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:
Crap, you're right, there is something wrong with the files. I'll get a new version up as soon as I can.
EDIT: Ok, the problem seems to be with Filefront. I'm working on finding another site to upload it to.
no release today eh?
Depends on how well the other sites work. I'm uploading to MegaUpload right now, we'll see how that goes.
I wish i could help you by uploading it to my website and making a dl link but sadly its on a school system.
EDIT: hows the megaupload?
Ok, it's up. I checked, and there doesn't seem to be an problems. No corrupt files anyway Link is in the OP. Unfortunately, megauploads does the stupid "you have to wait 25 seconds before you download" thing, but it's the best I could do.
Be
Better then nothing good job Kyogre12. For the mod and its awsomeness.
I just got done figuring out how to make a Jupiter... and finally did. After I accidently clicked the Mercury button, and watched the Jupiter poop a Mercury , I had an idea after I realized it wasn't a capital ship.
Instead of having the Berserk Escort, you should replace it with the Mercury (non cap ship) that the Jupiter makes. Honestly, the Berserk Escort isn't as intimidating as compared to the Gamma, when it jumps in, I actually have to check it to see if it is a cap or not... I would like to see the Mercury non cap take the escort role.
Also, when the Jupiter is making a Mercury, I think it should have a build time and cost quite a bit of anti matter too... I would imagine even for a ship that big, constructing something of that size should task the ship in some way..
So far, I love the new changes.
As Kyogre12 tell me the jupiter will be very expensive, and unavailable until tier 8 research in final version, so until then you need another cap ship, and the Mercury is there.
And what you think about Jupiter??
The best ship... The overkill ship...Do I need to go on?
PS koobalt in the forward hangers are there supposed to be inner holes that faced inside the ship? You can only see them from inside the hangers. But still awsome ship that although requires the research 4 time is worth it.
PPS I will try to get my recent gameplay video uploaded but be warned it was a crappy game for me lol.
PPPS does anyone know how to change record files so they are video files?
Normally, the outer hangar go trought the full section with two side opening, and the inner hangar are with one side opening...
Is there is hole somewhere else, it is not normal... a screenshot with the "holes" is more that welcome... since i have not see them during the very special UV ( special because these model use the texture of a ship already existing in the mod, who lead to a very very low memory use )...
If there is holes ( that i have not see ), i am responsible, not Koobalt since i have modify the poly inside the hangar... so, it will be my job to correct any error that i have create... the original model from Koobalt was without any error... but i have need to use some more poly at some place for be able to use already existing textures in the mod... only two possibilities... i have mess up or XSI have mess up... or maybe too much zoom is allowed with the model, it have already happen with other model that when you zoom to much a big model, the engine don't render all poly and some hole appear...
guys, i have a problem, v.0.85 worked perfectly but when i try to enable new version i get mini dump crash, checksum is 97774188
please help, i've been waiting too long for this one...
I am not a expert... but what is your sins version ???
Usually a crash at the enable stage mean that you have not the right version... If i good remember, these mod need Entrenchment and the last update...
It can be other problem... and having not yet download the last version of it, i don't know the checksum... about checksum, i think that the mod devs need to add it in their main post... it will allow to know if the download was good or not...
i have Entrenchment 1.41, last version of mod works
My checksum is 97774186 and it's work, (your 97774188) - maybe try to unpack it again or once more download
about the hole in hangar, i don't see it.
Wait until you see what my favourite race (Cylon) build in they secret shipyard ;] ;] ;]
For the glory of her Empress.
i downloaded and unpacked again, i got checksum 97774186 but i still get mini dump crash
Disable any other mod that you have enabled, from folder where you put the 13tribe mod folder delete the EnabledMods file, delete the older version of the mod and check that you place the folder in Mods-Entrenchment v1.041 folder.
And kyogre i don't like what you done to cylon resurection ship, is weak, limited help with his abilities to fleet, it's waste of resources, supply and cap ship point. I understand that you want make it like in BSG but in sins is better for him in these form to be a cruiser than a Cap ship. My opinion, so far no bugs, great mod ;]
nope, it doesn't work
No more idea . Maybe kyogre will think something up.
Ok, lots of stuff to reply to here, hopefully I won't miss anything
I just think that as one of four combat ships actually in the show, the Berzerk should have a semi-important role. It's not really supposed to be quite as scary as the Gamma. The Cylons need Gammas in order to put up a decent fight. The Berzerk, more than anything else, is a distraction for the Gammas while the Battlestars do the real pounding.
Unfortunately, as far as I can tell, it can only have a cost of resources OR antimatter, not both. Build time is impossible too. For it to actually "build" ships it would have to be a starbase with abilities like the TEC one. But the buttons for building things are covered up by the ones for moving. And it wouldn't be able to jump. So basically, it won't work
Alright. I wasn't really sure how people would like it. If I made the abilities better, would it be more worth it? Also, level 3 of the ressurect ships ability has a chance of spawning a "real" basestar (capital ship version, not Gamma) Don't know if that will change your opinion of it at all, but I don't think most people know that.
Also, in case you havent' noticed yet, koobalt modeled the Jupiter, and Thoumsim/Fileosoft textured it, so major thanks to both of them. Right now koobalt is working on the Cylon equivilant to the Jupiter, expect some teaser pics of it in a couple days
@cesc601: I'm sorry, but I have no idea what's wrong. If you already have a different mod enabled, try selecting that mod, disable it, hit "apply changes" then enable Sot13T. Sometimes if you're switching between two big mods, you have to do that, otherwise the game will crash because it's using too much memory.
Then can you up the cooldown time on the Jupiter making the Mercury... say maybe 5 minutes mnimum, maybe even 10? So anyone with the Jupiter can't just spam those things.
I'll play cylons tonight, see how different the resurrection ship is now. That is always the first ship I start with.
I always build resurrection ship as my first cap ship ( for colonization ability), now is so weak that i can't conquer a neutral planet.
And some pic of Boomer class Basestar, but we will wait for it until File'o'soft show me how make the texture files.
I'll play around with the cooldown time, see what works best.
I wouldn't recommend starting with the Resurrection ship anymore. At the very least, you'll want to get a 2nd cap asap. It has low health and almost no armor. And it can't really defend itself. What it can do (intended to do anyway) is support the fleet that it is a part of, making it bigger, or increasing its firepower, or healing it.
Maybe the resurrection ship could help with making fighter and bomber construction become much faster, in essence "resurrecting" the fallen fighters, it could also make the fighters more powerful, that way it really becomes a powerful adition to a cylon fleet.
I have texture nothing ( lucky for you since i am not a super texturer )... i have use the coxxon modified texture by Kreeargh... my work was simply a UV work, nothing more...
It is not very complex... but these forum is not very good for image heavy tutorial...
And the new place for the 7DS forum, http://danmangames.com/forums/index.php , is so slow that i have time to go work and back before the main page appear... more bad, it seem that the forum is back in time, everything after the 18 june 2009 have dissappear... in fact, you don't exist anymore on these new forum !!!
So until there is a new forum who is working correctly, you will need to wait...
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