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.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Build 37.1 Full Version for Rebellion 1.82. Please read feature (or click read more... here) for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod. Please delete or backup any previous version of the mod prior to installing the latest version.
Build 37.1 Full Version for Rebellion 1.82. Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod. Please delete or backup any previous version of the mod prior to installing the latest version.
How To Install Sins Of The Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How To Activate Sins Of The Fallen
7zip File Contents (Note: addons, militia, planets and translations must be unzipped individually):
SotF.Full.Reb.1.82.37.1.7z Contents:
SotF(4) Race(1..m) Advent Reb
SotF(4) Race(1..m) Hypercorp Reb
SotF(4) Race(1..m) Nephilim Reb
SotF(4) Race(1..m) Plague Reb
SotF(4) Race(1..m) Rogue Reb
SotF(4) Race(1..m) Tec Reb
SotF(4) Race(1..m) Vasari Reb
SotF(5) Core(0..1) Flagship Reb
SotF(5) Core(1..1) Reb
SotF.Addons.Reb.1.82.37.1.7z
SotF.Militia.Reb.1.82.37.1.7z
SotF.Pirates.Reb.1.82.37.1.7z
SotF.Planets.Reb.1.82.37.1.7z
SotF.Translations.Reb.1.82.37.1.7z
* You will need to individually unzip the Addons, Militia, Pirates, Planets and Translations as desired. This change was made to reduce the amount of folders placed by default into you Sins Mod directory by default.
Change Log (Build 1.82.37.0):
General
* AI tweak on Titan construction. There is apparently some risk with the current implementation that may allow the AI to get two titans.
The approach has been changed to allow easier titan construction via a much cheaper hidden titan which will use normal construction
mechanics thus allowing the game to enforce the one titan per AI. There are some soft loop holes that allow a partially constructed titan
to complete even if a new Titan is called in via spawn mechanics. This change will remove that system as previously stated.
Planets
* NA
Races
Colonial
* Normalizes weapon effects across all units
* Reduced fighters per squad while increasing squads per unit to add to Colonial immersion.
* Stealth recon now adds a damage reduction while under stealth
* Supplied Incendiary Rounds now set as Prioritize Old Buffs for performance
* Maison Radiation Sweep change to small particle because large particle sucked... Looking for new effect.
* Min zoom distances increased to allow zooming in a bit further. The previous change was too extreme.
* Cygnus added back KEW damage of 120/8.5sec
* Nova front missile damage added.
* Autocannon burst count decreased
* Bomber max hull increased to 125 from 100
* Bomber hull restore increased to .3125 from .25
* Bomber armor increased to 2.5 from 2.0
* Bomber exp increased to 8.125 from 6.5
* Bomber squad size to 2 from 5
* MK VII squad size to 3 from 4
* MK II squad size to 3 from 4
* Heavy Bomber squad size to 2 from 1
* Stealth Fighter squad size to 1 from 2
* MK VII max hull decreased to 60 from 40
* MK VII hull restore decreased to .1666 from .25
* MK VII armor decreased to .666667 from .25
* MK VII exp decreased to 2.5 from 3.5
* MK II autocannon decreased to 13.5 from 39
* MK II missile decreased to 13.5 from 44.8 and cooldown to 12 from 13.5
* Heavy Bomber antimodule decreased to 56.25 from 88.4 and cooldown to 15 from 13.5
* Heavy Bomber hull to 85 from 100
* Heavy bomber hull restore to .4 from .25
* Heavy Bomber exp to 5.5 from 6.5
* Thor command points to 3.2 from 1.6 increase per level .4 from .2
* Mercury command points to 7.1 from .55 increase per level 1.1 from .55
* Columbia command points to 4.7 from 2.35 increase per level .4 from .2
* Cygnus command points to 2 from 1 increase per level .4 from .2
* Nova command points to 7.1 from 1.6 increase per level .75 from .1
* Valyrie command points to 3.4 from 2.2 increase per level .4 from .25
