Description

Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.91.50 (compatible with 1.9). This is a full version download including all Sins of the Fallen and Fall of Kobol content. Please read more below for a detailed list of changes...

Preview
Sins of The Fallen: Reb 1.91.50
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Gr8rSoul
Gr8rSoul - - 4 comments

Thanks TEAM love me some toaster action!

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Cool, Use the Sins Mod Manager to make it a breeze to activate the mod.

Also, I got tired of rebellion, so the unification scenario marries the factions back together. The rebellion scenario keeps the loyalists/rebels. It's up to you.

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wheelmandan
wheelmandan - - 1,312 comments

your right it easyer now who ever made it is a god

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ValyriaBlackfyre
ValyriaBlackfyre - - 110 comments

so where the rest of the ships from the battle star universe? is there gonna be a update on this mod?

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Guest
Guest - - 689,323 comments

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MrPerson
MrPerson - - 1,801 comments

I also redid the Nephilim soundtrack and am eager to hear thoughts on it, your opinion on if it fits them or not, and see if people can guess where the tracks are from :D

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Guest
Guest - - 689,323 comments

I can't place them, but I just listened to the oggs and they do sound really familiar. Great choices though, love me some orchestra space fights. A couple of the oggs are reminiscent of Advent One Wing Angel.

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wheelmandan
wheelmandan - - 1,312 comments

hi how do i start your mod?

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wheelmandan
wheelmandan - - 1,312 comments

nevermind i found it.

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zagi101
zagi101 - - 108 comments

very nice mod, but what would make it even better is if you low the supply for ships, especially for cylon and colonials, so that larger battles could be done, to have 12-20suppliy for one medium sized ship is to much, make it 3-5 if possible, so that we can have much bigger battles and more fun,
except of that mod is very very good,

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Are you using large fleet supply? You could also change the scalar on the Gameplay constants to fit your own play style.

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zagi101
zagi101 - - 108 comments

change it how, is it possible change unit requirements, for example battlestars from 24 supply to less, i mean cylons and other races have superiority in numbers but it would be nice colonials to have more ships, increasing the supply to have large battles,by the way i really love this mod, any plans to add additional ships to colonial side?

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Thracius
Thracius - - 22 comments

I like the changes you made. I only found 2 small issues. The first is the occasional mini dump and the second is why you made the Cygnus escort star a capital ship. It is a colonial heavy cruiser not a capital ship.

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omega40k
omega40k - - 23 comments

I can kind of see that. Maybe replace that with the atlas since its an actual battlestar.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Unfortunately Sins only allows ships that have upgradeable abilities to be built from the "capital ship" factory. The ship is also high poly which makes me want to limit how often it is built.

Also, Sins of the Fallen for most of the factions have some non-standard ships that can built from the Capital Ship Factory.

I like the idea of Hero's some mods have, but I'm not as fond of the implementation required to make it work due to the engine limitations.

In regards to mini-dumps - yeah those suck. There is absolutely no useful information when a mini-dump occurs. I've done a lot of work trying to make sure things are valid and the code is clean, but some things just aren't known.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

The tangent on the Battlestar Orion is not correct (got corrupted on the last changes). I'm working on a fix for that. Right now you'll see what looks like weird lighting on the hull.

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FierceEffect
FierceEffect - - 38 comments

Sorry I'm a little confused, will this work with sins 1.86? Need to use 1.86 for my other mods as well

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

1.85 - 1.87 is mod compatible. This release is targeting 1.87 because of the memory management improvements that added including LAA support by default. Consequently I added some more base resources around planets that pushes my mod above the 2GB limit more easily whereas the previous version did a better job staying under.

If you enable this version in 1.86 it just needs LAA applied or you'll see white out textures.

Also, this version is still a beta as I'm working out some kinks with new features and modifications I'm making.

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skismitty
skismitty - - 1 comments

Bug with Masivna 'lod' ship. Once I build one simply looking at it, touching it, upgrading it, all of these have caused dumps to occur. Otherwise, this release is fantastic. LOVE the combining of rebel/alliance fleets into one race each again. Many year fan here, thanks for continuing this awesome mod.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

That is interesting. The mesh loads and displays fine on my computer. I'll look at it and see if there are any errors reported when generating the mesh.

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tatocarlos92
tatocarlos92 - - 2 comments

hello i have a issue i cant dowloand the file complete i have errors when i unzip it need help please

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Number_57
Number_57 - - 9 comments

im having issues withthe FTL as ships jump between areas, no visual effects before during or after jump??

