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:
Very fun mod. And one question. Hiow come the ships don't have any shields.. at least few hundred points for capitals. ANyway. Love this mod. Also, is there any way to remove the shiny looking weapons effects. I think it's a bit much personally. Also, a custom starbase would be nice as well. The Argonov odesn't fit in to well well with all its lasers, beams, and shields and such.
Tell me where in the show you saw the Galactica have a shield
The Colonial starbase does not have lasers and beams, so what's your point? Custom starbases are coming, but they need models, which takes time, unless you'd like to volunteer to make them.
Yes, you can get rid of the (better) effects, just replace the particle effects with the vanilla Sins ones.
Thanks for the tip. Instead of going through the code line by line I just decided to insert the original game app data and it works great now. I apreciate you taking time to help me out.
Also any take on my question about swapping the New Gamma Design For the Original Basestar one you used before?
Thanx
awesome! just finished a 1.5days lanparty only playing this mod
and
"50 squads from just one structure would lag the game to #$%&"
the game lags anyway to #$%& when theres more than just a 1on1
we had numerous battles with about 800 ships in the same gravwell +structures and mostly 2 starbases
the only thing that helps is the nuke volley + timed flakbursts
i must say the extra planets rock also the huge urban planets are just insane moneymaking machines
i still kinda dislike the idea of a supercap for the cylons it breaks the whole "quantity than quality" thingie
quality is reserved for the colonials!!!
the new berzerk escort is fine but it should still have some antifighter capability imo and less heavy cruiser style
Maybe. I'm not sure yet.
Fair enough It still isn't going to happen.
Remember, it's not going to be a supercap like the Jupiter. Right now I'm thinking 1v1 it will be able to kill a regular battlestar, but 2v1 and it loses.
so the cylon "supercap" wont rely too much on strikecraft?
cuz if it does it would still be kinda weak against the flakburst?
a real heavybattleship would be rather cool with many many missleslots ?
Hmmm, how about you do something about the gamma, with the model you had in the Worldstar's slot before this model was put in... Cannot remember what it was called. You could put that in the regular basestar's space, then just use the model now for the Gamma.
I wonder about the Boomer cap, I have to admit, I haven't really taken the Jupiter into a real battle. The times I did manage to get one, I had the game under control and the AI had almost given up, so I am not sure about how it does in a real battle. The Jupiter looks like a game ender though, especially with the nuke ability if they can get it to a level 6, and that instant barrage of fighters it can spew out could spell certain doom for cylons. The Boomer should be something that if the cylons have it, it would place immense pressure on the colonials to take it out... not just send two caps after it and destroy it. If all else fails, and you still think your idea is fair... at least give it some extremely sweet abilities.
I am okay with researching the cylon boomer be as painful to research, and every bit as expensive to give them something to counter the Jupiter with.
I have better idea, delete all cylon ships, and give them a white flag.
no no ^^ gief the cylons a cap with the ability "all the sexy ladies" wich seduces an entire battlestar
kinda like"board" but with much more sexapeal ^^
I've said it before, the emphasis of the Cylons is quantity, not quality. In most games, a Colonial player will only field one Jupiter, two if it's a really long game. The Boomers, however, will be just about as spamable as all their other caps. So it's quite likely that the Cylons will be able to get 5+ Boomers before the Colonials get one Jupiter (maybe. That number might need some tweaking, but they will definetly be able to have more than 1)
I have been playing your mod since V.03, and I think you have done a very good job balancing the sides. I play both sides, and really, no one side is harder to play than the other. Your outnumbering idea works pretty good, there is just a difference in how you play each side. The colonials getting access to trade earlier than cylons makes setting up a economy easier for them, but in the long run, it's no big deal honestly.
I think the cylon answer to the Jupiter, should be a 8th tier research weapon, but have faster research times. If the cylon version was to have an answer to the jupiter, as in they learned of its intent through espionage, or similar to that. IMHO, it needs to be heavily armed, which I am sure it will be.
Have you had issues with the Jupiter using its abilities in battle? The other night, I had one built, leveled it up to level 7, then took it to the front lines. It got jumped by 11 Gammas, 2 Worldstars, and a Hades. I launched all the fighters, and they got cut down to 30 or 40 percent, so I hit the boost building abilities for fighters, and the ability shown as being running, but nothing got boosted, err, at least I couldn't see any significant boost. Had a similar issue with nuclear barrage, hit the button, nothing happened. Is that ability supposed to be for non-ship attacks? Later on, it worked for taking out 2 frigate factories, a cap ship factory, 2 military stations, and a civic station.
Is it possible that your Jupiter got hit with an ion bolt without your noticing? That would stop the nuclear missile barrage cold, and basically mean you wasted a lot of antimatter for nothing It should be targeting ships as well as structures. Not sure about the instant-fighters, though.
It could be, I didn't see it, but it was a very hectic 3 minutes or so... and without the abilities, only 3 of 14 ships escaped, and they did so with really bad headaches.
i think the balance of cylons should focus more on the economic part
cylons should have better economy than colonials but maybe not with the usual tradeport spam
since why would cylons trade with eachother anyway..
i would suggest cylons get a huge boost on their refinery ships and can build that earlier maybe even on T1 a orbital refinment research ? that would make them more resource based as they are
maybe lower the credit costs on some cylon ships and increase a bit the metal and crystal price instead so money isn't that important for them
I agree
No, you can use it anywhere, but if you want the full effect it has to be over one of your planets. If you use it around an enemy/neutral planet you *should* still get the instant-fighters, but no bonuses to construction on the planet (duh )
One question, though. Are you looking at the Jupiter's fighters, or all of your fighters? Because it only applies to the Jupiter's fighters, so if you're looking at the other ones, you wouldn't notice any change.
As for the suggestions, they sound good. I'm going to do some testing and see how well they work.
I think I found the problem... looking at the squadron percentages, I was assuming a squadron of 5 at 40% meant they only had 2 ships out there... it could just mean the average health was at 40. The ability does not seem to repair fighters/bombers already damaged, just replaces ones lost... is that correct? If so, chalk it up as operator error.
Nuclear barrage, are there no explosions associated with hits? I was assuming since I seen no explosions, they weren't being hit. I watched nuc barrage take out 2 gammas and a hades... just no fantastic explosions.
Never mind me I guess, I'm just here for the cake.
Yeah, it doesn't repair them. Good to know there isn't actually anything wrong with it, though
As for NB, how long had you been in that game? If you play for a long time, particle effects start to disappear. This happens in vanilla sins too, but the graphical enhancement mods make it more obvious. In the user.settings file, there are two line, something like maxparticlecount and maxparticlesimulations, try increasing those numbers. You should be able to go longer without anything dissappearing.
Have know similar problem with manshooter and bailknight graphic mod... have simple raise the particule count from 6000 to 16000... and have never have problem with after, with any mod... and it don't seem to slow down the game...
just a friendly hi, and thanks for the making of such an enjoyable mod keep up the fantastic work i wish i had a microscopic bit of skill and tallent to give you a hand, but i am just a peasant lol
Great mod, it really feels true to the series, which is amazing since this is probaly the only game we'll ever have where we can play BSG.
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