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:
Love this MOD and so wished I had read the post concerning the latest updates for Sins, as I updated mine and now I can't play this MOD! Definately learned my lesson, as was wanting to play BSG MOD all day! Keep up the good work kyogre12 as this is one of the best MODs for Sins around, and we all appreciate the hard work that has gone into its making.
Thank you And just for future reference, it's always best to assume that a new patch will break your mods (and saved games). Sometimes that isn't the case, but it usually is, so it is best to be prepared.
I have this general anouncement, not aimed at anyone in particular. PMing me to tell me to update the mod for the newest version doesn't make me work any faster (you know who you are). As I have already said, I will get out a working version as soon as I can. It will be done when it's done.
Also, patches are NOT stupid. You want patches, even if it means a bit of an inconveinence for a couple days.
That's damn odd that you have this problem - our Star Trek mod came through the patch without any ill-effects. If you want to troubleshoot, take a look at it:
https://forums.sinsofasolarempire.com/371686/page/24/#2526627
I looked around for any obvious differences, but I couldn't see any. All the similar data seems to be present. I thought it might be that you have kept the same file names, but even the few new file names you created (like the vipers) don't show up.
Best of luck.
Yeah, I haven't been able to figure it out yet. What's really wierd is that everything works, except the meshes. The hardpoints are even still there. You build a Mercury, and all the engines are in the right place. I can't figure it out.
I spoke with some other guys on the SoA2 mod team (who do actual modeling - I'm a code monkey), and they seemed to think that this may be related to your ship glow problem.
Thanks for the info, and for trying to help. However, I don't think that is the problem. I have some models from the old Sins of Alethia mod, that don't have any glowing problems, or any problems with the mesh so far as I can tell, and they don't show up either.
EDIT: I just want to confirm something. SoA2 doesn't use Bailknight's effects or ManSh00ter's explosions, correct? I think I might have narrowed down the problem to a couple of particles used in those mods.
Ok, it's some pipeline effects that are making the meshes disappear.
Everyone who wants to play Sot13T on Entrenchment v1.05, follow these directions:
1. Find where you installed the mod (c:\users\your user\app date\ironclad games\sins\mods 1.041 if you're using Vista/7)
2. Move the Sot13T folder to the mods 1.05 folder.
3. Open the Sot13T folder, open the PipelineEffect folder.
4. Delete the following files from the PipelineEffect folder:
Delete those and the mod should work fine, although you will get a couple of StringNotFound errors.
Good catch. I'm curious, how did you figure it out?
The dev.exe, actually. I tried loading the mod with it, and I got a bunch of errors relating to those 5 files, so I took them out and all the ships came back.
Wait. Nevermind . Fixed it!
Amazing mod btw!
Hi. I don't know if this subject has been brought up or not. But I've got a problem that deals with my planet, ships, and structures all being invisible. If I zoom out it shows where they are but when I zoom in I don't see anything. Any suggestions as to why this is happening? Thank you.
enfield, see post 857, especially if you have the planet colour showing but not the actual meshes
harpo
I've got all the meshes, but some of the textures are missing, like the Hellfire Basestar.
I was thinking, the Jupiter-class battlestar is cool and all, but to me, the model doesn't seem that battlestar-like, does anyone share my opinion?
I agree with you. I was really hoping for something with the iconic "alligator head" front end. It's still pretty neat though. I got a cool view of it once right after it made a Mercury, it had the Mercury head in the middle of its front landing bay pod things. Anyway yeah.
I frakking love this mod Kyogre! Thanks to you and your team for doing such an awesome job!! I can't wait for the update for diplomacy. (I found out I can't play reg sins anymore, both for the reason that this mod is way cooler, and the fact that I can't send 1 capital ship off by itself and expect it to live )
Also the addition of the Distant star planets was amazing. I love it when I can have the urban planet be Caprica, or the Savana planet be Aerilon, etc. Thanks so much for your hard work.
(will your next update include the recent changes with DS? IE the blackhole star?)
yap that will be awesome with diplomacy. waiting for star wars , sacrifice of angels, and bsg mods to play in diplomacy.
this addon will give it all so much deep.
and with the bsg mod i will play 10 colonials, hardest AI setting, free for all games. will be epic!
Are you going to put out a Entrenchment version of your mod when you put the Boomer in? Diplomacy really doesn't sound like an addon I will enjoy. I play this game to destroy things and conquer worlds, not keep squabbling politicians happy, and the diplomacy additions sound like something I wouldn't use anyway.
Ah, but Diplomacy adds so much more than diplomatic options Vulture. Two new difficulties, a new speed setting, even more specific Pirate Raids (you can select the specific target!). That, and i hear that the AI in Diplomacy is much more efficient and overall just better to fight, so i'd say go for it either way.
The Jupiter-class did seem not-battlestar-like the first few times i built it. But then i realized it was just so awesome that it didn't matter so much. I just can't wait to use the boomer-class basestars (yay cylons!)
It has always been missing the texture, so that's not a "problem."
Hopefully in a couple days or so I'll be able to get an Entrenchment v1.05 compatable version out. Basically, that's all it's going to be. There will be a couple of string errors fixed, and maybe one or two other things. The Boomer won't be ready yet, as the texture isn't finished.
There will be a Diplomacy version coming eventually, because as NHD said, it adds a lot of cool stuff besides just the diplomatic things. There will, however, also be an update for the Entrenchment version once the Boomer is done. I won't be completely dropping the Entrenchment version, but in the future the Diplomacy version will have the more meaningful updates.
Yes, I don't have Diplomacy, but I know several people who were in on the Beta and they can confirm that it brought a new AI difficulty or two and vastly improved AI. I hadn't heard about the speed and pirate raids, but those seem like great additions that will make Diplomacy worth it, even if you don't like the pansy-peacemaking stuff.
I tend to agree the Jupiter isn't very battlestar-esque, but that's neither here nor there to me. I have a different gripe: it's not worth the time and/or money. By the time somebody gets it researched and built, I can have a dozen battlestars in his system using the same money it took him to research and build it. Even a couple Mercury-class battlestars can clean the clock of one Jupiter if they are of higher level.
Personally, I love the mod, though I admit I re-programmed the entire thing to make the basestars approximately equivalent to battlestars vice flying raider factories. My comp is a few years old and all those raiders were bogging things down!
If i download it can I never get Sins back to the original? Vasari, Advent, TEC
You can activate and deactivate mods in the Options screen on the main menu, so yes.
cheers
I've installed this mod, works except for everything being invisible?!
That is most likely beacuase of some pipeline effects, look at his thread: https://forums.sinsofasolarempire.com/375189
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