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:
Does the Amplify Energy Aura for the Resurrection ship go for all the weapons or specific ones? Since there are no energy based weapons in your mod?
Oh... Worldstar, Adept Drone Anima in the description says String not found.
They already build really fast. I'm not sure that would really have much of an effect.
It should affect all weapons. I just forgot to change the text. And speaking of text I forgot to change, Adept Drone Anima is one of those.
Kyogre ther is a string not found in Galactica's colonise ability. Just letting you know and love the mod.
EDIT: Here are links to 2 pictures i took of Jupiter Class. http://www.xfire.com/profile/bushidodragon9/screenshots/?ss_file=1c02a91b2acbefc8310d131f3ecb382aa5677d7d.jpg
http://www.xfire.com/profile/bushidodragon9/screenshots/?ss_file=1c02a91b2acbefc8310d131f3ecb382aa5677d7d.jpg
It's been a long time since I've played this, and I love the improvements that you've made!
Wonderful details!
Just a thought if you wanted ...
larger image at: http://bsgsoase.blogspot.com/
altered windows file and created a .dds
http://www.filefront.com/15196837/bsg.rar
Would of asked at 7DS but there's an issue with the website ...
The only problem that I can see is that the arm interfers a bit with your loading screen pics (but I can change that if it's a problem for you and if your interested in it)
Also I could do you a very nice colonial, too ...
Im in the middle of a 3 hour game vs a unfair cylon AI and I have to say the new things you added to the mod are amazing, only a few comments:
Up the damage from the self destruct ability of the starbase( there was an epic battle against 7 gammas and I activated it to end that battle with a bang..... they were barely damaged )
You need to check the ram ability of the mercury class BS, an AI wont use it that way but a mercury is the obvious response to the new Jupiter and the future super cylon ship, for a small cost you get an instakill answer to those bad boys.
And i have to say im loving the new sentrus, you pair it with a couple of the new Berzerks and they rock.
Hi all;
I really like this mod but I am having a problem with the ships, some are really dark while others are very bright. Does anyone else have this problem and what did you do to fix it?
Whoops, one more string I missed
@SteinerX: Check your PM's
@tyr: Good points. Self Destruct will definetly be getting a buff in the next update (whenever that is ) I'm not sure what to do about ram. Nerf the damage a lot, or maybe just remove it altogether. We'll see.
@devancio: Are there specific ships you're having this problem with? Some are supposed to be like that. The Galactica is supposed to be darker than the other ships, and the Mercury is definetly on the light side.
Thanks for the reply, the Galactica is really dark and the Mercury is ok but the basestars are quite bright as is the build ships, is this normal for know?
had a quick question, nothing major though. I've noticed a difference in your file format for the entity files, you can't edit or read these the same way. What do you use to edit the files as they are?
After testing the new Version i had many ideas and saw a bug.
First the bug: When starting the ftl, there is no longer the BSg-Effect, there is the old vanilla SoSE effect.
Now to the ideas. I'm a very great fan of BSG and the mod is very cool but there are a few thinks which could be more like the series.
1. Fast Moving frigates
I think there is the movement mod into this mod and i don't think that this is an great idea. On BSg every Ship is slow. The onl fast Ships which can avoid rockets are the Fighter. I think it woudl be bether like vanilla SoSE, that the Frigates and crusisers don't moving. It also looks worse, when the rockets msis the targets and turn back. For 1 rocket ok, but when there are 20 rockets it looks very stupid...
2. BSG-Like Weapons
Did i said rockets? Look on this movie
http://www.youtube.com/watch?v=5nGx-GwKxno
the final battle of scattered. A Battlestar vs 1 Basestar. And there are not so much rockets. Only the basestar firering rockets, the Battlestar only uses Flak Guns on the Sides and the Sentra-Guns on the Top. Also on Ressurection Ship 2 there are no Rockets, only the top Sentryguns. On the mod, there are hundreds of rockets fired by basestars and battlestars. Often there is no view, which rocket is from which Ship. i think we shoudl change the weapons. For example the galactica gots the Flak Guns on the Side and the Autocannons (which are actually in the mod on the ship) which are firing faster. Same on the toher basestars with differences so that every Capital has his own unique fire look, for example the pegasus only get autocannons, like the series . i think this should be a very big athmosphere update.
3. bether balanced Damage from Weapons.
Sometimes, heavy raider attacking a basestar, the raider are fireing a lot of rockets, the hid, the battlestar are glowing in a lot of explosions, i think, wow that was a critical hit, but then the healthbare don't move... I think there should be some changes, weaker weapons god smaller explosions and big weapons got bigger explosions. Than the player got an optical feedback he can see, is the battlestar under heavy or under low fire...
Ih hope this is comprehendible.
Finaly 4.
Why should i build heavy raider as a cylon, when the normal raider also had a lot of rockets? And the heavy riader was never seen in series as a bombing-plane. i think it woudl be bether, to seperate the Raider, into this which can fire bullets (normal fighter) and this which can fire rockets (bomber) and the heavy raider can replace the ugly explore-frigate. It's also more like the series.
