This is the official thread for the Sins of the 13th Tribe mod.
Please note that it only works for Entrenchment v1.05
This is a total conversion mod, so the TEC, Advent, and Vasari are no longer playable
The Colonials and Cylons are now playable races
Download Sins of the 13th Tribe v0.96:
MegaUpload: http://www.megaupload.com/?d=ABORTM4L
Original Sins Version by Larkis:
MegaUpload: http://www.megaupload.com/?d=N0DA2GR0
*Note* I am not responsible for the OS version. Direct all comments, questions, concerns, etc, at Larkis.
Credits:
Coding by: kyogre12
Models by: Kreeargh, Coxxon, Unknown Warrior, Dnkids, Major A Pain, Koobalt, Larkis, and the members of Cloak & Dagger Studios.
Textures by: Kreeargh, Coxxon, Fallen Warrior, File'o'soft Koobalt, larkis, and others
Special Thanks to ManshOOter, Bailknight, Tenhunter, rjhughes, Danman, the Distant Stars Team, and the sins of Alethia Team. Distant Stars: Nacey, Skyling, Uzii, Gurkoz, Boshimi336, Solitaire, Titan, Nataku, -Ue_Carbon, Ryat, & Madeiner
Known Bugs:
If you have any ideas for abilities, or want to report a bug, please post here. I will try to keep you up to date on progress.
v0.96 Changes
Please, if you play this, report back here any balancing problems, particullarly in terms of research.
Additional Forums: http://danmangames.com/forums/index.php
Wallpapers: Click the thumbnail to view the full size (all are 1024x768)
More Wallpapers, thanks to Unikraken:
Sorry its taken me so long to reply, I'm on vacation Like others said, the textures all have problems. And like others said, Hell, you have some crazy messed up ones, and to be perfectly honest, I have no idea why.
I look forward to playing this mod myself, being a big fan of the BSG series, but I've already updated to 1.03 of Entrenchment.
However, I have danmangames bookmarked so I'll be checking back when they get a new version number available for download. Always love new races with unique models and textures.
Your work appears well above average, and may you see success with it in the future!
So Say We All!
Thanks
Kinda silly question, but you do have your ship bump detail maxed out, right?
I'm just gonna wait for an update
Btw, other question for you kyogre12 :
How come the TEC Akkan Battlecruiser is stronger than the Kol Battleship ?
More firepower, more armor and hulls, more antimatter.. If I'm right the Kol Battleships should be the strongest, as they are supposed to be the "fighter" ships. The Akkan even have the best abilities from Kol and add other great abilities (invulerability to flee when a battle gets dangerous and colonize which let them being completely independant when they conquer)
Was this made on purpose ? Its a shame, cause Kols' shape look quite better (yeah even with my ugly detail issue lol)
Well the Kol (Mercury) has stronger weapons but weaker hull+armor. The Akkan (Galactica) has stronger hull, but weaker weapons (They'll be much weaker in the next version, in this version they are almost the same as the Kol(Mercury)) My reasoning for this was a couple pages back, if you want that.
As for abilities, I think that's debatable. The Kol's level 6 ability (forgot the name ) is, IMO, much better than the Akkan's.
After I read ure point on that some pages back, I agree with most of it. The Galactica should have less firepower though, but it seems you are gonna do that change soon
So perfect for me (apart from my shape detail issue lool)
Thanks a lot for all your work
Yea this has taught me to not release any more model packs unfinished agian .
I cant get this mod running. I always get crash and minidump. I have entrenchment 0.2
aurelius_x do you mean that you have entrenchment 1.02 or is it the beta 2 entrenchment?
if you have entrenchment 1.02 then the mod should work
harpo
I have entrenchment 1.02 but it does not work. I have same problem with all mods I tried.
is it ther 0.4 or the 0.4 sins of the 13th tribe .5 is for 1.03 and will crash 1.02
Well, I updated the sins for 1.03 and downloaded 0.5 but its still same
all I can say is that the mod works for me, perhaps a faulty download of the mod?
@Aurelius_X: You said that you can't get any mods to work, not just this one, correct? The only thing I can think of is that you haven't unzipped the mods, but other than that, I have no idea.
Just a little update. I am back from vacation, so I can get back to modding. I am still waiting for the new textures from Danman...
Has anyone else had any issues with the colonial starbase not targeting frigates or cruisers? Mine seem to completely ignore everything except the capital ship. I pretty have to wait on my other ships or turrets to take out other ships (or manually target each one individually, which is a pain since i have the rest of the map to worry about)
I've had that problem too. Especially when pirates come. None of my starbases, platforms, or defense fighters autoattack after a while.
a known issue, allready report that on reply #155.
@kyogre12: Off course I unzipped the mod. But I just wont work
Just wanted to make sure. That's the only reason I can think of as to why none of your mods work for you. That or you have the wrong version of the game, but you already said you 1.03, so I have no idea what's wrong.
Must be a simple stupid installation mistake
1. on Vista Unzip into <your user name>\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03
AppAata is hidden when you dont let you show the explorer hidden files.
On XP it is similar, look where you can find the "Mods-Entrenchment v1.03" folder (search at the explorer for v1.03).
2. if you run another language then engl. open the String folder inside the Mod. Do a copy of english.str into the same folder, and rename it into your language like "copy of english.str" into "german.str".
3. Start Sin's Entrenchment, not Sin's
4. At the Main menu, select Options, then Mod.
5. Select one of the mods on the left side then Enable mod.
6. Apply changes
7. Back to Main menu, start a New Game.
If the Mod still crash after you did that, you have a bigger problem with Sin's or maybe your PC.
Good news! Danman has finished fixing most of the textures. Here's a couple of teaser screenshots of the Cylons:
New Raiders:
Old Raider:
Scout:
Basestar:
Basestar again:
Very cool!!!
I don't know if keeping old school cylons is necessary since they're obsolete. What about replacing them with new cylon ships in last of 7 page? They're suitable for new Cylon.
It is wierd to see new basestar and old basestar pew pewing Colonials ships together.
If someone wants old school cylon, they can get a separated content to download for replacing new cylon one, like replacing current meshes with new ones.
Just my .02 cents
I'm bumping this because for some reason my screenshot post isn't registering as a "new post"
EDIT: nevermind
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