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:
Do you have Vista? Vista's mod path is different from XP's.
Were you able to follow the patch I posted? I use XP and it took me forever to find it.
Yes and no. Doing shield research won't help any ships, but I realized later that I forgot to take away shields on starbases, so they can still benefit. All of the Advent research for weapons won't do anything except for the starbases, as all of the Cylon ships use missiles. Same goes for the lasers+beam research that the Colonials have. Eventually, research will be changed to be more BSG-like.
Since Starbases are very weak now against Cap, leave the shield for Starbases at last.
But you need to overhaul the reseachtrees.
There is no need for extra Capital damage reseach, because they are allready geting good bonus damage from level ups.
Colonial:
at 0.3 they was very weak against the Cylon strikecrafts, now they got a comeback. Maybe the flakburst is a bit to strong, it should take 2 burst to destroy a strikecraft, at moment 1 burst nearly destroy it.
Cyclon:
Big bug, fighter dont attack any other Strikecrafts, looks they are like bombers.
Overall:
All other Ships beside Capitals are pretty useless and not even worth as cannonfodder. I just use Strikecraft cruiser and repair Cruiser as Capital support, but without a Capital which take the damage they dont got any chance to survive .
Any Scout ship should get a Speed increase so they are that fast like fighter, or they never got a chance to cross a system.
I agree with the other ships being cannon fodder comment too. I played a small map, I had a Galactica class ship, level 5, and I jumped into the Cylon home world with probably 25 various ships, against their basestar and an equal number of ships... less than a minute or two later, all that was left were the caps going toe to toe.
I love the increased nuke cost though.
Thanks for the feedback. In the next release, all frigates will get large buffs to survivability, as well as buffed weapons damage. Caps will also get buffed defences to compensate for inceased frigate/cruiser damage output, but cap weapons will stay the same.
Level 1+2 flak burst will no longer 1-hit kill strikecraft, but level 3 will 1HKO cylon raiders, although heavy raiders will be able to survive.
Scouts will be faster
Honestly, why do you buff up anything now ? That dont make any sense.
So far i understood you want a primary Cap-fight anyway. And so far i know there arn't any fighting vessels beside the battlestars at BSG. Just remove all Frigs beside Scout (Raptor) and all Cruisers beside 1-2 Logistic/repair. Add instead some different Strikecrafts.
You should reset all values. Because the base entrenchment stats was good balanced. It dont make a differnce when you got 100000HP and your weapons do 100 damage (example), its the same like they are 10000 HP and 10 Dam or 1000HP and 1 Dam.
And since you said you want buff the non Cap ship too, you buffed all ships, so its time to go back to the old values.
Ok you don't want any shield, thats ok, raise the Base armor by 50%.instead. Maybe reduce the Powerup from levelups a bit, so far i remember my Colonial Galactica Battlestar got 49 Armor at lvl 10. Ok the Weapon damage went up too so at closefight with other Cap's they need it. But i still think reduce the powerups by 50%
If you want a bigger use of support cruiser reduce the HP regen value of Caps, so they need repair ships.
Look at the Starbases too.
All bases use Beam,missiles and cannons.
Colonial bases just should use Cannons, Cylon just Missiles like their Cap's do.
Adjust their abilitys more, Self destruct fit better to Cylons, and Meteor control dont fit to Cylons
I think Vasari base fit better for Cylons anyway.
But thats all just suggestions, let us surprise with a new 0.5
Well, now that everything is buffed to this point, going back and reseting everything, then tweaking it a little to make it more BSG like would be more work, so thing are going to stay how they are right now, unless a lot of people tell me to go back to the original.
Removing all the frigates+cruiser would, unfortunetly, break the AI. Without seige ships, colony, etc, the AI has no idea what to do, and just sits there. I'm sure most people don't want to have to use multiplayer in order to use the mod.
The final values for cap stats are a little high, I'll probably tone that down a little.
I completely forgot about starbases, they will get proper weapons in 0.5.
