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:
The Galactica does have custom voices. Most of them are just really quite, and I can't seem to make them louder. Listen closely, you should be able to hear them.
Yeah the Colonial voices are very nice, they just sounds strange for me (i never hear the original voices just the german ones).
But it would be hard to add similar voices to the Cyclons. Maybe some samples from the brabbling ship-hyprid, can't remember what she said, but since its confused it dont realy matter
Hmm...yeah, it was just hard to hear, I guess. Weird.
You could always use skinjobs for Cylon voices. That would probably work.
Yeah, but you never really hear (at least that I can remember) any Cylon, skinjob or not, say something combat related. Maybe The Plan will have something...
Does this work with Entrenchment v1.03? Just bought & downloaded Entrenchment and it was automatically the latest version =/
Nvm, reading fine lines at 1.30am lol
You could just use the jibberjabber of the hybrids(?) that opperated the capital ships for the command sounds.
White or glowing ship will be no more a problem soon... Already 3 capitalship corrected these week-end ( Galactica, Mercury, ... )
The new update seems to be great, but I'm disapointed because of one point : I can't modify the files anymore, to make my own balance. Is there a way to change that, and do as I could with the previous release ? Cause for example I don't like to have to use different types of squades and in the previous one I had deleted the bombers of the possible squads.
But now with the new encrypted data it seems to be impossible
Any solution ?
File are in binary mode now, it speed up the loading and make everything more compact, like the vanilla sins... use the convertdata executable for convert from binary to text or from text to binary... if needed, you can find several GUI for make it on these forum...
I've tried to use the converter, but it seems that I'm crap lol
Could you explain it quickly so I know exactly what steps are required because I really enjoy to make my own balance and stuff.
Thanks a lot
Btw I just played the new mod, and its really gorgeous. Really nice job, thanks everyone
I thought of something that should be simple to do, and would add some immersion. How about when the Cylons jump to another planet, you have the Hybrid say "JUMP!" from the show. I would personally set it to the louder one from when the Basestar was chasing the Cavel fleet, but you could use the whispered version too.
This is exelent news!!
By the way, would there be any way to get your mod to work with some of the mods like Celestial Bodies? Because stock planets are kinda boring.
Great work so far! I know you guys are working your tails off testing, debugging, coding, and much more without pulling out whatever hair may be left on your scalps... but from my experience from playing 13th Tribe v0.5 to v0.8 I see some great works in progress. If you don't mind me mentioning a few things that could be tweeked (mentioned or not previously)?
1. The Berserk ship (Flak ship) is too large compared to all the Cruisers, if it were sized down between the Fenris and Combat Star in scale could work out much better as they tend to clump up and cause some serious traffic-jams... I know that one of the few images available about the Beserk is rather hard to judge the size given the quality and that it's parked next to a capital ship at Scorpia
2. Strike craft models look even better (I saw a pilot smiling at me), however when they are flying in formation with their host ship, they tend to push the ship so to speak... this may or may not be something unavoidable altogether...
3. (Might be a bit much) I like that the Gemenon Traveller is the recon ship for the mod, but there is a vessel mentioned from ToS BSG called: Celestra [deep space exploration vessel filled with advanced sensor gears...seems to be a carry-over design similar in appearance to the "Electronics Ship" seen in the original series]. That's assuming you can find a 3d model or image somewhere to create it and then do all that work to get one little bugger in is not the fan's decision in most cases...
As the mod currently stands, I am in love, and have been playing it all day since I downloaded and installed v0.8. The trade ship models look good (even without a texture), the mining ships are awesome, if every ship had depth and texture like that (which I'm sure it will soon) this thing could sell itself. I commend you guys for the work put forth in this, huge changes between v0.5 and v0.8, soundtrack, etc. (Also, check the ship names on the textures as they are reversed or mirrored depending on your definition)
Lastly, for those who want a map to play out their BSG fantasies... check my posting: BSG Map Pack
Take a look at https://forums.sinsofasolarempire.com/353296/page/1/#replies ... you will not have problem to use the converter with these GUI...
One more thing to mention as I noticed upon replacing a turret from a Cylon raid, after I researched the turret upgrades giving them the rocket packs and longrange cannon, the model reverted back to the Sins basic... just a heads up, that either the model be upgradable as research allows or remove the options from research... or change the model parameters to re-use the bsg turret models from the mod... course I am just learning about all the headaches from modding from my own secret project... again, good luck and keep up the great work you've all been doing for us BSG fans...
