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.
Rogue Hypercorp
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)
Rogue Syndicate (Rebel)
Hypercorp (Loyalist)
Psicorp (Rebel)
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
The other factions though un finished are still in it right?
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.
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
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.
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.
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
You think I would have done Plague first! I seem to be working in reverse :P
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
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.
****, 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.
It looks like Tech Loyalist/Rebel and Vasari Rebel have the old code in place that is causing the issue.
Here's a small hotfix (3 files).
Dl.dropboxusercontent.com
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.
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.
Ya, it should be a red X. I've added this to my issues list.
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.
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
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?
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
heh I saw that too, good thing I built all the structures on that planet before they were halfway to another star :p
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.
so is this affecting every other ships strikecraft
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.
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
Ah.. not sure if thats what caused the Moon fragment to become Extragalactic
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?
When is it crashing? When you activate the mod? When you start a game? Sometime into the game?
Are you following the activation Instructions?
Dling now, I'll let you know how I go, cheers also :)
Another zombie, nice.
Make sure you pull the patch down for Hypercorp too if you want to try them out also.
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)
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
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.
Starting units
Loaded it up with moon, vas militia, hypercorp, rogue, tec races, flagshipcore and core mod, works fine :)
One question, when I enable a planet mod, how do I use it?
It replaces the randomly generated planets in the system. If it's enabled properly you should see different planets in the system.
Would the moon mod work along side other mods, such as Maelstrom?
Nope, they are special to SotF.
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
I don't support pirated versions of the game.
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!
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.
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
Have you tried 7-zip? 7z results in much smaller uploads which helps with my bandwidth constraints.