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 RSS Sins of the Fallen: October Update

An October update for Sins of the Fallen: Hard to believe it's been 5 years since I first posted the mod on moddb. Hope everyone has enjoyed or at the very least appreciated my creation.

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Sins of the Fallen: October Update

Sins of the Fallen is one of the largest mods for Sins of a Solar empire boasting 6 unique expansion factions added to the already existing 3 vanilla factions .

Well, hard to believe it's been 5 years since I first posted the mod on moddb. Hope everyone has enjoyed or at the very least appreciated my creation.

Updates are still in progress for Sins of the Fallen even though a lot of work has been put into Fall of Kobol lately.

Bug fixes and enhancements
If you've played the latest release you may know Plague Militia and Flagships (without Cylons loaded) are broken. I'm working on a patch to fix that in addition to any other little quibbles found.

Alien Invasion Icon New NPC: Alien Invaders
In late 2013 I talked about Alien Invaders... I do have the models but just haven't had the time to invest in creating the new code, abilities, icons and research for the new NPC.

Here's what I originally stated and they might still be a possibility...:
"Alien Invaders, A new NPC, will replace the pirate AI with a completely new look/feel and capabilities (including research available to the pirate class NPC). The new NPC assets will also be available to replace as the Militia type. I really like the idea of an Alien invasion and look forward to turning on this feature as I've never really enjoyed the idea of Pirates."

More Artifacts
I also talked about Artifacts in 2013 and this is one area I will finally be delivering (hopefully in the next patch).

Previously, I built the framework for the Aegis Shield artifact. I've recently enhanced artifacts to include 7 more types.

A couple cool new features coming:

  1. Artifacts can now also be stolen from enemy capital ships by destroying their ship and having a nearby capital ship to pick up the artifact.
  2. Alien artifact ships will also have artifacts that will drop upon their destruction.
  3. We might be getting some more artifacty related abilities for star bases too (Waiting for Mord_Sith84 to see what he comes up with)

Artifacts are lost in space by Relic Civilizations and can be found orbiting distant gravity wells. Artifacts can be installed or attached to nearby Capital Ships or Titans dramatically improving various systems.

Aegis Artifact - Aegis Artifacts grant significant increases in Shield, Shield Mitigation and Regeneration.

Containment Artifact - Attaching this artifact improves antimatter usage on abilities

Phase Shift Artifact - Attaching this artifact allows the capital ship to selectively phase shift itself and shielding making it harder to hit and decreasing the possibility of weapons bypassing shields.

Shrine Artifact - Attaching this artifact produces awe like wonder to nearby worlds (produces culture)

Nano Artifact - Attaching this artifact allows nanites to merge with the ships Hull increasing hull and hull point restoration

Alien Computer Artifact - Attaching this artifact merges an alien computer with your ship's systems increasing it's overall performance (Dropped mainly from Alien Battleships and Carriers)

Alcubierre Drive Artifact - Attaching this artifact merges an alcubierre drive to the ship dramatically improving Hyperspace charge up and travel time

Nimbus Artifact - Creates a nimbus field around capital ships which absorbs incoming damage and increases armor protection. (Thanks to Mord_Sith84)

Continued thanks to everyone for their support and feedback over the many years. It's been a lot of fun making this mod with you.

ZombiesRus5

sotf logo


Comments
urbanskill
urbanskill

Ooh. I am very interesting in Alien Invasion :D

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LordofGilneas
LordofGilneas

You come in peace providing diplomacy, but should that fail, it is the reason you are equipped with body-armor and a sidearm.

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Janissaire
Janissaire

Guardsman,why are you still alive?

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LordofGilneas
LordofGilneas

Because I have the I WILL NOT FALL trait broseph.

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MrPerson
MrPerson

ooh this all sounds awesome!

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ZombiesRus5 Author
ZombiesRus5

They have been fun so far. I've added particles to show a ship has artifacts too

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MrPerson
MrPerson

That is an great idea, makes it way easier to tell which one has an upgrade instead of having to look at stats or see if it says "has artifact" on the ship description or something.

Different particles for each artifact or one for any? one for each would be rather difficult, unless they are just color coded to show each artifact has its own color

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ZombiesRus5 Author
ZombiesRus5

It's unique effects per Artifact. The only issue I'm running into so far is when you get a few artifacts on one ship the particles start to mung together. It gets really bad if one ship has 5+ :). I'm going to try giving them a little more random jinking so they sit on each other less.

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NoizeSeeker

Awesome stuff man. One of my favorite mods for SoSE

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ZombiesRus5 Author
ZombiesRus5

Thanks!

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Drexder
Drexder

when will be the release of this awesome mod? :)

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ZombiesRus5 Author
ZombiesRus5

The patch will be sometime soon. I'm testing the patch overlayed on the last release with different combos of.the mod to quality check it some more. I'd like the patch to work versus requiring a full download.

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Drexder
Drexder

ok thank you... i can't wait for this mod.... :)

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Intrepid781
Intrepid781

How do you disable the Cylons disabling thing? The Commandstars and their Titans use it on my ships all the time and the Columbia class's Nonintegrated systems doesn't do anything at all to combat it so they trap my ships and pick them off one by one and I can never move them.

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ZombiesRus5 Author
ZombiesRus5

I'll add the CanBeJumpBlocked to these abilities which should allow the Columbia's Nonintegrated systems to combat these two abilities.

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