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:
Glad you like it i make it as Capital, but kyogre12 want it as cruiser i can live with that, but i have some delay with my thesis so my work on him need to wait.
Finally got to playing around with the mod. So far looks good, plays smoothly. Just a couple things I noticed:
1. When playing colonial:
2. When playing cylon:
Over all I'd rate this mod 9/10 simply because of the quality of work that went in it. Also, whoever designed the missle effects for galactica and basestars did an amazing job!
Take your time, I still have 2ish weeks of very limited free time.
Eh, most of the sounds are screwy. Most of them are all too quiet or too loud; I haven't quite found the proper balance yet, but I'm working on it.
It probably just seems that way because the Colonial ships last longer. All ships require the same experience to level up, but because Cylon ships die quicker, they don't see high levels very often. Plus there's a lot more Cylon ships, and more ships=more experience.
I'm working on getting some. One problem is, like you said, there aren't a lot of sound for them. The other is that I can't afford to buy all the episodes that have good hybrid scenes
That's intentional. All lvl 1, it should take 3-4 basestars to take out a Battlestar, but you're still likely to lose a basestar or two and take some serious damage.
Well kyogre, you can increase the XP provided by Colonial ships to help balance it out. While all capitals are forced to give the same XP on death based on level, it can easily be changed for frigates and cruisers.
Yep. Add that to my ever-growing to-do list
Hey Kyogre,
while I'm waiting for the update to diplomacy I've been trying out other mods, but I just don't enjoy the original ships anymore after playing as the Battlestars you (guys) made. I have no knowledge of the workings of the mods/files/junk so I'm wondering if it's possible to drag and drop files from your mod to other mods or even the original game so I can fly around with battle stars in addition to what ever is there?
I imagine it's a 'no' or someone would have done it already. It probably really mucks things up, huh?
It's not terribly difficult, but it's not quite drag and drop, either. You'll have to do some re-naming of files, and maybe change a couple lines in the files, but that's it. If you really want to do it, I suggest you dig around a little bit in the mod files, you should be able to figure it out pretty easily.
Speaking of the Diplomacy version, I have finally really started to work on it, as I am not as busy anymore. I'm using this as a chance to clean up the mod and remove unnecissary files, rename existing ones to be less confusing, and general house-keeping stuff like that, to hopefully reduce the size of it.In addition, for the time being I am removing the fancy effects and explosions, and implementing Major Stress's Optimization mod. The extra planets are also temporarily disabled, until the Distant Stars team finishes updating them to use less memory, as I believe they are doing (they are doing that, right? I'm pretty sure they are ).The mod will also be more capital ship heavy. As people have pointed out often, frigates/cruisers are mostly pointless. So going forward, many of them will be removed and/or replaced with "almost capital ships" (i.e. the Gamma Basestar).
Exciting!
Oh come on Kyogre, we need ManSh00ter's Volumetric Explosions because they're awesome and make a lovely boom, especially when the charred and broken skinjob corpses will fly out out of the basestars.
And if you're worried about Bailknight's effects being too resource-intensive, you can always make new ones, which this mod needs anyways since Bailknight's effects don't look like they're from BSG. The missiles need new white contrails and the cannon shots need to be long and orange.
Also, you should adjust the bursts on Colonial vessels so they no longer spew autocannon rounds when BSG vessels actually acted like WWII battleships with huge guns with a slow rate of fire.
Oh, and you can rename the weapons to be something other than "Autocannon", which doesn't look right to me since the BSG cannons are not very automatic. The English.str controls the display names for weapon types with a simple string entry, but that only affects infocard tooltips so you would have to edit all the research tooltips to reflect the new name.
Hey Kyogre, with the Diplomacy build seeming like it's off to a good start, is there any ETA on the Boomer class basestar or any shiny new (and hopefully BALANCED haha) star bases?
Also, i think the best way for you to reduce lag is to try and optimize your fighter and bomber models. I'm getting anywhere from 3000-10000 fighters (thats usually about 350 squadrons max) from my Cylon games, and thats just for ME. There are probably 2-3 (possibly even more) times that total in any one game i play.
The planet and particle optimization will probably help alot as it is, but the fighters are the things truly taking up memory in this mod. Just a suggestion.
I'll probably put them back in eventually, because you're right, they're awesome. But I want to see if removing them has any noticable effect on performance. If it doesn't, they go back in immediately, if it does... they probably go back in anyway. Slightly off topic, does anyone know if the Entrenchment version of ManSh00ter's mod works with Diplomacy? I wouldn't expect the particles to do anything, but I can't remeber all of what he changed.
Two more things on my to-do list. But for the first one I still need to figure out how particle forge works...
Any suggestions? I only remember them being refered to as "guns," which I think would be a really lame name for them in-game.