* Asgard command points to 3 from 2
* Berzerk command points to 2 from 1
* Carrier command points to 5 from 3
* Hangar command points increased to 4 from 2
* Starbase command points increased by factor of 2
* Titan Rebel command points increased to 9.2 from 4.6 increase per level to 2.4 from 1.2
* New Antimodule Battlestar
* New Carrier Battlestar
* New Loyalist Titan Orion with updated weapon and strikecraft layouts
* New particle for non-integrated systems
* New particle for stealth recon
* New particle for virtual intelligence
* New flairs for all battlestar hangars
* Minor adjustments to KEW effects
* New Bombing effect (Based of bailknights)
* New default small autocannon missile effects (Based of bailknights)
* Added additional music from cylon generic tracks
* Updated colonial events to remove incorrectly announced DRADIS
* Swapped light frigate voice with colony frigat voice dialogue
* Updated Tangents on multiple models
* Updated specular and reflective on multiple models
* Added new icons for new units
* Cylon
* Updated all command points by factor of 1.5 and decreased units per squad proportionally (short version)
* Basestar (Capital) fixes tangent issue (will need to apply to other variants in next build)
* Bomber damage change to 80.29 from 76.9 (balance)
* Bomber hull restore changed to .68 from .5
* Fighter damage changed to 28.8 from 30.75
* Fighter hull changed to 57 from 85
* Fighter hull restore changed to .313 from .4
* Fighter armor changed to 2 from 3
* Fighter Exp changed to 4 from 5
* Bomber squad size reduced to 2 from 3
* Fighter squad size reduced to 4 from 6
* Nephilim
* Orbital cannon ability set to autocast
* Obscure strikecraft range increased on level 2
* Diminish strikecraft will now actually decrease weapon cooldown
* LifeDrain effect changed to Center
* Teleport removed old vasari effect
* Added missing ability points on Battleship, Siege, light frigate and siege frigate
* Added missing weapon points on Corvette
Updated (10/12):
Change Log (Build 1.82.37.1):
Translations:
* New translations including new artifact strings
Planets:
* Updated GalaxyScenarioDef for new random artifacts
Artifacts:
* New random artifacts similar to current Shield Artifact: Alcubierre, Alien Computer, Containment, Nano, Nimbus, Phase Shift, Aegis (Shield), Shrine
* New artifact meshes unique to each artifact type
* New artifact icons unique to each artifact type
* New particles that hover above units with artifacts attached
Disable AI Plus Addon:
* New addon that disables majority of Sins of the Fallen AI enhancements. Takes AI to stock levels.
Militia:
* Fixed bug with Plague militia resulting in mini-dump due caused by previous re-factoring
Races:
General
* Updated AI Titan to show appropriate strings if AIPlus is disabled
Colonial:
* Updated Role type on Atlas to allow firing on normal units (previously would only fire at structures)
* Fixed error with Flagship Pegasus data texture being incorrectly overlaid with Galactica data texture.
Nephilim:
* Many abilities updated to allow targeting of Titans
Flagship Core
* Fixed issue with Cylon Basestar referencing wrong mesh
Core
* Updated to support new Artifact code
A mod ive been waiting for a long time.
btw my favorite mod
MOD is not activated, error minidamp
The mod for the flagship crashes it, leave that out and it should be fine.
Thanks, found it... Cylon had a change that caused the issue. I need to release a patch for Plague militia, I'll include flagship too. Flagship will work if Cylons are loaded though.
Darn, i truly would like my plague titan to convert other titan again~!
And if my plague starbase isn't allowed to jump, at least a little boost in speed contruction within friendly culture/enemy's gravity well would be nice.
It was a little OP. You could always mod it back in or take the files from the previous version and drop them in ;)
I'm still considering a jumping starbase for Plague.
