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:
A lot of people are complaining about the Cylons having an unfair advantage with the gammastars and stuff, and how they're really tough to beat and take forever to take down. While I would like to see the supply cost of the gammastars jump to 55 or 65, I'm actually quite pleased with the balance to the game. I've had no trouble (relatively) beating the cylons on large or small maps (point blank included!) at hard or unfair AI. Yes, it is a long process, and yes, I do have a hell of a time early game, but eventually the playing field levels out and an experienced player can definitely stomp the cylons, gammastar spam or not. The balance of the mod is perfect, I'd say, and doesn't need to be tweaked. The only thing i can say is the repair autocast, but that's been mentioned. It got quite tedious one game when I had to manually repair from 8 repair bays on the Galactica as it got pounded by eight gammastars and three basestars while i waited for reinforcements.
And I agree with Vulture, the am cost is fine. However, maybe if the AM cost was decreased along with the damage, so that the flak would fire near continuously and end up dealing the same amount of damage as the original flak did, just drawn out. It'd look cool, and a lot more like the series. Then again, it might cause some lag on computers. Not everything's perfect, I guess.
Except for this mod
Cadalancea
How did you beat the cylons in point blank?
Last time i played there they jumped in with a gamma in less than 1 minute and by the time i had nearly destroyed the first one I had another gamma and 2 resurrection ships helping it out
They were Battlestars from the Sins of Alethia mod. I was planning to add them in, but once they were in I realized how much bigger than everything else they are. The SoA versions of the Galactica, Mercury, Valkyrie, etc are slightly larger than the ones I'm usins, so the scale looks right in SoA, but here they were just too big to be used, so ther are no longer on the build list, but I forgot to take the files out.
Do you mean how the name on the side isn't "Valkyrie"? Keep in mind, I did not make the models or textures. The Valkyrie is kreeargh's work. Speaking of which, if you ever see him, be sure to thank him. Without his work, this mod wouldn't exist.
Based on the feedback, I'm thinking of adding the research requirement for Gamma's back in, so that Gamma-rushing isn't quite so easy. Also, I might change the Bezerk into something similar to the Gamma, instead of its current position as a flak frigate.
I still havent' figured out why somethings don't like to autocast, but yes, it is very, very annoying when you have to micro repair bays.
Flak for now is probably going to stay the same. Like Vulture said, strikecraft is the main weapon of the Cylons. Take it away, and they don't have much.
Hello everybody!
I´ve just read this thread and played the mod - I have to say: IMPRESSIVE!
Good work!!!
I also notice that all the points I saw in the mod are already spoken out here... So I´ll be happy for every release you make in the future!!!
By the way: Around 40k HP for Battlestars and half for the Cylons - that´s hell!!! Long-lasting fights - that is how I like it
Greetz, Joe
The ship model is not the same as the Valkyire/Yashuman model seen in the show - the model used is a fan based CGI model - the model you're using has a tail like thing on it (like the Olympic Carrier has).
And yes, thank you for doing all this - all of you
Not sure if this is still something that needs to be dealt with, but there's actually a very easy way to eliminate these messages. Replace it with a short, silent Ogg Vorbis file.
played against a pal last night it was his first time with the new mod teehee...we normally split the map do the reaserch build our fleets then meet for a monster fight he arrived with 17 battlestars and about 200 smaller ships of diff classes and laughed aloud at my 17 baseships as he tore into them i laughed aloud when from behind my 70 gammas arrived and opened his anus nice and wide gammas could prob do with taking up more supply points but other than that lovin it
on another note today while playing i noticed 2 things firstly whats the crack with fleet supply reaserchi had 4 battlestars i had an income of 163 credits and around 20 or 30 for my crystal and metal at the end of the ship supply reaserch they had gone down to 23 for credits and 5 and 6 for the others but i had no new ships? so...increasing your supplys makes your ships cost more to keep eh hows that work?
the second was comp AI the comp player gave up today with 9 planets remaining and looking through the charts at the end the same comp had like 300k on each of its resources and higher incomes than me lol it should have been able to paste me but instead it gave up? lol i was really enjoying fighting on 2 fronts and rushing between defensive planets i had just beat a big fleet and was running to the otherside to fight off another attack lol it reminded me of a bloody child "you destroyed my fleet so im not playing anymore" lol sorry just moaning now
I haven't seen the episodes with the Valkyrie in so long I forgot that it didn't have the tail Oh well. I'll see about getting a more "cannon" Valkyrie model.
That's just the normal Sins game mechanics. The more ships that you can have, the less income you have. So you don't rush to the biggest fleet supply right away.
The AI surrenderring is again a vanilla Sins thing. Nothing I can do about that. If you don't want the AI to surrender early, try to have smaller fleets so it doesn't get scared as much.
Well, I finally got the hang on the newest version of the Mod, Cylons are still way to overpowered in my opinion, a perfect example is what FairyLiquid mentioned in his post (70 Gammas ), the colonials need their own Gamma version or at least a frigate capable of holding its own against a gamma for a little while, but anyway, what i found to work againt the cylons is to be far more aggresive than them, never let them rest or they will overwhelm you with Gammas, I found that the pegasus and carrier capital ships working has a team is a particularly effective way to counter the gammas, and i also wanted to ask what good does the utility cap ship restore shields ability do in this Mod, maybe a repair hull ability would work better and would make that cap a more atractive option.
