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:
Version 0.96 is out! It has full Entrenchment v1.05 compatability, as well as a couple of other small changes. Check the OP for the link and full changelog.
I'm curious, does anyone feel the same as G-ADM_Prawn, that the Jupiter isn't worth it? Does it need a buff?
I haven't even bothered to build the Jupiter the last few times I have played. If anything, I think if people are going to build it, it should be nerfed with regards to cost, IMO. I think the Jupiter is a game ender if you ask me. The few times I have actually built one, I have leveled it up to level 4 and jumped it in to the pirate base and let it clean it out to get it up to level 6, then ran into the enemy world and clear it out with the Nuke Barrage, long story short, I do not think it needs a buff. Before you do anything with it, I would want to see what you have planned for the Boomer. I have seen the Jupiter take out 15 various cylon caps at the same time and not lose too much health, so I guess with regards to balance, if that is your concern here, the Boomer would have to be tough as freaking nails, or have some nicely thought out abilities to be able to stand up to a Jupiter along with a fleet behind it. I have never faced a Jupiter, never had the AI actually build one, at least not yet.
To sum it all up, to answer your question... I think he has a very good point. It is very expensive, and research takes a long time, and in the time it takes, yes you can have multiple battlestars in there. I would say make it cheaper, or cut the research time down so it is feasable to crank them out... but the Boomer needs to be able to equip the cylons to stand up to it, either with abilities to support a fleet, or immense firepower of its own, because once a Jupiter passes Level 6, it can to immense damage in a short amount of time.
Thank yoe for this awesome mod!!!
I'm downloading th new version!
Keep up the good work!
Greetings from Germany
Nico
First of all, I completely love this mod as a BSG fan.
I don't really like the Jupiter look either, it looks like 2 Galactica's glued on to eachother. Therefore I would prefer a Jupiter class ship with the Galactica mesh/texture, but then bigger and stronger than the original Galactica.If someone could tell me how I can edit the stats of the ships (especially the Galactica), then I can adjust them to my own taste.
I don't really know which file to edit and with what ...
*Deleted*
No, several cylon CAP ship, who have ION bolt ability and bye bye Jupiter (even on 6 level).
No, Boomer class baseship will win in 1v1 against standard battlestar
that's becouse the AI don't make new research that was add in mod
Jupiter is original Doom Bringer, that was redone to look more BSG
FAO Kyogre12
What a fantastic, amazing MOD I loved BSG (just looked up) there'sa v2? I just downloaded the one on the front page. I have't played Sins for over a year as I got so bored of it after playing it none stop and the mods couldn't come out quick enough so, I moved on.
What an epic piece of work from all those involved and thank you
I was thinking, frigates and cruisers in the mod are way too weak; they have good guns and armor but weak hulls. I find myself only using berzerk escorts and battlestars in the game because I'm tired of constantly losing all of my smaller ships in one battle. Any opinions?
Yeah, I gave up on building frigates long ago. It wasn't until he introduced the Gammas and the Berzerk escorts, when I started building something else. I find they just don't have that much of an impact, unless they are in a MASSIVE bulk, and then we start talking that, I would much rather have a cap anyway.
Thanks guys, it means a lot
Yeah, the frigates aren't very useful. It's somewhat intentional. Capital ships are really the focus of BSG.
I still think they could do with being a little more resilient.
would it throw off the mod's balance if you added an anti-fighter capability to the berzerk escort? It wouldn't be as powerful as a flak berzerk but it would still be able to destroy some fighters.
I largely agree with koobalt's assessment of the Jupiter.
The Cylon's ability to disable ships makes "superships" a little problematic, but my other gripes (that don't have to do with research or time) are that even if you're playing against colonials instead of cylons, the colonial battlestars are about as good for the supply points (esp. if more leveled up).
If you wanna make a cool BSG-world supership, I'd recommend something like this:
good news, soon we will have Boomer in game , but with templates texture
It might not throw off the balance, but it would break the Berzerk. Sins doesn't really like ships having both anti-fighter and ship-to-ship weapons. It messes with the targeting priotities, and you end up with ships doing really wierd things. In the Diplomacy version, though, I intend to mess around with it some more.
And as koobalt said, the Boomer will be in soon™
combined anti-fighter/anti-ship seems to work well enough in SOGE.
Must say,
Awesome work, though I do have a little nitpick.
The Battlestars themsleves, why are they firing missles? We all know the Galatica fired Auto-Cannon flak fire in the show.
Now if I'm not mistaken, flak fire like that is already in the game with the Kol Battleship that does Flak fire as well, any reason why that wasn't used?
Nevertheless, awesome job, I will wait for a diplomacy update to fully appreciate this mod though, so looking forward to that when it comes. Also glad you were able to sneak in the music from the BSG series, because I totally love that music! (Especially the intro, makes me totally wanna watch that beginning of Season 2.5 episode when the Pegassus first meets up with the Galatica, hehe)
The Galactica has missiles. They are mentioned a couple of times in the show.
SPOILER!!: In the very last episode they mention that yhey can't use missiles because the ship will be too close to the Colony to fire them without receiving the splash damage themselves.
i think that is more about if they have nukes
not normaly rockets, and i dont like that with the rockets too
i prefer how it is in den hw2 or nexus mode less rockets more auo cannon (you cant even see them )
I agree, I mean i'm sure the Galatica had missles, but from watching the show we all know they fired the auto-cannons a lot more then any type of missles, which is why it's just a minor pain for me to see all those missles flying out of the ship towards a target.
Again, still fantastic work! , but perhaps if this can be corrected, it would be awesome, if not understandable, hehe.
thanks,
ya I agree with you, the galactica barely fires any autocannons when compared to the amount of missiles it fires. I wonder what else could be done to improve the weapon effects. They're good but I think there's room for improvement. For instance, if you see how the Pegasus's guns shoot in the show, they look nothing like the ones in the mod. Any thoughts?
You guys have to remember there are a lot of hardcoded issues, so more than often the mod creator know what the problems are.
Now concerning weapons fire.
Many of you forget, that what was coming out the turrets, ARE missiles. The problem was, you mostily see them in "dud mode", where they are simply fired and explode at a certain time/distance, releasing tons of sharpenal. When faces with many fighter craft, this is the best strategy you can vye for. (Best offense is a good defense.)
As for actually "hard missiles", there have been many times when they are shown. Most notably, and by far the perfect example, is in Exodus, where the Pegasus comes with guns blazing, taking out 1-2 basestars.
Push come to shove, flakscreen defense was often seen more IN THE SHOW, but that was only due to the fact:
A.) Galactica couldn't afford to have prolonged fights with multiple basestars, when it had civilians to protect
B.) In reality, it is easier, inexpensive, and conservative to use flakscreen defense, than wasting explosive missiles, that can be better suited for a situation, other than nukes.
So all in all, there are Galactica and Pegasus DO FIRE MISSILES
I saw what you are saying. everyone's seen what the pegasus's gunfire looks like, would it be possible to change the current effect to look more like that; or more bsg like in general?
double post
Im ade a small texure ofr the Razor-basestar, what do you think about it?
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