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:
i have done all that, so maybe its corrupted or something... i will try to reinstall it and download the patches and mod etc again then.. however thanks a lot for the help!
wont make the reinstall for a while cause im a little bit tired of it atm
Is there a possibility that this mod will be released for Vanilla Sins??
Larkis is, I believe, working on a vanilla Sins version, although I have no idea how that is coming. I will say that if/when he releases it it won't be exactly the same as my version. Obviously Entrenchment only things like starbases, dynamic movement, etc can't be in it, and he has plans of his own for balancing, etc, that won't be in my version because I disagree with them for various reasons.
But because I am too busy, I do not have time to make a vanilla sins version, and he offered to make one. I will still be upgrading and working on the Entrenchment version, and Diplomacy once it is released. And if/when there is a Sins 2, I will make the mod for that as well, barring any unforseen difficulties.
That being said, I highly recomend you get Entrenchment. It adds a lot of cools stuff (starbases being the main one), it's only $10, and at this point most mods have fully migrated to it. There are a couple that still have vanilla versions, but they are usually an afterthought, and don't have many of the things in the Entrechment version.
If you don't like digital downloads, or buying online or whatever, after Diplomacy is released Sins: Trinity will be coming out, which is a box version containing Sins, Entrenchment, and Diplomacy.
Hey, just wanted to drop by and say that my day just got made. There's nothing quite like studying for an AP midterm, taking a break, and finding a new update to you favorite mod! I can't wait to download the new version and have a go at it, I'm definitely looking forward to the voices!
Also, just an offer, if you ever want any reference pictures for any ships, stations, etc, I can help out. I own all the seasons and I've ripped them to my computer so i can go through them frame by frame and get some really great shots.
As it is, thanks for continuing to work on this awesome mod, and I can't wait for more.
Cadalancea
Double post, I know, I know.
Okay, so I've been playing the updated version for quite a while now, and I've got a few things.
Size change of the basestars. They're suddenly huge, and they dwarf the other ships. Odd.Jupiter's Mercurys. They cost fleet sure, but you can still keep building them even after you run out of fleet capactiy. Definitely a bug, right?Glow on the the basestars. I know at the top it says that the Colonials glow, but it doesn't mention the Cylons. Just putting it out there.Lack of textures on the Cylon's heavy cruiser and the big circle basestars. Forgot what they're called. *Mindblank*
That's all I can think of right now.
Oh, and just quick: cool idea for a colonial supercap. Interesting design. Was sort of hoping for a Nova Class, but this is an intriguing design as it is.
It's twice the size of a Mercury. Form the Battlestar Prometheus story.
Awesome update, can't wait for more!
Hi kyogre12 thanks a lot for this mod, really hoping you stick with it as I'm a massive BSG fan.
If you don't mind I'd like to make some criticisms and observations that are only meant to help you, my overall feeling is one of praise and appreciation, I hope I don't offend.
I set up a game of 3 Colonials vs 3 Cylon, all normal difficulty, here's what I found:
1) My Allies Battlestars sometimes glowed, 1 I noticed glowed blue, I couldn't quite see if there was a texture under the glow but it looked odd. Noticed you have this as known bug so apologies.
2) My allies, the Colonials didn't do anything more than getting 1 additional planet then stopped expanding. I had set them on Random AI type, should I set them to something else? They were useless because the Cylons were actually expanding and eventually just owned the Colonial AIs.
3) LOVE what you have done with the speech samples from the series, the volume could use some work though, many of them are excessively loud, especially compared to other sound effects.
4) Textures. They need some normalising, they aren't necessarily bad, they probably look great in the image editing program but in game some just don't fit the Sins engine. The Mercury Class felt good, the Galactica was just too dark, there might have been some difference in the show but I really didn't notice it and I'm currently re-watching on Blu Ray. In fact I just got past the ressurection ship battle and there was barely a difference in colour of the Pegasus and Galactica.
