image that proceeds this you'll notice that each race is it's own mod. Besides being much easier to test it allows me to mix and match how the races are combined. The top mod Fallen Complete is a bridging mod similar to the DS and SinsPlus addons and does the work to combine the individual mods together. I have similar bridge mods for Sins of the Fallen and Transhuman which both add the 3 races associated.
The number of combinations are only limited by the desire to build the bridge mod. I think it works out to around 20 different 3 fallen race combinations.
I will continue to support a DS compatible version Sins of the Fallen. And will most likely add a Transhuman DS version.
It will be, but not yet. I received these models after my previous build was ready. I am working on a new build now which the new Tech, Advent and Vasari Destroyers will be in. But, I'm not sure when I'll be ready for a public release.
This will be for Transhuman.
I so want this model ;)
I'm helping Genocyber setup his DEVELOPMENT environment. We understand this is too complicated for most gamers which is not the intent. With Genocyber having this setup his team can better test and troubleshoot each race independently of the other. The final version will be one mod as expected.
True, soon is relative. I've learned not to give dates ;)
Ok, I don't have trinity so there might be some minor differences between that build and diplomacy.
I also missed some fleet supply files when I was doing some rebalancing with DS. I also need to update the capital ship slots as well. I'll get a new build out for the addon soon.
Cool! I'm glad you figured it out. I set these up as a stacking bridge mod so you don't have to download massive amounts of data. Plus Distant Stars and Sins of the Fallen still remain playable standalone mods.
It has some more polish and some bug fixes, but is pretty close to what you and Malanthor helped test. Thanks a bunch to both of you BTW. I'm still poring through both of your guy's feedback (and still need more ;)
It will go Diplomacy, I just want to work out the kinks and then figure out how to manage pacts which really suck to mod currently since they are limited to 18 max pacts!
Thanks! it does have some nice polish in some areas, but there is still a lot to do, plus fix the issues :)
No. This is only for Diplomacy 1.2 and will not work with previous versions.
All the races together will probably only be for Diplomacy with some form of TSOP and my own memory modifications and the last two mentioned are for a separate mod.
Yes! it will be a fully playable race including abilities, research trees, and icons. I don't have any voice scripting made yet so I'm not sure what I'll do in that regard.
I'm changing this to a frigate class and smaller vessel.
It's based off of Azrael's symbol from some Angel research I did...
Ok, I need to add weapon points to this thing now. 56 weapon points alone just for the missles, this will look sweat firing in game :P
I'm sorry, I like all of them ;)
You are probably right. I never played Freelancer, but I believe some of SolCommands models are used there. I'm the first one to seek permission to include some of his work in Sins though.
Any textures yet? Did fred ever come through on Can-O-Worms' model?
Yes, it looks the same on both sides.
I agree. I spent a lot of time researching the Nephilim and Plague races to come up with the names and abilities and fitting it with there relative themes. I really want a unique third race but coming up with the background lore and theme you can draw from is a difficult process.
Good idea, but I'm pretty sure that lab type is controlled by role. Code.google.com
I think you had some other comments before the awesome noing :P I must have caught them before an edit. Any suggestions are welcome!
I agree fedled, nice job on this one! The default texture I applied to this one layed out very easily and looks great.
So out of curiosity... what were your plans for simulating a campaign?
I had assumed it would possibly be some timed events within a series of maps to play through to fit with your story line. It does stink though that sins doesn't have a moddable campaign though.
Ok, cool. Assuming it's a print screen from the game... When you hit print screen from the game it exports into RGBA. When I open into a program like GIMP I have to remove the Alpha channel to see the actual texture. However, I just open the screen prints in good ole' Windows Paint and then save to jpg as it is less steps for me to post a screen shot.
Freeze model is slightly different from freeze all transforms. You should do both, but the latter is required after scaling, rotating or translating the mesh. Make sure you only have the mesh selected too when you freeze all transforms or null points will shift when you start adding those in.
I received the models.
And the good news is the problem is what I originally asked. "Did you freeze all transforms...?"
Here is your model I imported no changes. Dl.dropbox.com
Here is your model after freezing all transforms.
There is an easy sign if you haven't frozen the transforms yet as the scale will not read 1, 1, 1. I've added "Freeze All Transforms" to a custom menu for easy access, but selecting Transform will get you there too. Dl.dropbox.com
odd... well, I like ruling out the obvious first whenever I approach a problem. I haven't seen any pizza results like this either so I'm sorta at a loss. I see you have another modeller on your team, hopefully he has some experience importing into sins and can help you out. If not, you can message me a link to the xsi scene and I can take a look. I've had some success helping people with other issues in the past (on the sins forum) and wouldn't mind seeing if I can possibly help you and your impressive mod out.
Hi and thanks for the interest!
No problem... There was some symbols in the automated translation that will be cleaned out in the next release. Alternatively you could open the str file and search/replace them out in the meantime. The core/vanilla parts should be good though :P
I know some of you play FoK and only comment here so I'll throw this out for comment here too.
I have a working framework for the Resurrection Hub (private build only).
The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.
The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.
Now the question is: what should happen when a ship in range of resurrection dies?
1 Always spawn a clone of the ship at the resurrection hub.
2 Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
3 Spawn a clone x% of the time at the resurrection hub.
4 Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
5 Earn credits representing the uploaded cylons.
6 Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
7 Other community ideas?
I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
Some have said this!
I've had that happen to me occasionally on this site.
Unfortunately the player setup screen from ironclad is a mess to mod. It's fixed to the first THREE factions you can select in the game. If you add a 4th faction their picture is not displayed.
We got around this by adding pictures of the other faction in the same image file as the first three. So... if you don't activate TEC, Vasari and Advent then it's following the next active which is probably Hypercorp/Psicorp thus the same images.
What I'll need to do to make it more like diplomacy is ensure all loyalists are selectable first, then rebels. This way the picture groups will be spaced out better.
Hope that made sense, or you can tell I have a way to make it better ;)
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.
TEC militia are the default when an optional militia override isn't set.
How are you going about re-installing. Steam should either have you on 1.52.4792 or 1.79.xxxx for the Beta.
I used some event sounds someone generated to add a "radio" effect. They are a lot harsh. I'm applying my own filter and will tone them back down to normal. Also, you can use the old Hypercorp from build 21 if you want in the meantime.
My mod version is 1.52.23 (i.e. 1.52 compatible, build 23). Sins current versions are 1.52.xxx and 1.79.xxx (Beta). You should be fine.
Thanks. I think I know what may have happened. I'll check it out.
The new core is compatible with the 1.52.23 Colonial and Cylon mods.
The only real strategy you're going to experience with sins is against another human player. In these games it's extremely challenging trying to out think your opponent and applying different strategies and tactics.
Against the AI... it's just a roleplaying game you can have fun with. Once you decide to win the game you just take advantage of the AI predictability.
Hope you guys pull it off. It's hard to start back up after taking an extended break sometimes.
Re-uploading the mod after someone pointed out I picked the wrong zip! oops! I should stop multi-tasking things ;)
Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.
Aye, I'll check it out.
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.
My mods version is 1.52.23 (I.e. build 23). It's in the name of the 7z file.
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.
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"
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?
No. they aren't currently compatible.
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.
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.
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.
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.
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.
Awful quiet on this side of the house.
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