The sentrus can use the shield restore on tooled up starbases makes for a good defensive ship
as for the 70 gammas that was a couple of hours of messing around talking and building and an agreed time and place for the fight!
i could never have pulled that many ships into a random battle they would have been spread out and unless you heavily outnumber them a battlestar will win hands down...at points i was easily taking on 1/2 baseships with 4/5 gammas in support with 1 battlestar the way to beat the cylons is fast advance then build it up with hanger bays and a starbase at a key junction planet or nebula i used a starbase with 1 point on supply docks and maxed out the weapons and health points then put a sentrus next to it in a nebula that prevents you from using strike craft (cant remember what its called) the cylon player just kept throwing gammas into it at 1 point thier were 7 gammas a ress ship and a hades attacking and i won destroyed most of them too! cylons aint overpowered its all about tactics smash and grap then defend while you build up what you just captured
in my opinion the gammas upkeep could be knocked up a little to poss 100 i think thats more than the caps but its the only limit for them apart from that i like them
You might be right, beating the cylons is certainly a chore, but its awfully fun too, yeha we might whine about the gammas and how the cylons are so awful and all that, nevertheless what kyogre has managed to do is to make the AI a far more formidable oponent, in most other Mods you would need 2 unfair AI to make you really sweat, this Mod on the other hand grabs you by the troath and doesnt let go, it really gives you the sense of tension and aprehension of what the other side will do that you normally can only have in multiplayer.
Kyogre12, I noticed that the repair bays stopped fixing structures auttmatically after I researched the superior bots, maybe something there is causing the malfunction???
Oh my gods! I just got out of a 13 hour sins of the 13th tribe game. It took me 3 hours to get out of my home planet's gravity well against an unfair cylon opponent on point blank. Gamma after gamma after gamma after gamma! Kyogre, you really need to make it to where you have to research the gamma before building it. And I take back what I previously said about cutting the gamma health.
Just an idea, but when the Galactica jumped in the show, the hanger bays were retracted. Think you could do that with the mod? Also, either the sentrus or the warrior class battlestars should be replaced with the old school battlestars. I don't remember seeing those models ever.
I would love to see the long range bombardment cap ship replaced with the old school Colonial Battlestar. The original series already showed it armed with long range missles in the Pegasus team up.
I've been meaning to change it to hull repair, just haven't gotten around to it yet
Thanks for the info, I'll look into it. Do you know if it was the first level or second that made them stop?
I think that could be possible, but not worth it IMO. Sins doesn't allow animations like rotating turrets, spinning parts of ships, retractable hanger bays, etc, but there is a way around that using the particle system. However, it would require a new model+texture for the Galactica as well as a lot of other work.
I have planned from the beginning to include at some point at least the original Galactica, possibly the others. But I don't have models for them at this time. Waiting for Kreeargh to finish them.
But you're right, you would not have ever seen the Warrior or Sentrus in the show, they are fannon. If the mod were limited to only things in the show, the Colonials would have only 4 ships (Galactica, Mercury, Valkyrie, Berzerk) Not very fun
Hey Kyogre,
this may be intentional on your part, maybe not... but the trade ships for the cylons, are modeled after the Galactic carrier?
Also I love what you did with the Gammas, maybe even the health is at a good spot, but I think that if you add a research level to obtain them, that it need at least 4 or 5 military bases for it.
Somewhat intentional. There really isn't anything else the Cylons have for trade ships. But back in the miniseries they took over the Olympic Carrier so it alllmost makes sense
I thought that may have been why they were on there. First time I noticed that, I was playing the cylons and I kept trying to tell my guys to shoot those things down, and they wouldn't do it.
Oh, and I love the colonial trade ships... the ships with the shipping containers on it. My compliments to the chef.
[quote]If the mod were limited to only things in the show, the Colonials would have only 4 ships (Galactica, Mercury, Valkyrie, Berzerk) Not very fun[/quote
Understandable. I'ts just that I've seen model kits of the bezerk and colonial defender and relized that I've never seen any battlestars other than Galactica, Pegasus, and Valkyrie. Not including the old school ones.
Oh, something I just thought of. Whenever the ships take heavy damage, they spew out fire and stuff. Is it possible that when the galactica gets damaged that badly, to make it look like the battle scared Galactica as show in it's last moments in the show?
This isn't an idea, but please call me crazy if i'm wrong. on some of the colonial ships, when they are destroyed it seems like I can see a body fly into space. It doesn't have any detail but it is in the shape of a human body.
Don't think it's possible, unfortunately.
Nope, you're not crazy. Those are bodies. You should see them for the Cylons as well. That, like all of the other explosion effects, is thanks to ManSh00ter. His work is just amazing
I installed this mod and can enable it but when I click on apply changes it freezes and I have to close down sins from task manager. I have the correct version of entrenchment. I am running vista 64 bit. Can anyone help me?
are you getting the check sum number before activation and what sins version are you using?
im using sins ver 1.16 and entrenchment ver 1.02. iv tried loading up entrenchment from the icon, not loading up original sins then clicking on the entrenchment tab but this still doesn't work. if i put the mod in the 1.16 mod folder then try to activate it, it says "the application has requested runtime to terminate it in an unusual way". when I put it in the entrenchment mod folder i can enable it but when I click on apply changes it freezes and i have to close it through task manager. I get the checksum number, it is: 176909200
This mod only works on Entrenchment 1.03. I'd say that you have a pirated version if you are still on 1.16/1.02.
I dont update games. The only reason I updated sins was to get entrenchment working.
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