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 Rebellion.

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 Diplomacy, Entrenchment or Vanilla?
No, I did have previous versions that supported Entrenchment and Diplomacy (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 used to not host BSG mods, therefore the downloads hosted on this page do not currently contain any BSG related content. Click on either of the Fall of Kobol images to be redirected to the that mod.


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RSS Articles

How to Install Sins of the Fallen

Installers Tutorial

SotF Logo Fall of HeavenSotF Logo Fall of TranshumanitySotF Logo Fall of Kobol

How to Install and Activate Sins of the Fallen

The following set of instructions detail how to install the latest release of Sins of the Fallen.

Instructions for downloading and enabling Sins of the Fallen

  • General help on installing mods: How To Install Mods For Sins Of A Solar Empire
  • Download the latest build from moddb.
  • Extract the contents into your Rebellion mod folder as described in "How to install mods for Sins of a Solar Empire"

IMPORTANT
This mod relies heavily on stacking to activate various parts. Failure to follow the guidelines detailed below may result in odd/unsupported behavior to mini-dumps.

Quick Guide (Click the picture!!!)




Rules and order of activation:

SotF(0) Translations(0..1)

  • Optional, Only one allowed if activated
  • Supported Translations: French, German and Spanish
  • Mod translations are automated with Bing
  • Additional translations are possible if original translation is provided for the game.

SotF(1) Planets(0..1)

  • Optional, Only one allowed if activated.
  • Only one Planets package should be activated at a time due to limitations associated with the Galaxy Scenario Definition. Activating more than one will not add more planets, but may add more memory potentially exceeding 2GB of ram even on lower settings.
  • Planetary systems include: Kobol, Rigel, SinsPlus, Sol and Tenorias.

SotF(2) Addon(0..m)

  • Optionally activated (i.e. not activating the addon simply means the features won't be present in the game).
  • Any or all of the addons may be currently activated at the same time.
  • Addons should follow tier 0 or tier 1 packages if present.

SotF(3) Militia(0..1)

  • Replaces the standard TEC Militia with the race of your choice.
  • Some races are easier due to DPS/Supply while others are badass due to supply/dps differences
  • 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.
  • Militia should follow tier 2 or higher packages

SotF(3) Pirate(0..1)

  • Replaces or adds to the standard Pirate faction.
  • Activating a pirate package requires the same Race package to be activated (for non-stock races). For example: SotF(3) Pirate(0..1) Rogue Light Reb requires SotF(4) Race(1..m) Rogue Reb.
  • Pirate should follow tier 2 or higher packages

SotF(4) Race(1..m)

  • At Least one required.
  • Any combination of races may be currently activated at the same time (effects should be reduced to High/Medium/Low if you activate a lot).
  • NOTE: Some systems may not be able to activate all races. Do not activate races if you don't plan to use them. This will save on system resources.
  • Any races not loaded including Tec, Advent and Vasari will not be selectable at game start.
  • Races may be added in any order, however the opening theme music will be based on the top most mod.
  • Races should be activated after any tier 3 or higher package.
  • Mini-dump WARNING - Sins loads all textures and meshes whether used in game or not. Loading ALL available races may exceed hard code limits and/or memory limitations regardless of how good your rig is. For example my private build has 11 total races 3 core, 2 from another sub-mod, and the 6 fallen races. Loading them all exceeds the hard coded mesh limit and ram limitations eventually crashing the game. Using LAA may alleviate this issue.

SotF(5) Core(0..1) Flagship

  • Optional
  • This mod must be enabled after tier 4 race packages.
  • Flagships are randomly chosen from the Battleship, Colony, Carrier and Siege capital ships for that faction.
  • Flagships are automatically spawned at game start and you only get ONE.
  • Flagships have FOUR targets per fire-able bank and increase at double the rate of capital ships per level.

SotF(5) Core(1..1)

  • This mod must be placed after tier 4 packages or the mod will mini-dump. This is the core mod and has all the necessary wiring to enable the various planets, addons, and races together in SotF.

