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.

Description

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.

Preview
Sins of the Fallen: Reb 1.82.37.1 (Full Version)
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Thelockest39
Thelockest39 - - 7 comments

A mod ive been waiting for a long time.
btw my favorite mod

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KorsakB
KorsakB - - 142 comments

MOD is not activated, error minidamp

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Thelockest
Thelockest - - 1 comments

The mod for the flagship crashes it, leave that out and it should be fine.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

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.

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Lap1#
Lap1# - - 43 comments

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.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

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.

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Lap1#
Lap1# - - 43 comments

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(?)

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Lord_Hood
Lord_Hood - - 47 comments

None of the unzipped sub mods are opening? what should I do?

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

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.

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Lord_Hood
Lord_Hood - - 47 comments

When I unzip the main mod, I moved the files to my sins mod directory. However after that I couldn't unzip the addons.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

Is there an error when you attempt to unzip them?

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Lord_Hood
Lord_Hood - - 47 comments

I've fixed the problem. Looks like my unzip program was having issues. Replaced it and everything worked fine.

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Gransurg_Blackmore
Gransurg_Blackmore - - 76 comments

At the "SotF(#)" Is it number 5 to number 1 or number 1 to number 5?

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

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"

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BlackDova2012
BlackDova2012 - - 31 comments

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 :)

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marqmaff
marqmaff - - 8 comments

Could you make an addon to reset titan levels when destroyed? Like Enhanced 4X mod has.

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ZombiesRus5 Author
ZombiesRus5 - - 1,642 comments

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.

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marqmaff
marqmaff - - 8 comments

Ah alright I see. I hope its possible and not to hard to do.

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Sonki3
Sonki3 - - 43 comments

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.

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Heckbringer
Heckbringer - - 2 comments

Neither Cylons nor Colonials appear to be in the folder.

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Marnok
Marnok - - 93 comments

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"

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Aussiewarpig
Aussiewarpig - - 19 comments

Cant seem to get the Colonial and Cylon races to work

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Darkheartwolf2014
Darkheartwolf2014 - - 8 comments

So when do you guys think you'll get it to 1.83?

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nuruddinshah52
nuruddinshah52 - - 469 comments

Hello there
Are you guy still online or
Are you dead?
It been awhile seen's the patch

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