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:
what mean "FTW"??
And I mean the cylon is week, and don't make them more week.
All will change once the Boomer class baseship will be complete
FTW means For The Win (meaning excellent)
I anxiously await the Boomer class baseship too
I pray the bcb(Boomer class Basestar) will be as strong as the Jupiter it only make sense for it to be.
I pray that BCB will be stronger than Jupiter
But that's kyogre12 decision.
I really haven't played with the Jupiter too much, but the one time I managed to build one, I really didn't like it. The whole instant Mercury ability, I can see that being abused, and what happens when you are out of supply, will that just keeps pooping out Mercury's even when your supply is in the red. When I had it, negative supply didn't stop it from making them, and when I stopped making them, I had over 500 supply points in the red, and 9 non cap Mercury's following it. I'll be very interested to see what the Boomer can do.
I agree about the cylons being weak, at least to be a fair fight, you have to pair up the caps to go against a single colonial cap, I can take a level 6 Galactica down with two worldstars leveled up a bit. My only gripe is orbit defenses are pretty pathetic, defense turrets are a waste of time, and hangars are almost useless too, not quite, but almost. I have resorted to using star bases for almost every vulerable spot, provided the finances hold.
You don't like ability or model??
Maybe it should spawn a random unit and have a chance to spawn mercury like cylon resurrection ship, with limitation to suply point.
I propose:
- Ion bolt (disable enemy ships)
- Resurrect fighters
- Nuclear missile
- Adept drone anima
and 8 fighters squad when build and +2 or +4 each level up
My opinion as modeler of Boomer class baseship and cylon player
1. unpack the file
2. cut the folder "Sot13T v0.95 Planets" and go to:
C:\Users\"your_name"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041
and paste the folder "Sot13T v0.95 Planets" here.
for me is: C:\Users\ASUS\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041
if you don't see the AppData folder you need to go to folder options and mark: show hidden folders and files (or something like that)
3. Now lunch the game, go to Options -> mods, now chose the Sot13T click on it, next click on enable and next click on apply change, if all go well you should have the mod working.
If you use the XP windows the directory will be different, you need to search for this folder.
Ok, I can't see most of the posts on the previous page. The last post I can read is ru7h's reply #740. I can see that tyr402 posted something, but there is no next, and everything afterwards is cut off. If I had to guess, I'd say that tyr wrote his post in Word, then copy-pasted it into the forums? If that is the case, please don't do that in the future. Word adds a bunch of it's own html, and when you copy that into the forums, it's liable to screw things up.
So I'll just respond to the posts I can see
I can already tell you it won't be. Right now, I'm thinking it will be a little better than a normal Battlestar (i.e. Mercury, Galactica, Valkyrie, etc). But it will be much cheaper than the Jupiter, and earlier on the tech tree to unlock.
I forgot to test that part of the ability. I had assumed that when you didn't have enough supply, you wouldn't be able to build anymore, but obviously that is not the case. That will be fixed, or the ability will be completely redone. We'll see.
The cylons are supposed to be weak. They rely on numbers, not the strengh of individual ships. The balance I was going for is that it takes 3 Cylon caps to take out 1 Colonial cap.
Orbital defenses need to be looked at again.
Double post
Always something.
As long as it will host a crap load of raiders... and a more firepower than anything in the arsenal so far... thats okay with me.
Disable team colour meshes in the options menu.
yeah kyogre i did wrote the post on word and then cut it and pasted it, sorry for the screwup, anyways what I said was:
The base had its shield down, I choosed an non upgraded to run my test because its one of the few targets that has a relatively high armor (16) and has enough hull health to survive what I thought was a 3000 direct to health 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.
Admiralreese208 you post it 3 time, I two times say what you need to do.
1. download the mod
2. unpack it
3. copy to mod director, several post upper is the directory
4. launch the game
5. click on options, next click on the last in options menu -> mods
6. mark the mod, click enable, click apply change
The starbases do have shield mitigation, so that would decrease the damage to it. None of the ships, however, have mitigation. I'll play around with the damage.
