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:
harpo, the exact name of the file is "harpo's mod utilities 1.181a.rar" within this file is the mod updater along with a number of other things that you know what they are considering you made the thing.
Now on with the files and such that i need to update and run the manifest maker on. Within the sins folder are all the different files. I created a new one called mods-entrenchment v.1.03. in with it is mods-entrenchment v.1.043. within the file 1.03 lies Sins of the 13th tribe v.0.81. the patch has already been copied. within the file 1.043 is nothing because i don't have any other mods. now that you know what files i have in what, i'm hoping you can tell me step by step what to do.
Kirbster, not sure if you saw this, but it might help.
Make sure when running the manifest maker that entity is checked for option 1, and the 13th tribe folder in the 1.041 folder is highlighted and selected in step 3 so that you can see the other folders like gameinfo etc underneath.
as colonnello's post suggests your problem is the "mods-entrenchment v1.043" folder name the number SHOULD BE 'mods-entrenchment v1.03' withe 13 tribe mod folder inside it eg '\mods-entrenchment v1.03\Sins of the 13th tribe v.0.81' with the gameinfo etc if the mod here
the mod updater was designed for updating working mods from an earlier version to the current version, with the work around for people that want to use a mod from a numbered mod folder version that is earlier than they obtained, they just create a mods folder with the correct version number eg mods-entrenchmnt v1.01,mods-entrenchment v1.02,mods-entrenchment v1.03, mods-v1.15, mods-v1.16, mods-v1.17 with the mod inside the version folder, then run the mod updater, and for mods earlier than mods-entrenchment v1.04 also running the manifest maker on EACH mod updated to post mods-entrenchment v1.04 making a NEW entity manifest due to the 9 added entity files that ARE NEEDED for entrenchment to not minidump in 1.04/1.041
harpo
okay, so the 'mods-entrenchment v1.043' folder name should be 'mods-entrenchment v1.03. inside this folder should be where the 13th tribe lay. if i'm wrong on any of this, tell me. now with the mod updater. when i run it, my first selection should be 'mods-entrenchment v1.03' but where do i copy and update the folders to?
the mod updater DOES the copy and updating for you,
the source folder should be for this instance the Mods-entrenchment v1.03 WITH the various mod's folders visible in the window, then click on the BIG button below the treeview control labeled 'set source to copy from', then the destination treeview will become visible to the right of the source treeview, you should only need to click on the button labeled 'set destination to copy to', then the button labeled 'copy and update the entity files'
and WHEN the program has told you how long it took to copy and update the files then click on exit
AND NOW YOU NEED TO RUN the SINS MANIFEST MAKER FOR MODS
for each of the mods that has been updated from 1.03 with the mod updater YOU MUST make a NEW entity.manifest for the mod as there are 9 new entity files that ARE NEEDED for 1.041 & mod's to NOT MINIDUMP.
At very, very long last, after an excruiciatingly painful wait, I give you Sins of the 13th Tribe v0.85, compatable with Entrenchment v1.041.
I know for a fact there are other changes that I made, but I don't remember what they are, it was so long ago
I decided to take advantage of the AI's spamming of carrier cruisers by replacing them with a slightly weaker version of the Basestar for the Cylons. So this way when you're fighting them you are pretty much garenteed to see a lot of "capital" ships. To further give the AI more chances at getting capital ships, I added the Basestar (capital version) to the Resurrection Ship's Resurrect Ships ability (level 3)
Depending on how well this works out, and what you guys think, the Colonials may get a similar cruiser version of a capital ship.
Enjoy! Or else
Ah! Just as I'm fiddling with the old version. You Sir just made my night
Giving this a try immediately
Awesome!
[Fixed]Are u guys also getting a 503 temporary error from the download website? I can't seem to download it.
Fixed, it works Im just impatient i guess.
umm the Link doesnt work, I keep getting a 404 Error
kyogre, i cannot express just how much i love this mod. Battlestar is one of my favorite universes, and being able to play in it on the best game ever made is happiness beyond comprehension.
I'm so glad you could get a stable 1.141 compatable version out, and it will continue to be on my most-played-mods list.