5) Missiles, not sure if this is because of the Distant Stars mod because I have only tried this version of your mod but the missiles seem over the top, in terms of quantity and visibility. In game they all seem to have long yellow trails, in the series they were all white trails. Also there was never that many missiles being shot in the series, there was a lot of explosions in Base Star Vs Battlestar battles but not countless trails from missiles. When they did several cases of a ship FTL jumping with the few seconds of raiders flying past as if just at the last minute there was only ever about 2-3 missiles flying past.
6) I've had a CTD every time I've played, varying when it occurs but I don't get more than a couple of hours of play before a CTD.
7) Have you tried changing the sky boxes to more traditional black with white stars? Looks great in the show and I can only think of 1 occasion where they were inside some nebula or magnetic anomaly (can't remember what it was, it was purple or green and they were inside it with the Cylons outside.
Anyways keep up the good work, good hunting.
Size of the basestars is still being worked out.
The Mercury thing is a problem, yes. The ability may need to be rewritten in order for it to work properly.
It might have been the star box you were using, there are a couple really bright ones that they might be reflecting.
Hades MkII is the name you're looking for, and yes, they need textures
@Haree:
1. I've never seen them glow colors before, just white. Do you have some screenshots or anything of that?
2. I have no idea, I've never seen that bug before. I'll see if I can reproduce it.
3. Volume is annoying Originally they were all too quiet, now they're too loud.
4.Part of the problem is that the models are from a mix-match of different modelers/texture artists, and the Sins of Alethia ships are a totally different style compared to kreeargh's ships, so there's some inconsistances.
5. The missiles come from Mansh00ter's volumetric explosions mod (if you're playing unmodded sins, I highly recomend it). But yeah, they can be a little over the top. I have no skill with particle effects, so it will probably be a while before they get changed.
6. I suggest that after you're a few hours in, save, quit the game, then start it again and load your game. Most likely your computer is running out of memory after a couple hours of playing, so it crashes. Quiting and loading *should* fix this.
7. I suck at textures myself, so no. If you want an easy way to change the skybox, when you're in the game, open the menu, go to options, find the one for "display colored skyboxes" or whatever it's called. Just uncheck and recheck that box until you get a skybox you like.
Have you coinsidered that maybe the colonials need a buff of sorts? I played as colonials, and my lvl 3 galactica squared off against a level 1 baststar. (AI) and it squared off for quite a while, and it was almost a stalemate. I was thinking maybe the cost of flack could go down from 90 to 75. It is pretty easy when I play as cylons to overpower the colonials with 2 Worldstars. Making flack cheaper would make a higher level cap tougher to go up against.
I no longer believe the Jupiter is invinceable. I jumped it into a grav well with maybe10 Gammas and 3 worldstars... I got my butt handed to me before I could turn it around and jump back out to get help with 20% of my health left. I am eager to see what your answer to the Jupiter is.
Actually, if anything was going to get a buff, I was considering the Cylons. 1v1 a Galactica should always win, quite easily, even if it takes a while. It should win 1v2, as well. 1v3 might be pushing it a little. Had the Cylons done a bunch of research or anything? Because it shouldn't have been a stalemate.
I honestly believe that the only buff necessary would be the colonials in a late-game way, because i had a game where i had a MASSIVE fleet of basestars (86 basestars and 2 resurrection ships, thats 36 capital basestars and 50 gammas) and i was entirely unstoppable due to the sheer amount of ion bolts form the capitals and the resurrection ship's healing lvl 6 ability. I get the feeling that even if there were a few Jupiters in the mix i'd still not have taken even a scratch. It's true the colonials are very powerful, and the game itself is still very balanced the way it is, but i get the feeling that an all out battle with every possible ship between colonials and cylons, the cylons outnumber them just a bit too much for any victory to be possible.
Other than that, until SoA 2 is finished this is the mod i play the most because its just so awesome! Can't wait to see the boomer-class basestar and the two versions of starbases!
The AI will never have an appropiate response to a fleet of that size, things might work differently if you tried that against a human players, lets say you jump to attack and find 30 berserks class with 8 repair stations, after a long battle you begin to see the end, and then, when you antimatter reserves are gone, the cavalry comes and you suddendly have 3 high level jupiters and a nasty mix of mercurys, sentrus and galaticas, the jupiters close in for the kill and activate their nuclear barrage at the same time, the balance is very good like it is, the cylons just need an answer to the jupiter class.
