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 new version is even sweeter,got to say that the raiders are a powerful force indeed,lost one of my pegasus battlestars so fast i didnt even notice it was geting beaten up,the virus ability also gives alot to the cylons,id reckon if you go with capitals ships without nukes you will get raped by the virus and raiders pretty quick.Still i managed to stand against all that so yeah if you tweak the antifigter abilities like spardason said than it might be more balanced.
I loved it even like this!Keep up the good work,seriously man,this is some damn good work you are doing here!
Thanks for the feedback!
Per your guys' suggestions, flack burst has been massively buffed. Level 1 now insta-kills raider (I believe that before a full health one would survive) It also had its range increased. Because there are so many raiders, and they rebuild so fast, it hopefully won't totally negate the raiders, but it should make them much more managable.
The nukes now have longer range, but a much longer cool-down and a much higher anti-matter cost.
All capital ships are getting huge buffs in health, armor, and the number of targets they can fire at at once. For instance, the Galactica now starts with 25k health and 20 armor, with all other Colonial caps somewhere below that. The Cylons start at 19k health and 18 armor for the Basestar, if I remember correctly. All capital ships are now more expensive.
Colonial fighters+bombers also got buffed. They have a lot more health (almost that of a small frigate) and there are a couple more of them in a squadron, so you hopefully won't be losing all of them to the masses of raiders.
I plan on having another update out within a couple of days, to get feedback on these changes.
any chance you could try and get the tec advent and vas back in to it also i could work out the balancing myself for it just not sure how to add the races on my own.
would be great to have a varitiy
Trust me, if I could, I would, but it is way too much trouble to get them back in. If/when a developer.exe is released for Entrenchmetn v1.02, then I will take another look at putting the vanilla races back in, but until then this is a total conversion.
On the plus side, this mod will eventually get merged into 7ds, so if you really want variety, you'll be able to play with all 11 races, or however many there are when that happens.
very awesome mod, enjoying the latest version. Keep up the great work
May I modify your mod? If you don't want me to do that, no problem.
As long as you're using it for yourself, you can do whatever you want with it. I just ask that you don't release your own version of the mod.
I am working on a normal sins version but it will take me some time to figure out the codeing not to mention i have to make and finish converting 50 or more models to finish off the 2nd half of this mod. The Vasari race will be replaced with "Eastern Alliance" and other tos BSG races seen in the show. I am hopeing by the time i get all these models in the game someone will be able to revert some of the Entrenchment mods abilitys to vanella sins.
Just so you guys know, I have a new version ready for release, but I'm having trouble getting it to upload... So you'll get a new version whenever Filefront decides to cooperate. I'm looking at other DL sites, but until then...
kyogre12 what are the difficulties you are having with filefront?
I am currently doing an upload for another thread to fileplanet without any difficulty
harpo
It says that it has finished uploading, and that I need to wait for it to redirect me to the page with the DL, but it never redirects, no matter how long I wait. I also tried using Kitsune420's Game Fanantic's Vault, but with similar results.
have you tried a different web browser?
That's a good idea. I hadn't thought of that. I'll go try it right now.
I just finished upload another mod for another thread using firefox 3.0.0.10 with no problems
Yep, that worked. Thank for the suggestion.
Version 0.4 is now up. Check the original post for the DL link and the changes. Again, please report back balance suggestions, bugs, etc.
oh goodie,cant wait to try it out
1. at the archiv, the Mod is inside the Sins of the 13th Tribe folder, so you need to move the Mod folder after you unpack it into.
2. Some Capitals/cruiser still got Shield regen abilitys, but no Capital got any Armor repair ability.
3. ok i didn't played 0.4 yet, but my expierience from 0.3 and your changes let me thing, Frigs and Cruiser dont have any chance anymore against any Strikecrafts. You buffed Capitals, Strikecrafts,Flakburst .... but i think you should lower strikecrafts instead, so frigs and cruiser have a little chance to survive.
more to come after i played 0.4
Since the show focuses pretty much entirely on strikecraft+capital ships, I decided to do something similar. Therefore you have very strong caps and lots more of strikecraft. I might give some frigates+cruisers anti-strikecraft abilities as well (like flak burst) depending on feedback.
So love this mod, thank you so much for your time and effort on this.
Playing v4 at the moment. The better caps and more fighters is awesome. Havent played enough to come across any problems, just wanted to show appreciation.
Kevin
Nice Mod !! keep up the good work.
been playin the mod for a day now and some thoughts , The colonial torp cruiser and star base builder dont show up. it plays well thou but not enought ships . for the colonials at least , also needs more fighters. love it thou
Okay, serious question here, how do i load this onto XP?
Once you extract it, go inside the folder to get the folder called (Sins of the 13th Tribe v0.4) copy and paste it into:
C:\Documents and Settings\**your profile name**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02
Are there any research items that don't do anything for the game if playing this mod... as in shields?
I can't find the mod folder, and i have unhid all hidden folders. I don't know what to do
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