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:
Wait... you're kidding, right? The Ogrov explosions are HUGE They already make it impossible to see most of the ship that gets hit.
Pfft, I want BIGGER
It should look like an exploding starbase, only smaller. At least, in my mind, lol
actually u dont have to see a ship thats hit by a nuke..
Great Mod.
If noone has mentioned it before the cylon missle/beam turret has a glitch where it dosen't fire. The missles are traped in an invisable buble unitl they run out of fuel.
I like how the Cylons start with 4 cap ship slots open. I wish the cap ships were cheaper so I could have more basestars!
Ok, voting is now closed. 10 to 3 in favor of it staying a total conversion, so it stays a TC
yeah i missed the vote but have also to say that stay focus on tc is much more important... so it will be perfect
so i played some games against some buddys of mine .. and of course they refused to play the cylons so i had to
i think its kinda balanced if u restrict u r self to caps only but still theres some kind of lag issue going on if u have about 200 fighter squads in your fleet maybe 20raiders/squad are a bit too much i'd suggest make the single raiders/vipers a bit stronger but not sooo many in the squads it really slows the game down after a while .. and they are killed in a single flakburst anyway..
also the cylon side lacks a bit of enyoing the game mostly because there are no so cool sounds like for the galactica
also i think a cool idea for an ability for cylons would be something like "activate sleeper" where u get a cylon agent activated on the colonial cap for a while where u can see and watch what they are doing - maybe a special scouts ability
Just wanted to stop in and say that I'm a really huge fan of this mod. Please do keep up the good work!
Don't worry, I will I am very slowly working on a new version, with an ETA of not for quite a while
Is it maybe possible to use this epic video as intro?
http://www.youtube.com/watch?v=1aFQSU3mGbs
that would be aweseome but this video also has the "quiet" sound problem like the whole mod
little suggestion maybe change the resource names
like Crystal -> Tylium
metal could be left metal i think or u change it completly to "water" the second resource they searched in the series i believe besides Tylium ^^
and i still would recommend to take the carrier cruisers out of the mod since the Ai is spamming them to the max because of the hardcoded sins Ai..
and it ends up on a 4-6 player map with thousands of thousands fighters and they frakkin slow every system down to nearly unplayable
thanks for your work modders i appreciate any updates on this mod! keep the good work!
ok when i put the mod in the mod folder i start it up and then what i do is go to the mods selection in the game and i load it and it freezes and then it says mini dup
can someone make a torturial on how to install this i mean a video toturial
do i need the new sins of the solar empire entrnchment 1.03 that caame out
the ANSWER is YES!!!!!!!!
harpo
There's your answer
Also, I am very slowly making progress on a new version, but it won't be for a while.
Keep it up! I'm very intrested to see what the next version will be like
Idon't know if you know but the beam defense platforms for the cylons ( that looked like they ve been modded to fire missiles) don't actualy fire or do any damage meaning the planets are more or less defenseless. Also I think you should try to use the missile platforms from the vasari. They'd be better suited. other than that this mod is a dream come true. Well done can't wait to see what you've got coming
That issue has already been pointed out kris awhile ago.
I posted gameplay movie onto youtube for this mod
http://www.youtube.com/watch?v=HZiVZQeb2qE
Nice video
And since I'm posting, I might as well give everyone an update I plan to put out an update soon after 1.04 comes out that is compatible with 1.04, hopefully within a week after the patch comes out. I wasn't really expecting this patch, so the new version won't have everything I was planning on, but there will still be some interesting new stuff.
Kyogre, one of the biggest modding changes to 1.04 is that capital ships now derive their name from a list in the Player"X".entity file. This means that it will be easier for you to assign custom names for capital ships, and it will also make it easier for 7DS to have custom capital names for all their races.
kyogre
I was playing around with the voices, and turned up the volume on them, I can upload the files for you tomorrow so you can take a listen, and see if it helps any.
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