Overview
Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.

Major Features

New Races with new strategies
New Planets
Gameplay Enhancing Addons
AI Enhancements


Cosmos Ad Infinitum Logo

Alien Artifacts




Fall of Heaven: Plague and Nephilim

Fall of Transhumanity

Fall of Kobol

 

Frequently Asked Questions

What version of Sins of a Solar Empire is supported?
Sins of the Fallen is a modification for Diplomacy and will be ported to Rebellion. (Currently Diplomacy 1.34).

How do you install and activate Sins of the Fallen?
Please read How to install and activate Sins of the Fallen.

Why does your mod have so many folders?
As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded. 

Will you support Entrenchment or Vanilla?
No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.

I hear you have a BSG mod too, why isn't it posted here?
For various reasons moddb is no longer hosting any BSG mods, therefore the downloads hosted on this site will never contain any BSG related content.


 

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Nephilim Update Nephilim Update Sins of the Fallen: 2014
Blog RSS Feed Report abuse Latest News: Sins of the Fallen: 2013

6 comments by ZombiesRus5 on Dec 2nd, 2013


Sins of the Fallen

A quick update on the mod, 2013 and what's in store for 2014. 

 It's all about customization

Sins of the Fallen is a fully customizable mod for Sins of a Solar Empire. In fact it pioneered the concept of splitting factions into multiple mini-mods creating a truly flexible approach to creating unique gameplay experiences. Want a total conversion feel with Fall of Kobol or Transhumanity- no problem, just activate those factions.

Sins of the Fallen is one of the largest mods for Sins of a Solar empire boasting 6 unique expansion factions added to the already existing 3 vanilla factions . This works out to 16 choices when selecting your faction and loyalist/rebel decision.

2013 saw new Titans, corvettes and abilities added for Rogue Loyalist/Rebels, Hypercorp Loyalist/Rebels, Plague, and FoK factions. Each faction also got a host of new Research subjects supporting the new Rebellion features.

It's not just about the factions

Multilingual Support
Sins of the Fallen supports 3 additional language translations for string text: French, German and Spanish. Yeah they're Bing translated but guess what... That's what Stardock does too!

Planets, Planets and more Planets
Sins of the Fallen boasts the largest number of high quality planets in any sins mod. Choose from 5 different optional systems adding new planets, gas giants and moons to any map in the galaxy.

New for 2013 is the Kobol system which initially has 10 new planets but will grow larger in 2014.

Addons
Optional addons help increase the fun by adding things like capturable moon bases or alien artifacts to find, adding optional effects and giving starting flagships to each faction.

New for 2013 are the addons for disabling Titans and Superweapons, Adding Bonus Density to maps and Effects.

Militia
Don't like TEC as the militia every time? Solved- just activate an optional militia for your desired faction (requires the corresponding faction to be loaded). This works great for setting up a total conversion with FoK.

Arggghh! Pirates!
One of the new additions this year is Light (default) and Heavy Pirates. Heavy pirates include capital ships with their Raids (Thanks to SZO) while light pirate raids will work like usual.

Another new addition to Pirates is the ability to set Rogue as the Light or Heavy Pirate variant.


What's in store for 2014


 Nephilim
First and foremost is to finish Nephilim . I've already acquired new assets that will be awesome for the faction and will be designing their abilities for a release sometime next year. 

 More Artifacts
I don't want to spoil the surprise- so lets just say more artifacts with more interesting gameplay implications!

 Random Events
More random events unique to Sins of the Fallen!

 New NPC
A new NPC that will replace the pirate AI with a completely new look/feel and capabilities (including research available to the pirate class NPC). Thew new NPC assets will also be available to replace as the Militia type.

 Bug fixes and enhancements
There never seems to be an end to finding missed issues (thanks to many of you) or improvements I want to make ;)


Thanks to everyone for their support and feedback over the many years. It's been a lot of fun making this mod with you.

ZombiesRus5
 
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Sins of the Fallen: Reb 1.80.29.2 (Patch)

Sins of the Fallen: Reb 1.80.29.2 (Patch)

Nov 22, 2013 Patch 10 comments

Build 29 Patch 2 Patch for Rebellion 1.80. Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation...

Sins of the Fallen: Reb 1.80.29.1 (Patch Version)

Sins of the Fallen: Reb 1.80.29.1 (Patch Version)

Nov 14, 2013 Patch 3 comments

Patches Disable Titans and Disable Superweapons to work properly with Rebellion 1.80. Rebellion 1.80 (DLC Compatible). Please read feature for How to...

Sins of the Fallen: Reb 1.80.29 (Full Version)

Sins of the Fallen: Reb 1.80.29 (Full Version)

Nov 12, 2013 Full Version 27 comments

Rebellion 1.80 (DLC Compatible). Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the...

Sins of the Fallen: Reb 1.52.26 (Full Version)

Sins of the Fallen: Reb 1.52.26 (Full Version)

Oct 30, 2013 Full Version 21 comments

Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod. Please delete or backup any...

Sins of the Fallen: Reb.1.52.23 (Full Version)

Sins of the Fallen: Reb.1.52.23 (Full Version)

Aug 26, 2013 Full Version 18 comments

Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod. I recommend backing up or deleting...