Actually this is what I had done in the first place, but with some files it doesn't work. For example, with the CAPITALSHIP_TECHBATTLESHIP the application fails and crashes, sayin it has encoutered an issue and has to be shut down. Some files work, some other don't. What can I do ?
Hell, myself being only a modeler, i am not a pro when it is related to code... maybe make a post in the Harpo topic... it is his GUI so i think that he can help you... or if kyogre have some free time, he can maybe send you the file in txt mode...
First off, as Thousim said, he is fixing the textures for the Colonial ships, so soon they will hopefully be problem free.
@Hell, like Thousim said, they files are in binary now, because it saves space. To be honest, I have no idea why Harpo's converter isn't working, as that is what I used to convert them in the first place. Unforunately, I don't have the time to put up the text version for you. sorry about that.
Muffin, at this time I have no plans to add in Celetial Bodies or anything, but maybe in a future release...
Creeper: I'm not sure about the Bezerk. I might change it's role to be something more like the heavy cruiser or something, not really sure yet.
Fighters, I don't think there's anything that cen be done about that, except maybe make less of them.
I think the Gemanon will stay there. Personally, I like it as the scout.
@ Reply #369 - kyogre12
I don't blame you for the choices made Like I mentioned prior, the Beserk is fine as it's obviously a support ship to the capital fleet like the others, your placement and ship balancing it perfectly fine as it is... All I was concerned with was size... If you want to see what I mean, create a fleet with 2 Galactica class , and 2 Mercury class Battlestars, 10 of each frigate class (minus bombardment, scout, colony ships), 5-10 of each cruiser class (carrier, drone, command, attack)... usually the flaks go right in the middle (with command cruisers) of the fleet formation as they should to provide good coverage throughout (they dwarf the command cruisers in formation).
Move them around a bit, or throw them into a equal combat setting... a reduction in size will prove to work out much better... even 1/8th scaled down could do the trick without too much effort taken away from other projects. Otherwise, remember about the turrets for the model/tech problem I encountered in Reply #366. I like where the ships are at and the models you've picked for them, unless you guys are already changing things about... my recon ship idea was just some info on a BSG ship I came across and thought I would throw out there like fishing in a lake with no fish
Don't be so sure about it... the main problem with a resize is that hardpoint ( weapons, truster, flare, etc ... ) are messed up... new particle effect ( not yet in the actual version ) are related to the size of weapons or ship... resize the ships mean rework the particule effect... more, a scale can change fully the gameplay ( code )... smaller ship mean more compact fleet, more compact fleet mean by example a modification of all ship with flak ability...
In sins modding, a lot of thing are possible but a single simple change can lead to a fully other gameplay... no speaking about the $ù£µ AI that we can't mod !!!
Being working now on correct texture, a scle down to 1/8th will make some ship having the team/player color become almost invvisible due to the little size... meaning a full rework of the texture itself...
In short, your "without too much effort" is far to be true !!! It don't mean that you are wrong, it mean that it will not be easy and ask a lot of time...
hell, the file you listed is a vanilla sins capital ship that fails to convert with convertdata_originalsins.exe from 1.16 & 1.17.
have you tried my modding utilities v1.1?
I have all of my modding/mapping utilities latest versions with the convertdata's and all other support files in the 1.1 archive and will be updating with EACH patch that comes out
harpo
A small suggestion for Strikecraft handling
i often use the "dock all" ability while 571518751 raiders are incomming so my own strike craft doesn't take any losses vs does huge numbers of raiders since they are mostly gone in just one flakburst anyway
so i keep my birds on the deck and wait till 1-2 flakbursts have decimated the raiders so far that my own strike craft are at least even in numbers and would easily win the fight
so here comes the suggestion would it be possible to insert a voicemsg from adama when u launch your birds ? and also if u dock them all ? i find the "Launch Vipers" and "recall all fighters" phrases from the show very entertaining
Kyogre, how about a main menu track that is longer so it repeats less? I was thinking you could use "Storming New Caprica" instead of the nBSG intro.
Yeah, after listening to it a couple hundred times, it starts to get a little repetative . I just got the soundtrack to season 4, and I'm trying to decide what song off of that to use, although your suggestion would work, too.
As far as the strikecraft launching sounds, as far as I know there is no way to add in sounds for things that don't already have sound.
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