The answer to the Jupiter class is already done, it's only wait for texturing job
if someone know about texturing tutorial for sins in GIMP 2.0 please post a link.
Just curious Kyogre are you making an ability (if possible) for galactica to have a surppressing fire type thing? Like in the show.
It's the flak ability...
that reduces damage as seen in the show not all missles hit galactica.
If it were to get something like that, it'd probably just be a modified version of the Kol's Adaptive Forcefield ability. Making it actually target+destroy missiles, while possible, would take a lot of time and effort that I just don't have right now.
tyr is right, I doubt the AI could handle anything like that. But the Colonials do need a way to handle the constant Ion Bolt spamming to help them out a little late game.
Also, I've said it before, the Boomer won't be so much an "answer" to the Jupiter, but closer to something that can go toe-to-toe with a regular battlestar. The Cylons are all about spamming lots of weaker ships, not a couple of super-ships.
How much health does your cap have left by the end? It should still be a lot. If by decisive you mean "quick and easy" then no, that's not going to happen. 1v1 capital ship duels are long, drawn out battles, but the Colonials will win those every single time, with significant health left over.
EDIT: I forgot to mention, with Entrenchment v1.05 coming out soon, that means there will be a new version of Sot13T as well. But it will probably take me a week or two (maybe three) to get it out, depending on RL.
You know, maybe something to do about the Ion spam thing, maybe something to disable abilities on enemy ships in range for a set period of time. Call it an EMP pulse...
My colonial caps take off generally around 10, maybe 15% more than they cylons can inflict in the situation I was talking about, lvl 3 galactica vs a lvl 1 baststar... by the time the AI turned and ran its basestar out of there, I had lost 6K, and the basestar lost maybe 7k or 7500. If the superior HP the colonials get is your idea of survivability, then I can accept that. I really wasn't too worried about it, I knew I had it out gunned and superior HP, but if it would have had help, I would have gotten hurt much more. I am not much for long drawn out battles in 1v1 cap battles, I am much too impatient for that, I am always concerned he will have a ton of friends a jump away.
Just wondering here, did you intentionally make it so the cylons travel much faster in the phase lanes then the colonials? When I am chasing a cylon ship with ships of my own, each jump they make they get further and further away, making me suspect they travel faster in between grav wells.
I hate patches, I really do. I am thankful that the star trek mod will be releasing before the patch. I may have to switch between versions to play your version, and that one. I love your mod, it makes for intense battles late game.
kyogre12,
this is an awesome mod, but i have a simple question that i atleast have not found, why do the airgroups of the capital ships have only one aircraft? atleast for the Colonials, i have yet to play as the Cylons which i will give them a try soon
again awesome mod and hope it will get better
edit-->nevermind, it must have been a glitch or something because their are several ships per squadron now
All I can say is, patience is a virtue
It is intentional. Cylons have much better FTL than the Colonials, so chasing them won't work very well.
Don't hate patches; they are your friends Sure, it may be annoying to have to wait for your favorite mods to get updated, but without patches none of those mods (this one included) would be anywhere close to as good as they are right now. Patches have added a lot of very useful modding features, as well as other things.
Is it a eventually going to be apart of the mod is what i meant
Maybe, I don't know. Once Diplomacy comes out I intend to go back and possiblely rework a lot of stuff. v0.96 will basically be v0.95 but compatable with Entrenchment v1.05 and some bug fixes. The first Diplomacy version, however, will hopefully be much, much more than that.
Just an fyi, the mod does not work with the new patch, Entrenchment v1.05. You won't get a crash, but all of the meshes have disappeared. It creates some cool looking planets, where all you can see is the little ships zooming around, but not being able to see your ships kind of sucks.
Once I get this figured out, there will be an update for the mod.
Yeah plz fix it fast, i did buy this game only to play this mod!^^
I have no intention of patching until i have a reason to patch, and because it's there isn't a good enough reason to me. I can't remember the last time I played a version of regular entrenchment.
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