Yeah obviously instant convert is far too op, but what about some kind of *'toxic gaz'* around the titan for a period of time which could damage/weaken ships and/or buff your ships moreover destroyed ships around the titan while ability is active will be converted (or the ability could mark enemies ships for a time and if those ships are destroyed while being marked they are converted)
-I took back the BloodOmen files from a older version where it could convert titan and cap ships (couldn't do the same trick for the jump ability for starbase though)
Well even with 5 titans lvl5 i couldn't destroy even one of those 4 advent cap ships~ ( dunno if the bypass missile researches works for converted ships and for especially for colonial/rogue/cylon's missiles, btw its supposed to do extra damage when it bypass, right?)
>problem: the IA don't want to build another titan after.
>its a absolute pleasure for some players to have more mighty ships \o/ so i'd be really happy if you reconsider that ability to steal titan and caps ships.
-I dream of the day someone would create the Dark Arcadia(Deathshadow) from the 2013 movie, would fit perfectly for the rogue 'separatist' as the titan.
-btw seems like i can't research the celerity ability for that utility plague cruiser, it says 'you need to research celerity first', dunno if i messed something~
-That the colonial starbase could jump never really made sense to me, but i could see an ability that would increase its firerate, range and mitigation but slowing its mobility while active, like some kind of 'defend at all cost'-wayofdoing.
-Oh man how i fear that Ghost~rogue cap ships, his ion barrage allow your entire army to be wiped out è_é, ion barrage+ missile barragex2 and you do one hell of a clean up.
-nice work for the new colonial titan, and the colonials defense platform hits hard enough now.
-The event horizon on that star is just a trap, right è_é?
-i don't sense that 1500% acceleration when wandering on those stars(?)
None of the unzipped sub mods are opening? what should I do?
Can you elaborate a little more? Is an error happening when you unzip or are you concerned they are still in 7z after you uncompress the main file?
They are zipped inside the main 7z to reduce clutter if you don't want all or some of them. You should be able to individually unzip each sub-7z if you want the content.
When I unzip the main mod, I moved the files to my sins mod directory. However after that I couldn't unzip the addons.
Is there an error when you attempt to unzip them?
I've fixed the problem. Looks like my unzip program was having issues. Replaced it and everything worked fine.
At the "SotF(#)" Is it number 5 to number 1 or number 1 to number 5?
It's 1 to number 5 or 0 to 5 if using translations. The numbers were added to help sort the mod based on how it should be activated from top to bottom. for example:
TXT
Version 0
enabledModNameCount 12
enabledModName "SotF(1) Planets(0..1) Maelstrom Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"
Hey. Really love the mod, but when I downloaded the latest patch and extracted it, it won't load. I put everything in the right order and every time I try to load the mod, it minidumps. Help please? I'd really like to play this again :)
Could you make an addon to reset titan levels when destroyed? Like Enhanced 4X mod has.
I can take a look at it. They do it by spawning the titan which essentially resets the levels. The problem I see is they have a known set of factions which makes it easier to create a stacking mod. It might not be as easy (or possible even) with the modular setup I have.
Ah alright I see. I hope its possible and not to hard to do.
Hi there. Cool mod.
I have read that you want to update plague militia and so on.
Do you have an idea when this patch will be ready to download?
Will you then make another "baked" version with the latest content as well?
Thx for your answer.
Neither Cylons nor Colonials appear to be in the folder.
I wasn't sure if I was putting the mod in the right way since I had 2 other mods installed as well so I was wondering if I need to make another EnabledMods.txt thing for it to work properly here are is my list:
TXT
Version 0
enabledModNameCount 13
enabledModName "SotP Alpha v0.75"
enabledModName "SoGE 4.10.0"
enabledModName "SotF(1) Planets(0..1) Sol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Light Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"
Cant seem to get the Colonial and Cylon races to work
So when do you guys think you'll get it to 1.83?
Hello there
Are you guy still online or
Are you dead?
It been awhile seen's the patch
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