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[SSC]Borealis
[SSC]Borealis - - 86 comments

is this compatible with rebellion 1.9? or will there be a new version for that?

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

All the 1.85+ mods should be compatible with the exception of some missing strings. I am working on a final 1.9 build though with some more fixes.

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FierceEffect
FierceEffect - - 38 comments

Can't wait to get this for 1.9!!

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WarBot3000
WarBot3000 - - 14 comments

Thank god! <3 I love this mod!!!

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Guest
Guest - - 689,323 comments

What file is compatible with 1.9v?

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Intrepid781
Intrepid781 - - 12 comments

Can you guys fix the weapon on the commandstars that disables other ships? When I play the Colonials and I have Non Integrated Systems on the Columbia class it still doesn't do any good, it still disables all my ships and they just float around until they're all blown up.

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xdxsadd
xdxsadd - - 638 comments

wiht the new version of the game laa is no longer needed right? will it also make a difference to use extreme settings? or you hvnt implemented it? ik some mods where it doesnt make a diff so im just asking

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Kraosdada
Kraosdada - - 108 comments

Yo! Does it work with 1.90

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Falcon07
Falcon07 - - 5 comments

My friends and I have been playing and loving this mod, however, we are getting minidump crashes when reaching 3-4k fighters, I am asking how can I go into the files and mod them to give more firepower per fighter, and few fighters per squadron/ship?

I have been modding a few days, but when opening the ENTITY folder in the FOK they read BIN instead of the TXT of others, how can I convert or edit these?
Thanks.
Falcon07

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Interesting observation. It's possible there's a hard limit being exceeded somewhere. The game is not good with giving any details on mini-dumps (i.e. not good = absolutely no information). It's a guessing game for modders.

In regards to BIN versus TXT. You will need to run the ConvertData_Rebellion.exe that comes with Rebellion in it's install folder. BIN is chosen for releases because it decreases load time quite a bit.

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Mlpdiscord23
Mlpdiscord23 - - 16 comments

Every game I have played the ai has minus four or more frigates what is going on?

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

what do you mean minus four or more frigates?

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Mlpdiscord23
Mlpdiscord23 - - 16 comments

Exactly as I said, it says they have minus four frigates when I get to the victory screen

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Unikraken
Unikraken - - 3,224 comments

Thank you based Zombie

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dbmod11
dbmod11 - - 45 comments

Helloy, artifacts AlienWeapon and ArtifactShrine not set on capships and titans in mod SotF(2) Addon(0..m) Artifacts Reb, so conceived or bug?

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Due to an inability to modify the engine, the only way to apply these artifacts is to convert them to your faction. This can be done with colonizers ability to capture neutral artifacts.

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Guest
Guest - - 689,323 comments

The Caprica Burning map always starts me as TEC when playing CDF. Any solution to that?

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Guest
Guest - - 689,323 comments

downloaded, its come up as just a blank 7Z file type of high memory but nothing else. any help would be great

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jamiewhite96
jamiewhite96 - - 2 comments

How do you install this because the explanation you have is for a different mod.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

It's the same instructions regardless.

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dubino23413
dubino23413 - - 1 comments

Game crashes or I have a mini dump each time the mod starts anyone have a txt file that is known to work or should i try deleting every file and reinstall them. (Mod files for Fall of Kobol)

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lewisalexanderbourne
lewisalexanderbourne - - 2 comments

I'm extracting the file to my Mods-Rebellion v1.85 .. but after 98% its asking for a password... I don't know it lol

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walkerphd11
walkerphd11 - - 40 comments

Thank you so much for the update.... Although I'm a little slow to find it. I enjoy to versatility of this mod.

One question, if i choose not to load some of the factions, will that make a difference on memory consumption??

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xdxsadd
xdxsadd - - 638 comments

hey i need some help. before i was able to build multiple titans(the weaker versions) but now i cant. they dont show up anymore did you remove that?

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Guest
Guest - - 689,323 comments

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kanoyen
kanoyen - - 4 comments

is dead

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RainChain
RainChain - - 3 comments

Delete this file, then you can play.

SotF(5) Core(1..1) Reb\Window\MainMenuScreen.window

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Guest
Guest - - 689,323 comments

nope doesn't help, my main menu is still broken :(

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RainChain
RainChain - - 3 comments

If you use races Colonial and Cylon, delete these files too.

SotF(4) Race(1..m) Colonial Reb\Window\MainMenuScreen.window
SotF(4) Race(1..m) Cylon Reb\Window\MainMenuScreen.window

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