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.

Report content Sins of the Fallen: Rebellion R2
Filename
SinsoftheFallenReb.1.1.18.7z
Category
Full Version
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ZombiesRus5
Date
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352.82mb (369,960,371 bytes)
Downloads
1,539 (1 today)
MD5 Hash
78622247187310948a82c55f755186a9
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Sins of the Fallen: Rebellion(v1.1) R2 version is the second installment for Rebellion which includes the Transhuman Rogue and Hypercorp factions as well as the Advent, TEC and Vasari enhancements. This version also contains additional mini-mods for the moon, artifcat, flagship, planet, and militia extensions.

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Sins of the Fallen: Rebellion R2
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Doshka17
Doshka17

HAHA yes hypercorp!

have special love for these guys, finding that LRM frigate bug for you was one of my first karma points on the forums x3

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Doshka17
Doshka17

Wait this download has plague in it too, are they ok to use?

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ZombiesRus5 AuthorOnline
ZombiesRus5

Ha, guess that serves me right for putting the build together while I was working. The plague "will" work, but it's not built out for rebellion fully. You can try them if you want, but I'm not going to support any issues with them until I formally release them. I'd rather work on issues with Rogue and Hypercorp.

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Gul-Dukat(tech)
Gul-Dukat(tech)

say whaaaa? Ooooh, plague

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Gul-Dukat(tech)
Gul-Dukat(tech)

I'm getting c++ runtime errors since installing this. can anybody suggest a workaround?

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ZombiesRus5 AuthorOnline
ZombiesRus5

Please follow the installation instructions and ensure the order of activation is followed. Also, use the recommended settings.

Please also restart Sins after activating the mod. There is a well known issue with Sins and mods dumping after initial activation. SOA2 also has this specific issue.

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hnanoha
hnanoha

I have the same problem.R1 works fine,but R2 always gets c++ runtime errors.
I have followed the installation instructions and ensured the order of activation .Also, use the recommended settings.

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ZombiesRus5 AuthorOnline
ZombiesRus5

try it without the flagship mini-mod.

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hnanoha
hnanoha

Thanks very much,ZombiesRus!Now it works fine!

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Sarus
Sarus

YES hypercorp!! your the best zombierus

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Gul-Dukat(tech)
Gul-Dukat(tech)

I agree. I've loved his mods since day one, and they've by my book got the best original content by far. Don't get me wrong, there are some other great mods out there, but for me SOTF outstrips even 7DS for its content and scope. I can't endorse it enough.

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Sarus
Sarus

bit confused tho.. why cant any repair-based ability target the Hypercorp (loyalist??) titan ?

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ZombiesRus5 AuthorOnline
ZombiesRus5

Added to the issue list.

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IronXZ
IronXZ

This mod is great! Where did you get the music for the Rogue faction??

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ZombiesRus5 AuthorOnline
ZombiesRus5

Some of it's Third Temple, Blockhead, the Doctor Who theme music.

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ZombiesRus5 AuthorOnline
ZombiesRus5

I figured out the C++ errors when flagship is enabled and why it didn't affect me. The flagship addon has some old Diplomacy formatted meshes. I didn't see it initially because I had all races activated which overrode those meshes.

I'll get flagship fixed in the next release. Sorry about that.

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Gul-Dukat(tech)
Gul-Dukat(tech)

Well done for working it out that fast, I wouldn't have known where to start :)

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ryukun4713
ryukun4713

I'm getting minidump when game tries to deploy Hypercorp orbital repair team.

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ZombiesRus5 AuthorOnline
ZombiesRus5

Yep, I noticed my change to orbital repair teams didn't make it into the public build :(

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malanthor
malanthor

Great stuff Zombie. :)
Glad to see you've gotten out the R2.
No huge bugs either or im just lucky, just played abouth 2-3 hours with each variant, and no ctd. The pirate cobra strikes me as being a tad to big by he way and one of the hypercorp titans are hardly bigger than a normal ship. Thank you for your excellent work.

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malanthor
malanthor

Bah nm my comment abouth the cobra, It obviously was really elevated when last I looked at it, because its a lot smaller now, or maybe I was just sleepy yesterday night.

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TheRace
TheRace

I'd like to see some changes too. Some scaling and some new models.

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Sarus
Sarus

im unsure if a specific research or so for psicorp (hypercorp rebel?) or if it affects both factions but anyway
was doing a 1v1 map against a vasari.. and they annhilated one my fully upgraded starbases using Weak "T1" missiles ships without even dropping its shield
even the capital ships (am going to do another map to confirm)

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ZombiesRus5 AuthorOnline
ZombiesRus5

Good catch! Was missing the stupid negative sign :)

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