Example Activation:
Activates custom translation, planet package, addons, nephilim militia, races, and flagships (Note the order of these activations matches the above rules).
SotF R5 Installation Screens

Recommended Effects Settings (Depending on your system specs and map size you may need to reduce the Detail)

  • Planet : Detail - High
  • Ship : Detail - High, Extras - Medium, Bump - Low
  • Building : Detail - High, Extras - Medium, Bump - Low

SotF R5 Installation Screens

Limited Effects Settings
These settings might be possible in smaller maps and/or limiting the amount of features activated. No guarantees and I suggest you monitor you memory usage. Personal experience shows Sins gets unstable on my machine as the process starts to exceed 1.7GB without LAA applied. Applying LAA may allow you to exceed 2GB but is system dependant on stability.

  • Planet : Detail - Highest
  • Ship : Detail - Highest, Extras - High , Bump - Low
  • Building : Detail - Highest, Extras - High , Bump - Low
  • Show Mesh Team Colors - On
  • Show Mesh Highlight Filter - On or Off (Off is darker textures)

Optional Settings (May help with performance)

  • Show Cargo Ship Icons - Off
  • Show Planet Elevators - Off
  • Use Colored Skyboxes - Off
  • Show Asteroids - Off
  • Show Dust Clouds - Off

Optional User Interface Settings

  • Empire Tree (All settings): Off (Typically referred to as trimming the empire tree
  • and is reporting to help with lag)

Avoid settings that might cause mini-dumps
To avoid the 2GB limit Extra's and Bump should be reduced as much as possible for your system specs. The following labels are guides that can be used to determine which settings are appropriate when enabling new races with this mod. This is only a guide, your mileage may vary and no guarantees are made as to your systems ability to run this mod.

*** IT SAYS MINI-DUMP HERE WHEN ALL HIGHEST IS SELECTED ***
SotF R5 Installation Screens

Issue Reporting:

Please include the following when reporting issues:

  • EnabledMods.txt for the activated mod (see below example)
  • What race you were playing
  • What races were in the game
  • What map was played
  • Effect settings
  • Ram utilization at time of issue (can usually be captured before the mini-dump is dismissed)
  • Save game if possible (uploaded to a file sharing service)

EnabledMods.txt example:
TXT
Version 0
enabledModNameCount 12
enabledModName "SotF(0) Translation(0..1) Spanish Reb"
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Bonus Density Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"

Sins of the Fallen: October Update

Sins of the Fallen: October Update

News 16 comments

An October update for Sins of the Fallen: Hard to believe it's been 5 years since I first posted the mod on moddb. Hope everyone has enjoyed or at the...

Sins of the Fallen: Videos I never knew existed

Sins of the Fallen: Videos I never knew existed

News 4 comments

I was doing some searching on the Web and came across these videos. Some good stuff, some funny stuff. Glad to see people liking the mod(s)...

Sins of the Fallen: November Update

Sins of the Fallen: November Update

News 3 comments

November update for Sins of the Fallen (2014) providing a quick overview of Aliens, Artifacts and other mod related items.

Rebellion: Nephilim Update

Rebellion: Nephilim Update

News 4 comments

After a short/long break from modding I'm getting back into the swing of things and looking to you to help flesh out some ideas.

RSS Files
Sins of the Fallen: Reb 1.85.40.5

Sins of the Fallen: Reb 1.85.40.5

Full Version 4 comments

Brain Dead Development and ZombiesRus5 presents the Rebellion 1.85 compatible version build 40.5 of Sins of the Fallen (Compatible with Outlaw Sectors...

Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Sins of the Fallen: Reb 1.85.40.5 (Baked Version)

Full Version 14 comments

Brain Dead Development and ZombiesRus5 proudly presents the Rebellion 1.85 compatible build 40.5 "Baked" version (Compatible with Outlaw Sectors). Baked...

Sins of The Fallen: Reb 1.87.41 (Beta)

Sins of The Fallen: Reb 1.87.41 (Beta)

Full Version 13 comments

Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.87 (compatible with 1.85). This is a full version download...