Use actual sentences! It makes things so much easier to read. Koobalt has already posted instructions for using the mod twice. I can't help you, because I have no idea what your problem is.
i dunno about the jupiter-basestar counter for cylons
i would rather see a very VERY strong special starbase for the cylons
that would kinda back up their defense abilities and if you remember the big fight in the last series at the cylon starbase would be more cannon in my opinion
my ideas for the starbase 6 weapon slots, moving, of course the tec shipyard upgrade, ALOT of strikecraft slots 20-30 and still upgradeable 50 at max maybe? maybe a insta build "basestar" ability like the one at the jupiterclass, abuffed vertigo from the advent cap, extra long range missles so it mostly covers 1/2 of the gravwell ? and of course TONS of hp @ maxed out hp upgrade about nearly 200k ?
the jupiter is extremly strong but i like it that way since it costs u about 130k credits and 14k metal+crystal to build _one_
i would rather suggest to build bezerks but 2 on lvl 1, 4 on lvl 2, and 6 at lvl 3 ability instead of the insta mercurys
and buff berzerks alittle more (not much)
i also would suggest it costs more capshippoints than just one
and maybe nerf the nuke volley a bit 2500dmg/25 waves is really extreme strong
and what about the novalith .. in my opinion its far more devastating than the new super-cap and by far cheaper
i gotta ask, why is the cylon ships only missle based? there are plenty of scenes in the series that the cylon raider's ( http://en.battlestarwiki.org/wiki/Raider_(RDM) ) uses autocannons and the Heavy Raider uses alot of auto cannon fire aswell
feels completly off that they only use missiles
cheerios...
Not going to happen, sorry The Cylon SB will (eventually) be the Ressurection Hub. 6 weapon slots is impossible, 3 is the max. Moving SB+building ships doesn't work. The buttons cover each other. 50 squads from just one structure would lag the game to #$%& The Ressurection Ship already has an insta-build basestar ability (lvl 3 of Ressurect Ships) And 200k health is just rediculous. So, to sum up, no
Impossible, hardcoded.
It's supposed to be strong. It's the level6 ability of an incredibly expensive ship that you can't get until research teir 7. And it's really easy to interupt it, especially since almost every Cylon cap has ion bolt.
It's only strong if you have 20 of them. If you have that many, you're going to win no matter what. And if you let your enemy build that many, you're screwed no matter what By the time your opponent can build novaliths, you should be at the point that temporarily losing a planet isn't going to matter.
[quote who="tewb" reply="771" id="2488934"]i gotta ask, why is the cylon ships only missle based? there are plenty of scenes in the series that the cylon raider's ( http://en.battlestarwiki.org/wiki/Raider_(RDM) ) uses autocannons and the Heavy Raider uses alot of auto cannon fire aswellfeels completly off that they only use missilescheerios...
That's the Raider, not the basestar. I can garrantee you that you have never seen a basestar shoot anything other than missiles. And the raiders in the mod already shoot both guns and missiles.
Hello and Congrats on one of the best Mods I have ever played!
I have been a silent fan of this mod for a long time now and am forced from this comfortable situation by a bit of a problem with the new mod V.95. I have a fantastic Rig and have no problem maxing all of the graphic features, but for some reason I have a sierious Frame Rate drop when I access the Tactical Grid by placing stuctures or holding down the alt key. Well I did some troubleshooting and have come to a conclusion.
*I 1st made sure I had the proper files and updates
*I checked all my clocking and ram distrabution
*I tried lowering all the graphics and eliminating the user interface
*I then discovered when the bug became active. Once the 1st new planet was discovered by a scout the bug was active.
*I then played the game with no issues with the the V.85 mod
I think that the problem for me is the new planet pack that was included with the mod. Im not sure how to remove the added planet mod features. I don't know if anyone else out there is having the same problem as me and I would love some advice on how to find a work around so that I can enjoy this amazing creation.
Also I have one small sugestion. Instead of using the New Basestar Design for the Gamma Basestar, use the original Basestar Design. This way there is a visual way of IDing the Gammas from the Capitals. Plus I really liked the original design and am saddened it has disapeared from the mod.
Keep Up The Good Work
-Siege
If you can, could you make a ship to ship nuclear missile that could also be used to target other things like planets? Also if you do, could you send me the files for the missile itself so I can look at them?
Nice mod btw =D
To remove the extra planets, you *should* be able to just delete all references to them in the GalaxySenerioDef file, found inside the gameinfo folder for the mod. You will have to convert everything to txt, first though. And I'm not 100% sure that doing that won't cause a crash. If it doesn't crash but you still get slowdown, try also removing them all from the entity.manifest. When deleting things from either file, make sure you update the little counters at the top, otherwise you will definetly run into crashes. If that still doesn't work, I don't know. I might try to put out a non-planets version of the mod later (don't expect that for a while, though).
One more thing. You said you have a good computer. Is it by any chance a quad-core? Sins can only really use one CPU, so the others get wasted. So if you have a 1.5 ghz Quad, you're basically playing with a 1.5 ghz single-core. So that could be your problem.
You should be able to just add a targetfilter to the already existing ability, and you'll be good to go. Convert the AbilityNuke.entity to txt, add 'object "Planet"' under the TargetFilters section, update the numObjects, and it *should* work. Don't quote me on that though. You'll have to try it for your self
PS It's not really a "ship to ship nuclear missile" anymore if it can target planets
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