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 Sins of the Fallen: Rebellion R2.1
Filename
SinsoftheFallenReb.1.1.19.7z
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Full Version
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ZombiesRus5
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352.28mb (369,392,874 bytes)
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3,015 (1 today)
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9167729ab23204607623fe4842c0cfd9
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Description

Sins of the Fallen: Rebellion(v1.1) R2.1 version is a full patch for 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, artifact, flagship, planet, and militia extensions.

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Sins of the Fallen: Rebellion R2.1
Comments
MrPerson
MrPerson

The other factions though un finished are still in it right?

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ZombiesRus5 Author
ZombiesRus5

So here's the deal. Plague and Nephilim haven't been converted to support Rebellion fully. They are missing necessary constraints. There meshes are still diplomacy level. Let alone they are missing anything Rebellion esq' to include them.

That said, If you snagged Plague in the last version, feel free to use them as a AI faction. The code will still work. I didn't intend to release them and don't plan to until they are converted.

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MrPerson
MrPerson

ok cool I had downloaded them and saw they weren't there, was gonna ask if I could do that without risking crashes with anything you may have changed in this update.

what do you mean still diplomacy level? If I load up diplomacy with the latest version of your mod for that, all the ships are still super shiny so you can barely see the texture besides the base color, now they look amazing and barely shine at all

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ZombiesRus5 Author
ZombiesRus5

Your correct, I did go through and make a lot of texture modifications as it was similar work across the board so I lumped them all in together.

The meshes need a few extra code lines that throw warnings in the logs. It doesn't appear to cause any runtime issues but it's on the list to do.

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ZombiesRus5 Author
ZombiesRus5

Another thought on the factions. Outside of contributions from interested parties like yourself (Thanks for the music, I'm not real savy in that regard), I am the only person that works directly on this mod.

I feel overwhelmed with the content I've added if I try to work on all the factions at once. Considering I've built the factions one at a time, I've decided to convert them to Rebellion one at a time. The only exception are the breaks I take to work on the code for Cylon which is pretty significant as it's a total overhaul of the entire research tree and abilities as designed by Cylon_Luvr.

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MrPerson
MrPerson

oh and also, what do you mean that you aren't very savy in music choice? All the races had very cool music from the start, I just had personal taste and just wanted to know if you thought they were better choices than what you had. Heck I didn't even know the few tracks you had for hypercorp were from resident evil until my friend noticed it (I am not a big fan of RE) so that's why I tried to find as much resident evil music to replace what you had left of default TEC music for hypercorp. I also really liked your music for nephilim I just have no idea where you found that music

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ZombiesRus5 Author
ZombiesRus5

You think I would have done Plague first! I seem to be working in reverse :P

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MrPerson
MrPerson

Heh its whatever order you want to do them in. Its your mod, go at your own pace. This mod is less well known and not based off anything super popular, so there are not a crapton of fanboys asking for a release date and raging if you miss it. The people that watch this mod won't keep asking you for release dates all the time especially if they know that you are working by yourself in only free time. This is amazing for a 1 man project

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marqmaff
marqmaff

So the Advent, TEC and Vasari can't build titans. I made sure to have more than enough resources, command points, fleet supply, and all levels of titan researched. But it still says I'm mission the research for it... Works fine for the new races though.

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ZombiesRus5 Author
ZombiesRus5

****, 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.

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ZombiesRus5 Author
ZombiesRus5

It looks like Tech Loyalist/Rebel and Vasari Rebel have the old code in place that is causing the issue.

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ZombiesRus5 Author
ZombiesRus5

Here's a small hotfix (3 files).

Dl.dropboxusercontent.com

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

Really fast turnaround on the comments and bugs, and such a fast release for all the fixes. I'm really impressed that you've reacted so quickly, and as always I can't endorse the quality and content of your work enough! I second all the glowing comments my Mr Person on here and agree wholeheartedly with his comments.

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Z1on
Z1on

I think i've found a bug: the nanoswarm of the Hypercorp (corvette type ship) should lower the armor of enemy targets as a passive ability but instead of a red "- X "it display as a "green number" increasing the overall resilience of the enemy.

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ZombiesRus5 Author
ZombiesRus5

Ya, it should be a red X. I've added this to my issues list.

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mikey1871

excellent mod. As it always is.
i see you took out the races that aren't finished yet. Right on.

No rush, i know you want them to work just like your stable ones do... so please take your time about them.

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Sarus
Sarus

Being a fan of the whole moons thing :)
just wanting to know are they working correctly? now?
in Diplo they were essentially giant meatshields as they rarely ever shot the enemy.. you would have to keep manually targetting each ship and hope its weapons kick in

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ZombiesRus5 Author
ZombiesRus5

Good question. Mostly with the current addons I got them working (i.e. not dumping). The graphics one doesn't seem to want to work at all from diplomacy. I think it's the explosions.

