While the TEC, Advent and Vasari are embroiled in their own struggles for survival a new threat has emerged, intent on spreading it's infectious plague throughout the universe. The sickening ruthlessness in which entire populations are infected or destroyed is alarming to the TEC, Advent and Vasari alike. If the Plague wasn't enough they were immediately followed yet another race calling themselves the Nephilim. The initial encounter with the "Nephilim" held promise they would unite in defeating the Plague. However, Initial attempts at diplomacy have failed as the Nephilim seem single purposed in their pursuit of the Plague.
* Download 1.52.21 patch if you previously downloaded 1.51.20 * Sins of the Fallen: This release is a full version for Rebellion 1.51 or 1.52 which includes all factions. This version also contains additional mini-mods for the moon, artifact, flagship, planet, and militia extensions.
Rebellion 1.51 or 1.52
Release 1.51 build 20 Main issues resolved:
Adds Nephilim and Plague as playable factions (WIP still) with some features such as titans using stock game assets.
Adds compatibility with 1.51 and 1.52
Adds compatibility with DLC Forbidden Worlds (note: planet addons utilizes DLC for certain planet types. Some planets may not show if DLC is not active).
** IMPORTANT: PLEASE DELETE OR BACKUP ANY PREVIOUS VERSIONS BEFORE UNZIPPING THIS TO YOUR MOD FOLDER - FAILURE TO DO SO MAY RESULT IN A MINIDUMP **
This full version contains the Nephilim, Plague, Rogue and Hypercorp faction in addition to the Vasari, TEC and Advent new capital ships.
Release Notes: See the readme.txt for a complete list of all changes.
Please fully read the feature How To Install Sins of the Fallen before attempting to activate the mod.
This version of the mod has very specific activation rules that if not followed will likely result in unexpected/unsupported behavior or a mini-dump (trust me you need to read the instructions to avoid these issues). This release is what I would consider a playable release of all factions. It should run fairly well for most people in other words but could still have some issues. As always there are aspects of the mod I would like to improve, but attempt to balance my time on the mod and real life demands. If there's anything else you'd like to see improved/changed especially in the area of Loyalist/Rebel I'm usually game.
I can activate the mod, but it mini-dumps shortly after starting a game. Why?
This seems to be a problem with most mods now. You should restart Sins after activating the mod to ensure all modded files load properly.
Is Sins of the Fallen: Fall of Transhumanity compatible with Fall of Kobol?
Compatible versions of Sins of the Fallen are released on the Fall of Kobol forum thread. This version released on moddb is currently compatible with Fall of Kobol. The Cylons are going through a major ability and research overhaul which have broken it's compatibility with this release.
The game mini-dumps when I try to deactivate mods. How do I manually deactivate a mod?
In my tests I haven't had any problem deactivating this mod, but this can happen. In the Rebellion Mod folder delete the EnabledMods.txt file.