I disagree with you, however, about self-destruct being more of a Cylon thing. Granted, they wouldn't care about losing a couple ships in suicide attacks, but I can't remember any times in the show where they did that. On the other hand, the Colonials did something similar a number of times. The Pegasus smashed into a basestar, and the Galactica had more than its fair share of "one-way trips" although none of them truely were one-way, but that is mostly due to luck.
No promises, but in 0.5 may have fighter movement for all ships (maybe even caps). I also got some BSG player portraits, curtesy of Tenhunter
Speaking of starbases, how about replacing the Advent one with the Cylon Colony?
I was actually thinking about that a while ago. The Cylon starbase will probably be either the colony or the reserection hub. Personally, I'm leaning towards the hub. The colony seems way too big. It could maybe work as a planet, but then the Galactica can't ram it...
With the Starbases using shields.. ok, not really realistic with BSG.. but looking at a gamers point of view.. i've just been imagining the sheilds acting as huge amounts of flak cannons shooting down any/all missiles coming in.
This mod is awesome btw
There's not much that hasn't been said by others about this mod. I absolutely love the new ambient music. The models that have been instituted are rather awesome, also. .
Not that I would upgrade/research things that obviously don't apply to the game (shields with anything, for example), prettier Research trees will be awesome.
I know that you're releasing as you go, so some things are hit and miss, but the Mercury-class BS still has the adaptive forcefield ability, unless you wanted that still in. Along those lines about shields, the Sentrus BS still has the Shield Restore ability.
I haven't utilized any of the bases yet, but do they actually show up meshwise in game, as you have removed their images from the Research Tree?
The only thing that really really gets odd is the balancing so far. I know that you want to focus on Cap-ship and fighter/bomber battles, but as you said, it's an AI breaker without the frigs. You don't necessarily need to buff them super-high, but find ways to make the caps have to rely on them more than not, but still be able to be useful by themselves? Right now it feels like HULK SMASH with any Colonial capital, by itself, especially when clearing out planets for colonization, which is okay, but not great great either.
Still love this mod and how it's shaping up, though.
Once I get the ram ability working, its going to replace the adaptive force field on the Mercury. Shield restore will be replace eventually, but to be honest, I haven't given a ton of thought to the Cylons yet. I want the Colonials to be mostly finished first.
Starbases, constructors, and anti-structure ships still work. They are missing their pics because in the original model pack Kreeargh did, the ship pics were for vanilla sins, so Entrenchment stuff got left out. He is working on Entrenchment pics, however.
Hey is this mod available in the 1.16 verison of Sins or only the Entrenchment
holybeast, as the OP states this mod is for entrenchment 1.02 only
harpo
Quick question, when I try to install the mod it doesnt work, the mod checksum is 0 and nothing about the game changes. Any idea why that might happen?
The mod folder is hidden in another folder. You need to extract the folder that's in your folder to your mod path.
hey quick question, i dowloaded this to the entrenchment mod folder under the ironclad folder etc just like any other mod, im running v1.02, yet when i go to activate it, it freezes for a second like normal, then nothing chnages, races are still TEC, Vasari etc., help?
Hi, Im just noticing when playing this mod the Colonial ships tend to be extremely bright and sometimes white with patches of dark around them. Was just wondering what setting video and effects should i have to resolve this problem, or if it has something to do with the modeling and will be fixed soon?
And BTW the mod is great!. Though i think a cool thing to add is to have a constant "Flak Field" That is in a limited area around the battlestars.. not too far away, so when enemy fights pass through it they get damaged, to border along the actual BSG Flak field that occurs.
I am having that same white-washed look to my colonial ships.
I turned off the background images, and it looks better, but still looks too bright at times. I wonder if maybe is a reflective thing with the ships.
The whole "super-reflective model" thing is a problem with the meshes and textures. Your Sins installation is fine. Kyogre is trying to fix the problem.
Just curious, but are there any plans to make the ships larger? That would probably be my fix at this point. Aside from that, this mod is really coming along. I'm sure we all appreciate you releasing your early stage progress!!
Great mod btw, but why are the cylon ships green?
Its there team colour, like ive had orange colonial ship,cause i was the orange player.
is it possible to get them look like in the show?
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