Sins of the Fallen: Infinite Cosmos 1.85.40

Sins of the Fallen: Infinite Cosmos 1.85.40

Full Version

If you are wanting the option to play with the SOL, Tenorias or SinsPlus optional planet addons... You can download them here. Compatible with Sins of...

Sins of the Fallen: Reb 1.85.40 (Baked Version)

Sins of the Fallen: Reb 1.85.40 (Baked Version)

Full Version 2 comments

Brain Dead Development and ZombiesRus5 proudly presents the Rebellion 1.85 compatible "Baked" version (Compatible with Outlaw Sectors). Baked versions...

Sins of the Fallen: Reb 1.85.40 (Full Version)

Sins of the Fallen: Reb 1.85.40 (Full Version)

Full Version 4 comments

Brain Dead Development and ZombiesRus5 proudly presents the Rebellion 1.85 compatible version of Sins of the Fallen (Compatible with Outlaw Sectors...

Comments  (0 - 10 of 1,383)
Guest
Guest

Hey Devs,

Just wanted to let you know, unless something went wrong with my install, reinstall, and re-re-install...

I've been playing with *just* the Cylons and Colonial forces. One request that I have is to give us access to multiple Titans, so we can build one of each flagship and the Titan as well. I know other mods have been capable of doing this, perhaps replicating their method might work? Or at least, could that be an optional mod?

As for bugs.
Two things:
1.) I don't know if this is intentional or not, but the Cylon's don't get a flagship at the start.
2.) Speaking of flagships... Cylon Loyalists can't build "The Colony". Says it lacks the requisite research, 'Titan Foundry', which I have researched but doesn't seem to apply to them. There *is* a research unlock for the Boomer Basestar, but not one for The Colony. Considering I've researched the entire tech tree just to be sure, it was a bit odd to not have access to my factional titan.

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ZombiesRus5 Creator
ZombiesRus5

Here's a small patch for the Cylon issue. There are two files: PlayerCylonLoyalist.entity and PlayerCylonRebel.entity. Place them in the Fallen Race Cylon Reb\GameInfo directory and overlay the existing files.

Dl.dropboxusercontent.com

Reply Good karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

Thanks, this is why I listed it as a beta to help flush out bugs with all the new coding.

Multiple titans is something I think SOGE did via the use of abilities. The titans then have to be called in via abilities. It basically sucks that the game has a hard coded restriction to build 1 and only 1 titan. It's obviously not required after the fact. At this time I don't have plans to support multiple titans and hope the devs allow us to circumvent this naturally.

As for the bugs...
1. Flagships only appear at game start if you enable flagship victory or the optional flagship mini-mod. This should be working properly per my testing. Otherwise you need to research the appropriate access and build the flagship/titan factory.
2. This is a bug. I mixed up the research subject between loyalist and rebels when I was setting up the subjects.

Reply Good karma+1 vote
Thor2608
Thor2608

hallo
kann mir jemand helfen! beim entpacken bekomme ich nur Fehlermeldungen (Unknown method in sotf...)

bei der vers. 1.85. und bei der vers. 1.87.
hab beides auch schon mehrmals runter geladen
das selbe gilt auch bei der kobol vers.

Reply Good karma Bad karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

Are you using 7zip or Winrar to unpack the file?

Verwenden Sie 7zip oder Winrar zum Auspacken der Datei?

Reply Good karma+1 vote
Thor2608
Thor2608

Winrar

Reply Good karma Bad karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

It should work with winrar. You might make sure you have the latest version. I tested the download on my sons computer with Winrar even though I compressed it with 7zip.

Reply Good karma+1 vote
Freelmeister
Freelmeister

Any reason why player icons are locked to certain factions?

Reply Good karma Bad karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

I'll take a look for the TEC logo. Shouldn't be to hard to swap it.

Reply Good karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

Because they are faction specific icons. When a race is randomly chosen it will only get an icon from the appropriate list.

Reply Good karma+1 vote
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Highest Rated (4 agree) 10/10

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

Dec 16 2010 by Monkeyshinex

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