Thank you.
okay harpo, whenever i click on the controll "set source to copy from" i get runtime error 76 path not found. do i need to redownload the mod and/or the mod updater? do i need to extract the mod to a different file? Grrr, sometimes computers frustrate me.
The new version just posted yesterday doesn't require you to use the modupdater. Just move the folder into the mods-entrechment v.1041 making sure the Sins folder is not inside another sins folder (happens when you extract the folder sometimes). Kyogre said its compatible with the latest version of entrenchment, that is if you are running the latest version.
Hey Kyogre,
On the worldstar, under Enhanced Hybrid, the description says string not found.
7 Downloads to get one not corrupted grrr
Error my too
kirbster are you doubleclicking on the mods-entrenchment v1.03 folder before you click on the set source to copy from button?
@Kirbster I just patched my copy of sins today... and tried to run Harpo's updater without running sins FIRST so it can make the new mods-entrenchment 1.041 folder, and got that error too. I ran sins, exited out, and ran the updater and it ran smoothly.
thank you vulture! I was having problems getting the thing to run and I read back through the forums and everyone helping me out, especially harpo, who was the one that told me what files to have. When I got the files correct, I ran the updater and there was still the error. Then I checked the posts and saw yours. I ran Sins and vwolla, it works! Thank you everyone that's helped me!
Oh my godst this mod is freakin' awesome! Kyogre, you deserve a nobel prize for making this thing! Not complaining or anything but just telling you of a few ideas you might like for future patches and such. The voices need to be a little louder. The effects I don't think are too quiet at all. I have the names for the 120 Battlestars that were destroyed at the bombing of the colonies. I'm not the one who made the list but they did check it with one of the staff of the show and were informed that they are the actual names. So maybe you could find a way for the names to be assigned to the capital ships when they're complete that way the game would have more of a BSG feel to it. I know that you already posted that the ships glow occasionally but I've found with my games that the ships will go from normal to glowing sometimes when you go to a different planet. The only other idea that I have right now is maybe making the jump sequence more like the show where the glowey flash-like thing moves from the front of the ship to the back before it jumps. If I'm overstepping my boundries as a player and not a maker, than tell me. I'm just trying to help make it a better mod. Personally, if this is the best it gets, than I'm perfectly happy with it .
I'm sorry, but did you just say that you "found" a list of 120 Battlestar names, and the show confirmed them as being accurate? I find that very hard to believe.
Yeah ther was only 12-13 basttlestars.
I don't know about the old series, but in the new more recent one, pilot, they reference the destruction of many many more than just 12 or 13... Adama talks about losing 30 baattlestars in the opening attack, and Starbuck says that was a quarter of the fleet.
Kyogre would know. He has proven himself as knowing the series very well, and built his mod around it.
As much as I would like to have seen the show enough to have memorized the names of every battlstar mentioned in it, I haven't
However, in the mod, there are 15 battlestar names for the capital ships, but because I didn't think that was enough, I left in a bunch of the vanilla TEC names as well. Although you should notice that the prefix has been changed to "CFS" for "Colonial Fleet Ship"
I got the names from the Battlestar Wiki: http://en.battlestarwiki.org/wiki/Battlestar 12 battlestars are explicitly named in the show (13 including Galactica), but I added a couple from the original series. The names in the mod are:
As for the number of battlestars, Vulture is right about there being about 120. It's in the miniseries.
Hi gents
i know this is really cheeky because its got nothing to do with sins of bsg
but does anyone know if an nf-mcp61 (its a socket am2 940 according to cpu-z) will hold an am3 proc its driving me bloody insane everypage i go to it tries to sell me loads of crap that have nothing to do with my mobo
the reason i ask is im looking to upgrade from an athlon x2 4200 to a phenomII dual 3.1ghz with the multi core unlock tech (that whole unlock it to quad thing) its only £80 quid so if it dont work i aint that bothered still a hell of a jump up in spec!
thanks
am2 mobos do NOT accept AM3 CPUs, you are restricted to the am2+ cpus
am2 & am3 cpus have a different pin layout so CAN NOT plug an am3 cpu into an am2 mobo
There are many great features available to you once you register, including:
Sign in or Create Account