They have the same ETA as the Diplomacy version, which is... sometime this summer. Beyond that, I can't be any more specific.
I used to have a version of the Viper MkII that didn't have the pilot in it, which I'm sure would be a good way to optimize it, but I can't find it anymore. I think I lost it when my computer died last year.
awesome to hear that ETA. A buddy of mine and i can't wait to see it.
And though the Vipers would be good optimized, i think the Raiders need it a bit more, having a mind-blowing 20 fighters per squadron!
Anyways, good luck with the work, and thanks for doing this for all for all of the Sins players out there. It's a top-quality Mod.
You could call the big guns "Artillery", which would be fitting considering their size, range, damage, and rate of fire.
Don't get too excited about it, that leaves me until mid-September to release it It will hopefully come out before that, but just sayin'
[quote who="SpardaSon21" reply="1063" id="2627065"]Any suggestions? I only remember them being refered to as "guns," which I think would be a really lame name for them in-game.You could call the big guns "Artillery", which would be fitting considering their size, range, damage, and rate of fire.
That could work. The Battlestar wiki calls them "Kinetic Energy Weapons" and I kind of like the sound of that, too, but I don't know.
Well, "Kinetic Energy Weapons" is a mouthful, and wouldn't fit on an infocard anyways since it is so long. Besides, "Kinetic Energy Weapons" is almost as vague as "guns", except we now know the guns use kinetic energy for damage, well, except for when Galactica launches explosive shells from its main cannons.
This link is a video a guy made by putting together scenes from the Ragnar battle. Take a look at the Galactica's weapons.
Except the problem is that the weapons in BSG are left vague: http://en.battlestarwiki.org/wiki/Weapons_in_the_Re-imagined_Series. Not even the producers know what the weapons are, whether they are chemically propelleled artillery like things, or railguns, or whatever.
Well, if the producers can't agree, you're just going to have to make a judgment call on this.
Actually, chemically propelled artillery shells make the most sense.
- muzzle flashes - having those means something in the gun barrel is ignited. Looks like fire, might as well be fire.
- The speed of the shells is relatively slow
- firing explosive shells out of rails guns makes little sense in space. Solid slug goign really fast = OMGPWNED. Shell filled with exploded accelerated really fast = epic fail in your face (gunbarrel)
- As for vipers and small AA guns: same principle really.
- They can't be energy weapons, as they use ammo.
so simply say "artillery" for big guns, AA for smaller guns and missiles stay missiles.
Kinetic Energy Weapons aren't the same as energy weapons. Lasers are energy weapons, they are literally a beam of high-energy particles. KEW's are called that because they use the kinetic energy (energy of something moving) of large chunks metal to inflict damage (although they can also have explosives). Think of an asteroid hitting a planet. The crater isn't caused by something explosive hitting the ground, it is caused by a huge hunk of rock+metal plowing into it at a high speed.
So the point of all that is that just because they use ammo does not necessarily mean they aren't KEW's. And it is also worth noting that KEW's can contain explosives as well, but it is usually necessary.
I think the best option would be to call them Railguns or Coilguns or something similar. Because unless I am very very wrong about how Sins handles the naming, everything that is currently refered to as an "autocannon" would be changed to whatever the new name is. "Artilery" doesn't really apply to the flak cannons or the Viper weapons, but I believe they would both be referred to as such. Calling them "AA guns" or something similar doesn't work for the same reason. The only thing I can think of that applies to everything that is currently an autocannon would be "railgun."
Make them Gauss weapons then, or any of the weapon types you aren't currently using (Phase Missile, Beam, Pulse Beam, Wave, Plasma, Pulse Gun, LASERPSI, Psionic Surge, Disintegrator), and modify the research tree to add in a bunch of new researches, or just replace the laser ones with autocannon researches and swap the autocannon ones with the new weapon type.
Does this work with the current version of Entrenchment?
Yes it does. The OP states that it is for 1.05 of Entrenchment; however, there are no differences in any of the entity files or any other game data between 1.05 and 1.051, merely some code changes in the game's .exe file.
I agree how about Magna weapons and defence works. One Magfield , charge up and deploy a magnatron field it repels any solid object weapons. Magrail , could fire a semi fluid solid weapon that penetrates the hull and shorts out electrical systems or something. And one i call Magadrag simple tractor beem u can lock on to enemy ships and pull them around the screen? [not sure any are possable yet]. / Really advanced Cylons could possably get nano bot attack or something like that?
Didn't think of that, that's a good idea.
Also, a little update on progress. I found a way to convert the meshes back into something I can edit, so many ships are getting new hardpoints. More specifically, the Battlestars are finally going to be the gun-heavy monsters they are in the show.
Ok, I've decided to put the planets+effects back in, because SpardaSon is right, it isn't the same without them.
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