Back to moons... I think the weapons are an issue on moons. Being a large orbital body, I think I'd rather add things like particle beams, and nuclear missiles. I might do some design work on the whole moon concept and shift some things around. Maybe add additional research subjects if moons are activated.

Any ideas on what you'd like to see with Moons?

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Sarus
Sarus

Ok guys
seems its now an issue besides Destroyed moon fragments just randomly taking a stroll out of the planets gravity well into the Abyss beyond.. its happening to Fighters/bombers also
One my planets is showing like 18+ Fighters of the enemy but they are in the void between 2 planets slowly making their way to the Planet in question
even my own fighters/ships are going BEYOND the boundary's to try and fight them
Something has been broken to cause this dilemma

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MrPerson
MrPerson

heh I saw that too, good thing I built all the structures on that planet before they were halfway to another star :p

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ZombiesRus5 Author
ZombiesRus5

Found the hypercorp titan is missing it's hangar hard point. Unfortunately strikecraft spawn in nether regions when this happens.

I'm putting together a small hypercorp patch for the Corvette and Titan issue so it won't be such a big download.

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Sarus
Sarus

so is this affecting every other ships strikecraft

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ZombiesRus5 Author
ZombiesRus5

Indirectly, All units see the strikecraft as "in" the gravity well even though they aren't. This can cause any unit that targets strikecraft to begin the long journey outside the gravity well.

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Sarus
Sarus

Explain your story of what happened there :P lol
as for my destroyed moon fragment.. it left the damn solar system and is still going

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Sarus
Sarus

Ah.. not sure if thats what caused the Moon fragment to become Extragalactic

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Guest
Guest

i keep getting errors when i try to run this mod. it always crashed the client. any idea why that is? and is there a way to fix it or am i doing it wrong?

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ZombiesRus5 Author
ZombiesRus5

When is it crashing? When you activate the mod? When you start a game? Sometime into the game?

Are you following the activation Instructions?

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Omega_Zombie
Omega_Zombie

Dling now, I'll let you know how I go, cheers also :)

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ZombiesRus5 Author
ZombiesRus5

Another zombie, nice.

Make sure you pull the patch down for Hypercorp too if you want to try them out also.

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Omega_Zombie
Omega_Zombie

Yeah I got the patch, I had the game minidump, but I didn't add all of the mods and although I had the page open telling me how to stack them correctly I probably screwed it up somehow, only ever had mods that were single folders(only been PC gaming for 5months now haha)

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Omega_Zombie
Omega_Zombie

If I remember correctly I enabled rigel or something similar, the moon addon, another addon, hypercorp milita, hypercorp race and the other new one can't remember the name sorry, Tec race, then the two core mods, in that order I'm pretty sure, loaded up a map, got in game, saw my home world and starting planets and then it crashed

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ZombiesRus5 Author
ZombiesRus5

Restart sins after activating or unloading mods. It tends to crash a few minutes into a game if you don't restart first. This is a problem with a lot of mods in sins.

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Omega_Zombie
Omega_Zombie

Starting units

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Omega_Zombie
Omega_Zombie

Loaded it up with moon, vas militia, hypercorp, rogue, tec races, flagshipcore and core mod, works fine :)

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Omega_Zombie
Omega_Zombie

One question, when I enable a planet mod, how do I use it?

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ZombiesRus5 Author
ZombiesRus5

It replaces the randomly generated planets in the system. If it's enabled properly you should see different planets in the system.

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Guest
Guest

Would the moon mod work along side other mods, such as Maelstrom?

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ZombiesRus5 Author
ZombiesRus5

Nope, they are special to SotF.

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Guest
Guest

So this mod just flat out isn't working for me, idk what I'm doing wrong, maybe it's cause I have the cracked version (with version 1.1 update)I've tried all the files enabled in the order needed, and also just activated a few race files. anyway if it worked i can't select them, there's just the original races with no other options, any suggestions? And please say "go buy the game if you actually think it's the only way it will work

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ZombiesRus5 Author
ZombiesRus5

I don't support pirated versions of the game.

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Guest
Guest

I installed Sins of the Fallen R2.1 and Fall of kobol 1.1.14. I want to play a BSG style game, so I activate cylon and colonial races, flagships and core, in the right order. I then click apply changes then the sins of the fallen story pops up, and the game just freezes there. I would appreciate some help, as I see there has been tremendous work here, and it would be a shame for it not working.
Thanks in advance, and keep up the good work!

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ZombiesRus5 Author
ZombiesRus5

There are some compatibility issues with Cylons due to a redesign of the tech tree and abilities. Activating Cylons will cause a mini-dump on load as a result.

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austinshumate75
austinshumate75

im wondering if i could find a download version of this mod that comes in a .zip file as opposed to 7z since my computer seems to hate WinRaR and WinZip

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ZombiesRus5 Author
ZombiesRus5

Have you tried 7-zip? 7z results in much smaller uploads which helps with my bandwidth constraints.

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