Sins of the Fallen: Rebellion 1.52.21 (Patch)

Sins of the Fallen: Rebellion 1.52.21 (Patch)

Jul 15, 2013 Patch 4 comments

*Only download this if you downloaded SotF 1.51.20 before July 16th, 2013.* Fixes a view minor issues and adds compatibility with FoK 1.52.21.

Post comment Comments  (0 - 10 of 1,131)
Joefune
Joefune Sep 16 2014, 4:29pm says:

Hey there,

I have an problem with the mod, everytime when a battle is going on and I zoom in to give my ships orders, I hear the wondows blumb and I see my desktop, no message what happen (minidump, etc.) . No matter how big the battle is. Btw you need to swap the images from the ghost battleship and the anna-v battleship of the rouge traders.

+1 vote     reply to comment
RoCin
RoCin Sep 14 2014, 6:24pm says:

Hey me and my friend both love your mod, how ever we keep having a consistent problem of mini dump, we both set everything to low and play with the bare minimal mods activated
TXT
Version 0
enabledModNameCount 7
enabledModName "SotF(3) Militia(0..1) Hypercorp Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Heavy Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(5) Core(1..1) Reb"

the mini dumps seem to happen around 1 hour and a quarter in, as wondering if you had any suggestions about it.

otherwise keep up the good work.

+1 vote     reply to comment
Reedyboyramp
Reedyboyramp Sep 12 2014, 8:37am says:

Hey I was wondering what the artifact king of the pirates you get form taking a pirate base gives you, as i cant figure out what its sussposed to do.

+1 vote     reply to comment
wolflordruss
wolflordruss Aug 31 2014, 10:36pm says:

I posted a while back after having issues with mini-dumps. I want to give this another shot, so I'll ask a few quick questions. First up, should I remove other mods I have? Second, Is the activation setup still the same? I remember it being confusing for me. Yhanks for any answers and hope to get this working soon.

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:46pm replied: Online

Not sure how long ago you tried... I have tried to make the activation order more obvious by number the mod parts in the order they should be activated. You don't have to remove other mods you have, just don't try and activate them at the same time.

And there is a known bug with the in-game mod activator that requires you to restart Sins Rebellion after activating or you'll mini-dump shortly after starting a map.

+1 vote     reply to comment
-Cake-
-Cake- Aug 30 2014, 11:01pm says:

I don't know if someone's commented this before, so I'm just gonna ask. I'm trying to activate the Fall of Kobol mods, and I can successfully activate all of the militia and races mods, but as soon as I try to activate the Core mod, the game minidumps and crashes. I believe I have tried everything, and I really would love to play this mod as I am a huge fan of the BSG universe. Any help provided would be amazing. Thank you.

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Sep 3 2014, 12:43pm replied: Online

Here's what your enabled mods should look like.

Also a new 1.82 compatible version is available for Fall of Kobol (link on the sins forum).

TXT
Version 0
enabledModNameCount 5
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(5) Core(1..1) Reb"

+1 vote     reply to comment
Lap1#
Lap1# Aug 20 2014, 12:26pm says:

Hi everyone~ i was wondering if someone knew a way to keep the 'colored smoke' from engines(ships & vipers) whitout having the icons showing up in the background because when you disable 'icons' you lost this dragging smoke though sometimes i have it but it disappears with the reload or something.
One more thing, where do you allow Heavy pirates?

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Aug 26 2014, 8:34am replied: Online

It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.

The Heavy pirates if it is enabled should send capital ships with pirate raids.

+1 vote     reply to comment
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Guest Aug 19 2014, 2:33pm says:

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Icon
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Platform
Windows
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Release Date
Released Oct 6, 2013
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9.2

83 votes submitted.

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Highest Rated (4 agree) 10/10

An extremely fun mod that will have you playing 24/7!

Dec 16 2010, 8:21pm by Monkeyshinex

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
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Latest tweets from @zombiesrus5

Thanks everyone! Sins of the Fallen made the top 100 :) T.co

Dec 11 2013, 10:26am

Help Sins of the Fallen win the @moddb #moty 2013 Mod of the Year: T.co

Dec 4 2013, 1:06pm

Rebellion 1.80 compatibility released for both Sins of the Fallen and Fall of Kobol (Build 29).

Nov 12 2013, 2:24pm

Build 26 released for Sins of the Fallen and Fall of Kobol. Play them together.

Nov 1 2013, 10:58am

Action Report: Fall of Kobol Build 25 available for testing

Oct 4 2013, 10:40am

Action Report: Fall of Kobol Build 24 available for testing

Sep 15 2013, 8:10pm

FoK: Resurrection needs community input. Check the forums.

Aug 29 2013, 11:48am

Sins of the Fallen and Fall of Kobol now have compatible releases with 1.52.23.

Aug 26 2013, 3:49pm

SotF Update: Uploading 1.52.23 again ;)

Aug 26 2013, 11:45am

SotF Update: Going to test my 1.52.23 Sins of the Fallen Build for Plague and possibly upload it this weekend.

Aug 23 2013, 3:27pm

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