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:
Kyogre12,
I noticed you said you didn't have time to downgrade this to a Original Sins Version. I would like to volunteer my services to convert this project back to OS v1.18 compatible. PM me if you're interested.
Isn't the latest version of OS 1.19?
Sorry for the prolonged absence, guys. I've been very busy lately, and that isn't going to change for a while. And Modern Warfare 2 is just so damn addicting But don't worry, I am still working on the mod.
Regarding weapon effects: Yes, it is possible to change them. But my skill with ParticleForge suck at the moment, so I had to use the closest effect I could find.
@Larkis: The Hades Basestar that Vulture mentioned is the one you retextured. The Basestar seen in Razor is a different ship, the Guardian Basestar. Check this link: http://en.battlestarwiki.org/wiki/Basestar_(RDM) Scroll down to "Cylon War-era Basestar" and "Guardian Basestar" so you can see the difference. The Hades is the Cylon War Basestar. And I agree with the earlier poster who said it needs to be lightened up. Look at the pics in the link I posted to give you some ideas.
And why is the Resurrection Ship gold?
Regarding Original Sins: Larkis is working on an OS version of the mod. eternal_darkness, if you're interested in helping, I suggest you talk to him. A Diplomacy version will be coming eventually, but I want to test some new game mechanic ideas out first, so it will be a while (just like everything else )
I have a bit of an off-topic question:
I downloaded the particle effects program and extracted it to the root sins directory, but when I started it, an error message came up saying the the program has encountered a problem and must close. I've followed all of the instructions I've found elsewhere (put in main directory, have the most current framework), but nothing seems to help. Any suggestions?
If you use Win 7 you can forget about "particle effects program", but you can always try to run it as administrator or try to launch it with compatibility with XP.
didn't work.
tell me what you did to install it.
Hmm i thought that the grid around the Ressurection Ship is gold...
I must see this Episodes again.
Tomorrow i will release a first small Demoversion of the Sins 1.19 BSG Mod.
Included:
3 Battlestares, 3 Basestars
Fighters
a lot of strings (German) and my vision of the Weapons ans a look how the battles must look in my opinion.
More tomorrow
That sounds very interesting, I'll be sure to download it.
Here is the Mod Version.
http://www.megaupload.com/?d=N0DA2GR0
Have Fun.^^
I added a link to in in the OP.
larkis & kyogre, I have attempted to doload the sin version of the mod , but all i get on the link is
The file you are trying to access is temporarily unavailable.
edit it is now downloading
harpo
I like it, however I have several issues with it:
1. the viper looks, well odd, the version in the regular mod is much more realistic looking.
2. I like how the galactica finally has dorsal turrets and fires from them but the ship's model looks too short and is also less realistic than the version in the regualar mod.
I do think that the weapons fire does look a bit better in larkis's than the regular one.
How come there's no cylon ships?
This models are selbstmade. Im sorry that you don't like it.
First i worked on a own mod before i meet kyogre.^^ The cause that i use it, is that i want that the mod looks like one Unit. Actually there are less detailed Viper MkVII and Raptor, but the Viper MKIi is very detailed with pilot ect. ect. That destroy the feeling in my eyes, so i take my model. I think its bether.
I like my Galactica more. And it's hart to model a Ship withour real measures.
Thank you
There should be Cylon Fighters and 4 Cylon Capitals. o.0
with which race?
compare your Galactica with the one in the below link, then you might see where I'm coming from.
http://en.battlestarwiki.org/wiki/File:Battlestar_Over_Africa.jpg
i think it must be Advent... But i disabled the thirt Race in my mod so there are only two avaible... Tec (Colonials) or Advent (Cylons)
I checked, neither the advent nor the vasari have them.
I had problems last days with my internet, sorry for that.
i still working bur now i had aa few Design problems.
1. Weapons. On Series the Colonials only use projectile Weapons, and Cylons only use rockets. But i think if every ship only has this Weapons, it would be look... boring. Should they use more Weapons for example beams maybe?
2. Which Ships i should use for the Cylons frigates and cruisers? i don't think the actual models look real... bsg-Like.
And now a few news.^^
1. The Berzerk Class would be a new Battlestar. The Support-Capital-Ship.
2. Colonial Frigats would be civil Ships with weapons, it should look like the Series, Battlestars and Rag Tac Fleet.
Cruisers would be the military models from kyogres mod.
3. In a few Days i will release a small trailer.
No frakking beams in BSG, please.
beams in bsg that is the dumbest idea ive heard yet...although intresting. no beams plz unless kyogre is bringing in the ships from the old series.
the beam was just an example.
The question is, put in alternatr Weapons to missiles, Railguns and Sentry Guns for only this 3 Weapontypes?
A few pages back, I gave an explaination on the type of weapons seen in BSG, and who used them
So I found a copy of Entrenchment/diplomacy (Trinity boxset) at my local games retailer. Made my day, so I installed, updated and downloaded the BSG mod. Got to say, many props, kudos and hats off to Kyogre for the mod. But I have my two cents worth to throw in.
So after "extensively" (by extensively I mean playing each side for like 3 days straight) I have some balance comments.
First Colonials are OP PERIOD.
The Jupiter Battlestar is ridiculously OP. Forget how much it costs, and while I did agree with the costing. A single jupiter battlestar can hold off entire cylon fleets WITH EASE. We played games against hard and unfair AI's, and not only got the jupiter, but my mate got 3 of them as well as my two, and the third player had one building when we went on a rampage and wiped the Unfair Cylon AI's out. At one point mates (single jupiter at this stage) was holding off continious waves and reinforcements, of everything from Gamma Basestars to Worldstars. The Cylons NEED their Colony ship like what's seen at the end of the new BSG. Or the Jupiter needs to be removed.
More to come, mates just got home and we're off to BSG some more. MUAHAHAHA!
1. The cylon will have soon Bomer class baseship
2. The colonial go for power, Cylon go for spam of ship
3. the Jupiter is easy to overhelm by several cylon cap with JON bolt ability
As long as the Cylons are getting a ship similar to the uber awesomeness of the Jupiter. Fine by me.
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