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 abuse Sins of the Fallen: Rebellion R2.1
Filename
SinsoftheFallenReb.1.1.19.7z
Type
Full Version
Uploader
ZombiesRus5
Date
Apr 24th, 2013
Size
352.28mb (369,392,874 bytes)
Downloads
2,988 (1 today)
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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.


SotF Logo Fall of Transhumanity

Character_RogueRogue Hypercorp HudiconHypercorp


Compatibility:
Rebellion 1.1

Release 2.1 Main issues resolved:
Fixes mini-dump issue with Flagship (Make sure to delete prior installation before unzipping this one)
Fixes issue with many Hypercorp abilities not targeting Titans and Corvettes
Fixes issue with Moons not relinquishing neutral status after being captured
Fixes issue with Psicorp focus incorrectly granting phase missile increase (Added negative sign).
Other various fixes.

** IMPORTANT: PLEASE DELETE OR BACKUP ANY PREVIOUS VERSIONS (included the previous R2) BEFORE UNZIPPING THIS TO YOUR MOD FOLDER **

Factions:
Rogue Trader (Loyalist)
Hudicon_Rogue Hudicon_Rogue
Rogue Syndicate (Rebel)
Hudicon_Rogue Hudicon_Rogue
Hypercorp (Loyalist)
Hypercorp Hudicon Hudicon Hypercorp
Psicorp (Rebel)
Hypercorp Hudicon
Hudicon Hypercorp

This full version contains the 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 the Rogue and Hypercorp faction. 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.

Thanks, ZombiesRus5

FAQ

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 not 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.

Example EnabledMods.txt

EnabledMods.txt

EnabledMods.txt

EnabledMods.txt

Release History

Preview Image
Sins of the Fallen: Rebellion R2.1
Post comment Comments
MrPerson
MrPerson Apr 24 2013, 6:39pm says:

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

+5 votes     reply to comment
☭Evil-Kommie☭
☭Evil-Kommie☭ Apr 24 2013, 7:15pm replied:

Yeah like the Plague and Nephilim?

+2 votes     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:08pm replied:

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.

+3 votes   reply to comment
MrPerson
MrPerson Apr 24 2013, 8:12pm replied:

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

+2 votes     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:15pm replied:

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.

+2 votes   reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:13pm replied:

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.

+4 votes   reply to comment
MrPerson
MrPerson Apr 24 2013, 8:36pm replied:

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

+3 votes     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:22pm says:

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

+3 votes   reply to comment
MrPerson
MrPerson Apr 24 2013, 8:31pm replied:

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

+3 votes     reply to comment
marqmaff
marqmaff Apr 24 2013, 8:25pm says:

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.

+2 votes     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:38pm replied:

****, 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.

+2 votes   reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 8:48pm replied:

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

+2 votes   reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 24 2013, 9:49pm replied:

Here's a small hotfix (3 files).

Dl.dropboxusercontent.com

+2 votes   reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) Apr 25 2013, 5:50am says:

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.

+1 vote     reply to comment
Z1on
Z1on Apr 25 2013, 9:36am says:

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.

+2 votes     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 25 2013, 10:45am replied:

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

+1 vote   reply to comment
mikey1871
mikey1871 Apr 25 2013, 10:58am says:

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.

+1 vote     reply to comment
Sarus
Sarus Apr 26 2013, 9:38am says:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 26 2013, 10:33am replied:

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?

+1 vote   reply to comment
Sarus
Sarus Apr 27 2013, 12:38pm says:

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

+1 vote     reply to comment
MrPerson
MrPerson Apr 27 2013, 4:58pm replied:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 28 2013, 11:58am replied:

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.

+1 vote   reply to comment
Sarus
Sarus Apr 28 2013, 1:22pm replied:

so is this affecting every other ships strikecraft

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Apr 28 2013, 6:44pm replied:

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.

+1 vote   reply to comment
Sarus
Sarus Apr 27 2013, 5:27pm says:

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

+1 vote     reply to comment
Sarus
Sarus Apr 28 2013, 7:42pm says:

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

+1 vote     reply to comment
Guest
Guest May 1 2013, 9:45pm says:

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ZombiesRus5 Author Online
ZombiesRus5 May 1 2013, 10:14pm replied:

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

Are you following the activation Instructions?

+1 vote   reply to comment
Omega_Zombie
Omega_Zombie May 3 2013, 3:30am says:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 May 3 2013, 2:05pm replied:

Another zombie, nice.

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

+1 vote   reply to comment
Omega_Zombie
Omega_Zombie May 3 2013, 9:38pm says:

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)

+1 vote     reply to comment
Omega_Zombie
Omega_Zombie May 3 2013, 9:42pm says:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 May 3 2013, 10:34pm replied:

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.

+1 vote   reply to comment
Omega_Zombie
Omega_Zombie May 3 2013, 9:58pm says:

Starting units

+1 vote     reply to comment
Omega_Zombie
Omega_Zombie May 3 2013, 10:19pm says:

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

+1 vote     reply to comment
Omega_Zombie
Omega_Zombie May 4 2013, 4:32am says:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 May 4 2013, 4:43pm replied:

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

+1 vote   reply to comment
Guest
Guest May 4 2013, 12:21pm says:

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ZombiesRus5 Author Online
ZombiesRus5 May 4 2013, 4:42pm replied:

Nope, they are special to SotF.

+1 vote   reply to comment
Guest
Guest May 20 2013, 8:04pm says:

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ZombiesRus5 Author Online
ZombiesRus5 Jun 10 2013, 12:04pm replied:

I don't support pirated versions of the game.

+2 votes   reply to comment
Guest
Guest Jun 1 2013, 9:46pm says:

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ZombiesRus5 Author Online
ZombiesRus5 Jun 10 2013, 12:05pm replied:

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.

+1 vote   reply to comment
austinshumate75
austinshumate75 Jun 3 2013, 1:55pm says:

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

+1 vote     reply to comment
ZombiesRus5 Author Online
ZombiesRus5 Jun 10 2013, 12:06pm replied:

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

+1 vote   reply to comment
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Platform
Windows
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Release Date
Released Oct 6, 2013
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MD5 Hash
9167729ab23204607623fe4842c0cfd9
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