What do you think?
The Basestars are probably because of the reflection, which they are meant to do. By build ships I assume you mean the Construction Raptors? They have some problems with the textures, so they will glow like that occasionally. So it's normal, but it's still a problem.
The files were all converted back to binary. It makes the files smaller, and it slightly decreases load times. If you want to mess around with them, you have to convert them to text. There are a bunch of tools for that on the forums, personally I use Harpo's tool.
Technically, in the show, you never see anything smaller than a capital ship fighting, or fighters. So no one really knows how frigates+cruisers would fight in BSG, or if they even have them. Sins, however, needs them if the AI is to function.
The missiles missing and pulling 90 degree turns isn't something caused by the movement or the mod. That is a problem with vanilla Sins. Bailknight's effects just make it more obvious, because of the brighter trail effects. In Sins, weapons cannot miss (visually) so no matter what they will appear to "home in" on their target. Changing the movement will not fix this.
I have already discussed this before, I am keeping the missiles. However, I was meaning to tone them done quite a bit for this release, but it was something I forgot to get around to. I'm working on getting new particle effects, so the Colonial+Cylon missiles don't look the same.
Because the heavy raider does more damage to ships. They have different damage types, which have nothing to do with whether they fire missiles, guns, or both. The raider is only really good for attacking other strikecraft, and iirc siege frigates and scouts. The heavy raider is much more effective against larger things, like capital ships, cruisers, starbases, structures, etc.
Also, I have the same problem with making the heavy raider the scout as making the raptor the scout for the Colonials. They are too small. Selecting them is a pain (trust me, I've tried it) It really helps if scouts are frigate sized, because strikecraft sized is not fun for anyone.
How much damage does the lvl 3 nukes really do????, I was pummeling a starbase with a mercury class and it kept sendig nuke sin and saw only minimal damage (the starbase only had 16 armor so go figure) maybe the nuked need to get its damage upped or at least the antimatter cost needs to be lowered so that the nukes are a viable option to the flak guns.
Is there any chance you can up the damage on the defense turrets you put in orbit? Playing last night, I was playing cylons, and colonial scouts would just run by many of them, sometimes 3 and 4, and take very minimal damage.
I also like what you did on the Resurrection ship. I had to pair it up with another cap ship, but after it leveled up a few times, it supported its fleet just fine
3000, not accounting for armor+shield mitigation (since you were attacking a starbase, it would have mitigation) I might up that a bit, need to do some testing.
Another thing I left off the changelog, starbases got buffed in terms of survivability. I felt that unless you had them completely upgraded, they didn't survive long enough against all the capital ships. They're still not end-all defences, but they should last a bit longer.
The cylon defenses aren't supposed to be very good. My intention with them is that you need to play aggresively in order to survive against the colonials. Plus they can have so many ships that you can probably afford to station a Gamma or two on defence duty. At least, that's how I want them to be played.
awe...wait for it... some!
other question any possible solution to remove the colored trail of the fighter/bomber squads ? or reduce it to a bareable amount well i dont know but if you like to make a little movie those trails really s.u.c.k. on screen
some voices are now so loud that they make odd sounds kinda too loud now i think
ah... anything else.. ah yes merry xmas
The base had its shield down, choose an non upgraded to run my test because its one of the few that has a relatively high armor (16) and has enough hull health to survive what I thought was a 3000 hit, the result was depressing, if the nuke managed to do 1000 damage I was lucky, If the nuke only managed to do that much damage to a star base with only 16 of armor, what kind of damage does it really do to a base star or a Galactica, that is why I think you need to up the nke damage
hey was up and please tell me how i put these files on the Entrenchment i tryed but didnt work need sum help my man
well galactica got hit by a nuke and it didnt do SOOO much dmg
but i also believe nuke dmg should be increased but not too much
can u remove the shields from the starbases too ? what about adding some more "flak" defenses on the colonial starbases ?
Please, stop making cylon so weak
HOW ARE THE CYLONS WEAK??!!?!?!?
(-)
cylon ships are week
they research are more expansive than colonial
they defenses are week
(+)
They can build more ships
i put the mod on the folders and and when i started the game it would not start i add the flies to Entrenchment and add the mod flies and it didint work need sum help people just hit me on here need help asap
Did you go to menu, and enable this mod??
Did you put the folder with mod in correct folder??
also (+)
Their fighter and bomber squadrons are two to three times the size of the colonials.
They hold 2-3 times the amount of squadrons (thats like 4-9 times the amount of fighters/bombers)
their missles look so much cooler...
I mean, dont get me wrong, i sort of agree that they are weaker, but that keeps things FAIR. Colonial ships have more HP and damage, but they cant build as many ships as the Cylons, and if you know what you're doing, you'll outnumber the colonials the entire time making you ALOT stronger than them. In my honest opinion, the game is incredibly balanced. I cannot say im unhappy when i play this, because i can't stop playing it! just with Ver. 0.85 i was playing it nearly nonstop, and with v0.95 im EVEN HAPPIER. Jupiter-class battlestar FTW.
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