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:
Awesome, I was getting confused and thought I had fraked something up. I'm perfectly fine with that kyogre. If I make any more I'll post them up here as well!
a yes my mistake, I only launch the game to check my models i hasn't notice when you change that
Ok, well I have some (hopefully) constructive criticism.First of all, the mod is just amazing so far and it appears to be coming along great.
When I have bloom enabled the Cylon ship glows in a ghostly manner, not sure if that is deliberate or not on your part.
I think it would be beneficial for there to be more weapon upgrades for the Cylons, or at least extend the trees already present, such as increasing missile range and damage even further, adding more armor and hitpoints and the like.In the series, the only Cylon bombers I saw were generic raiders, and heavy raiders were only personnel transports, so it makes little sense to me to have different models for the two roles, why not just use the raider model for both the fighter and bombers?http://en.battlestarwiki.org/wiki/Heavy_RaiderMy only real complaint is that the Resurrection Ship is a fairly weak capital ship and I think it should be more like 40 supply.
Why is the Colonial scout not a raptor?
So I've been playing this mod like a crack-fiend. Good job guys . Hopefully all my mad posting isn't pissing anyone off. Then again, no one else seems to be posting anymore, so who would there be to piss off?
Some things I really like about this mod:
good finding, i think once kyogre have some free time, and make update it will be Boomer and Guardian for Cylons ;]
Is there a new Guardian model? If so can you post a pic?
well i cal it guardian but it's kyogre call.
Is there any work being done for custom starbases? Because that would be a pretty awesome defensive structure.
Found this:
http://furyofaseraph.deviantart.com/art/Cylon-Battleship-83431426
In general, with all Sins mods, not just this one, it is best to disable bloom. It does wierd things, and last I heard no one has really figured out a way to fix it.
The Diplomacy version is going to have a totally redone tech tree. I intend to significantly extend it, add new stuff, etc.
I know heavy raiders do in fact have weapons, they're not strictly transports. But that being said, the Cylons just need a little bit of diversity in their line up of ships. There isn't really another role it can fill.
I intended it to be weak offensively, but able to vastly improve the fleet it's in. However, I've recieved a lot of complaints about it, so that might change in the future.
Scaling problems, mostly. It is a pain to click on something that small.
As for starbases, the Cylon one will be the Ressurection Hub, and the Colonial one will be Ragnar Achorage, once the models and hardpoints and etc are done.
You're alive! Awesome! Thanks for addressing my questions!
So if the starbase will be the res hub, what is the repair structure going to be changed to?
Also, I don't mean to say that they Res Ship is worthless or a bad idea, but I don't usually feel the buffs are strong enough to actually buy it. If the buffs were tweaked I would imagine it'd be a great addition to the fleet.
I'm not sure to what degree abilities can be produced and such, but a nifty idea for the Res Hub would be to have an ability that halves production time for all ship and squadron building since they would be so close to the source.
And again, you guys are doing a wonderful job on this so far, so take my criticism with a grain of salt, because they are merely suggestions.
Do you have an idea of when the Diplomacy version will be ready for testing? Because I would love to do that for you.
the megaupload link doesn't work for me and i really want to play this mod. any help?
for me the link works...
do you have a blank site, or you have an download error, or another message??
and you use this link: http://www.megaupload.com/?d=ABORTM4L ??
Are you waiting the time on the page and then selecting the regular download option?
Also, I'm having an issue with the swarm raider ability on the worldstar. It doesn't appear to work for me at all. When I click it, nothing happens.
Here are some ideas for other capital ships for the cylons:
If you ask nicely the guy might even give you the models?
http://furyofaseraph.deviantart.com/art/Cylon-Basestars-77082255
Also, here's another promo wallpaper for your collection.
http://unikraken.deviantart.com/art/Sot13T-Cylon-Basestar-Attack-159921361
I don't have much time, so I'll only answer this question right now. The short answer is no. I will be very busy until the end of May, but starting in June, I should have a lot of free time. So without being too specific, expect it some time over the summer
kyogre you didn't answer!! Do you want me to seg/uv this Battlestar that i made?? Do you want it with turrets or without it??
Is noone else having that spawn raiders issue with the worldstar that I am having?
yes, i have this issue.
Kyogre, I have some more ideas for you to consider:
Increasing the speed of phase jumps, in the series a jump is instantaneous and I'm fairly certain that phase jump speed can be changed to at least be ridiculously fast.
Next, I think that having a technology that can be researched by both parties that allow capitals to initiate a phase jump from anywhere in a grav well would be fairly nifty, I would put it in the middle to late tier for research and it would be similar to the (Vasari I think) ability that allows one to phase jump further inside the grav well, just completely instead of slightly inside.
Also, I think that the ion bolt ability should be an AOE ability rather than a single target, affecting all enemy targets within a certain range that increases with level along with the duration.
The flak gun ability on the BSG I think should be more prevalent as well, such as it being faster to recharge and possibly less anti-matter.
Also, I've changed my mine about the Resurrection Ship, aside from thinking that it should have slightly more health, I would say 10,000 at the least, but certainly not much more than that. Unless you allow capitals to jump from inside the grav well, and then my suggestion for hit points goes out the window since that alleviates the primary problem with it.
If you really considering using the Resurrection Hub as the Cylon starbase then I have some ideas for that too, if you'd like to hear them.
These are just my suggestions so please take them in the way they are intended. The mod is great so far and you're doing a wonderful job on it.
greeting i simply love your mod thx for it but i have some suggestion
1st: the worldstar is suposed to be way bigger than this like 5 to 10 time bigger than the BaseStar
2nd: the cylon trade ship aka Olympic carrier is suposed to be a bit more longer
3rd: please by the god change the jupiter design im 100% whith the idea but is design is bad as hell really sorry i didnt want to offence is creator
4th: for the Starbase on Cylon side you could even use the Worldstar it would be perfect
5th: if im right the Guardian basestar doesnt look like that for a sec
i have some model that i could send you but they are in CMP file so you would had to convert them im going to sleep but tomorow ill send you soe picture of them
and again a big thank you for your awesome mod ^^
you hurt my modeler heart
3rd: kyogre like it, if he doesn't he won't import this to the mod
5th: I call it guardian, as 5 another my model, the name will be kyogre call.
o ok again really sorry iddidnt wanted to ofence you at all ok now let me find those model for ya
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