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:
DANMAN Games isn't working for you, or did Dan not give you permission?
Don't have permission. I should ask him about that...
Ok, the same thing with 7 deadly sins, I have like new explosions and new ship wiews, but dont have new ships or new palnets. Danman mod include meny mods, but only few of them work for 7 deadly sins, it could be the same problem with version, cuz Im sure that this 7 deadly sins mod is for v1.05!
Ow yes, and how I can get rid of runtime error, cuz I tried like lowering details, but dtill error comes
Finally, version 0.8 is up! Link is in the main post.
Wohoo,going to try it out in 10 minutes.
niiiiiiiiiiiiiiiiiiiiiiice
now i have to stay up till its finished downloading so i can at least blow some frakkin toasters to hell befor i can go to bed
Yay, new version! Downloading now!
I always look forward to you and your team's work! Yay!
*Goes off to blow some mother-frackn' toasters out of the sky*
nothin to say more
great patch for a even greater mod
i guess now its also nearly balanced
cylons lookin good colonials still lookin good
did galactica class battlestars HP even further grow ?
first game with the cylons i was kinda suprised with 4 starting caps and cylons got their own misslebarrage now so i guess its kinda balanced
just one thing why does one of the colonial caps have the Shieldrestore ability isn't that kinda useless ?
the other new abilities rock very good designed
Hey all,
First, i would like to say that this mod is awesome, but everytime I try to load v0.8, the game crashes. I just updated the other day, but v0.5 had no problems after the update. suggestions?
EDIT: hm... quoting isn't working right, so my replies are in red.
I don't think so, but that could have been one of the changes I made and forgot about Research will definetly increase it by quite a bit, though.
Hm... I guess that's because I forgot to change that ability... oh well, something for the next version
[quote who="whartel" reply="10" id="2319834"]Hey all,First, i would like to say that this mod is awesome, but everytime I try to load v0.8, the game crashes. I just updated the other day, but v0.5 had no problems after the update. suggestions?
I have no idea. If v0.5 works, I don't know why v0.8 wouldn't.
Loving this mod to
One thing I do notice which is odd
I'm playing as the cylons right now and when I get raided by pirates, some of the pirate ships aren't attacked automatically (The pirate corsair I think it was called), I have to manually make things attack them.
new version old bugs
kyogre12 cares more about how the ships look then how they fight. But i think these peace treaten thing with pirates is a hard to track down bug anyway.
Yeah, I've run into that, too, and quite frankly, I have no idea why it happens, or how to fix it. To my knowledge I haven't changed anything to do with the pirates.
I was wondering,is it just me or colonials capital ships,(mercury and galactica) still look kinda white and from some angles even worse than before. The viper mk ii looked amazing indeed and the cylons look nice too now.Playing with the cylons really requires you to use the advandatage of cheap capitals cos otherwise the colonials will find you to be no match so the balancing is now cool.
Great work!
Yes, unfotunately the Colonials still have glowing problems (except the Valkyrie and Cloud 9 ) Worse yet, it's looking like the only way to fix them 100% is to totally remake the model+texture from scratch I don't think they look any worse than before, but they aren't too much better, either.
im sorry to hear that,oh well i hope you manage to fix it someday.
You're not the only one The Cylons work, though
The Colonial Shield restore is still usefull to support a starbase, special at empty space.
Can you please enhance the name of the Vipers ?
Squadrons improved:
Viper,Viper,Viper (shouldnt it be Viper Mk II, Viper MK V, Viper MK VII ?)
Indeed they do and they are quite good too Nothing better than a butt-load of missiles anihilating everything
Just played a short game with Cylons, Awesome.
But a graphics question, are you going to texture the Hades Mark II, the anti-fighter frigates, or the Cylon Heavy Crusier? I'm not sure if the shiny metalic thing is a lack of texture or a glitch on my side. I just see grey metallic over the hull. none of the details or team coloration evident on the other ships. (although, the cylon anti-fighter frigates reflect the team color instead of simple grey.)
All the others look fan-tastic, btw. missiles flying everywhere. Things get a slight bit laggy when the fighters and missiles are mixing it up, but it still looks awesome.
And as for the Colonials, well, I can't say anything about the glowy aura issues, but again, they look awesome. When, of course, they don't have certain angles lit up light a christmas tree. They function, though.
And the Raptor bombers are great, except research makes the fighters do more damage than Raptors do per shot. Add in the numerical advantage of the vipers, and bombers tend to fade away. The range advantage of missiles doesn't hold up when you've got fighter-style movement.
Hades MkII with the old-style cylon fighters was a nice touch, too.
Lot of fun to play, which is the important part. Only complaints are really graphics wise. Not a problem. I'll have lots of fun with this. Thanks.
You eliminate succesful the shield down voice from the Colonials !
But at last the Cyclon Basestar still got this voice.
Nuclear Missiels Ability: I think you should half the Antimatter cost or increase the damage by 50-100%. The Capitals got hugh amout of HP so this 2-4k Damage dont affect them much special while the Armor reduce the damage (not sure about that).
Beam Defence turrets: they dont do any damage. You should replace them with the Vasari Missile defence. But i dont care if you just use these model and let them fire missiels instead, but dont forget to correct the name.
Cyclon, Hangar Defence, the model of the finished struc is still the old Advent one, while the Const. model is updated to your new one.
They will get textures eventually. Not being an artistic person myself, I have to wait for Kreeargh to get those for me. They will be coming, I'm just not sure when.
I hadn't noticed that. Thanks for bringing it to my attention
This is something I forgot to mention in the known bugs. Unupgraded turrets (Colonial and Cylon) and the Cylon hanger defence use the new model, but when you upgrade them, they revert back to the vanilla models, because I don't at this time have models for the upgrades.
This is a generell problem at Sin's. Bomber pilots have a pretty short lifetime compared to their Fighter comrads. They draw to much attention, have lower count at the Squadrons and are slower. The bit more Firepower,Armor and HP don't compensate that.
At short term Bombers overall are pretty useless, not only at Tribes.
I have much better expierience with a plain Fighter fleet then with a mixed one.
Cyclon Repair station is far to big, you should shrink it to 1/3 of the current size.
edit:
Since the pirates are pretty underpowered, can you beef them up ? I think at a more Dynamic Pirate fleet with Pirate capitals. I saw this at some other Mods sorry can't remember which ones.
Maybe a playable Pirate/Outlaw race, with a mix of Colonial/Cyclon ship and a few own designs and unique abilitys.
Love the new release, everything I was gonna say has already been covered. New Cylons are awesome, Colonials still have problems with shiny ships, and I really wish we had authentic voices, especially for the Galactica. It makes me sad to not hear Adama
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