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:
Fantastic mod, so good in fact, it's stopped me from play SOGE.
Been playing 2v2 on LAN for a few days now, can't wait for the new content and textures to be sorted!
In regards to the Jupiter, it's not what we expected, it really is a giant hangar with engines. It's decent, but I think the heart of the Colonial Fleet should be a bit more "bad-ass", to quote tarheelvic. Also, I went AFK when having a Jupiter in my fleet, I came back to the game to see 12x Mercury's sitting around it, and -500 fleet supply. Bit crazy!
Again, stunning job, this is our favourite mod nowadays.
Keep up the good work!
Glad you like the mod Yeah, the build Mercury ability needs some retooling. I might have to just remove it entirely, because I'm not sure it's possible get it to be restricted by fleet supply.
And I'll say what I've told everyone else. If you don't like the Jupiter, make me a better one. Even if I wanted to replace it, I don't have a hidden stash of "bad-ass" battlestars somewhere ready to be put into the game
So i see more and more people don't like my ship (jupiter as kyogre12 call it), i wont lie, you really make me angry, so if you don't like it spend several day over a card of paper and make a basic design of you "bad-ass" ship, then another several day to make this model and all additional fixes and improvement, then another several days to segment it, then another several day to make uv map and optimizes it, sometimes there is a hidden error so you need to redone the process again from segmentation. Then spend a lot of you time or someone else to texture it.
And then a several people that have no idea about this will complain that they don't like him.
DO YOU NOW HOW HARD IS MAKE SOMETHING FROM NOTHING!!
Yes it looks like a giant hangar with engines because i make it that!
- koobalt -
I understand how you feel koobalt I tried to make a model of galactica just trying and *sniff* It was bad enough I bought a memory sick put it on there all the files and burned it...
I'm not saying it's a bad design, it's a great ship, just not what I expected from the heart of the Colonial Fleet. Infinite kudos for making such great models!
It would be great if the Battlestar Galactica Mod would use the The Sins Optimization Project. to get a better performance, will we see it someday?
first just want to say what a great mod and i can't wait for the next update.
second how could u not see the jupiter at the heart of the colonial fleet. It can throw out a fleet mid battle, it has more firepower than any other ship, it can take a beating and tbh i think it looks awsome. even if someone does go through all the effort to make their own i hope kyogre12 doesnt replace it because it simply does not need to be replaced.
and once again great mod
Looks like a giant flying hangar, because it IS a giant flying hangar. The plus side to that? LOTS OF GUNS.
Love these ships... i can have a single fleet of just one lvl 10 Jupiter and a few Escort Berzerks. It pretty much kicks all sorts of cylon ass...
Is there an ETA for the next version? Its been a while since the last lol. (I hope I'm not being rude)
eraser, last i asked on an ETA i was told sometime mid-late summer on the next version.
It would be a shame to add SOP to this beautiful Mod.
Well, everything vanilla in here could stand to be optimized, so that's the planets, asteroids, etc., although Kyogre should get someone to make some nice custom skyboxes (emphasis on boxes), since for some reason skyboxes weren't good enough for Ironclad and they made skyspheres with insane polygon counts and massive texture sizes.
What he said. Before the end of summer, and no, I can't be any more specific than that.
Parts of SOP will be added, as Sparda mentioned, the vanilla stuff can be optimized a bit.
I don't even know what skyboxes are!
A skybox is a cube that surrounds the environment and has a texture on it that provides a backdrop to the action. Skies and horizon views in games are part of the skyboxes. Most games use a simple cube, which has six quads (four-sided polygons) or twelve tris (three-sided polygons) combined with a somewhat high-resolution texture since only one of them is rendered at a time, and that works great even for 3-d space games like Freelancer and FreeSpace2. Sins on the other hand uses a ridiculously high-polycount sphere for that instead of a simple cube, and in addition the texture it uses for its skysphere is larger than most skybox textures as well, so you get unnecessary memory usage.
Thanks for the reply
ohh so that unnecessary memory usage is why my games always crash after so far into them! Gods damn you skyboxes! Or something.
There's also the fact stuff in Sins is really poorly optimized, like 3k polygon constructors (three per world adds up fast) and the Sins fighters also have a ton of polygons for their numbers (two/three squadrons per cruiser carrier with 5+ fighters each adds up real fast) and trade ships also have lots of polygons as well considering there can be a lot of them, and the Sins planets also have lots of polygons, and at least according to Major Stress their UV map is utter crap so their textures are twice as big as they need to be.
Sins is a really pretty game, but I think the developers could have put a lot more effort into making it run better and less effort on making everything shiny and wet-looking.
Little update for you all, and with screenshots! The newly re-hardpointed Battlestars, in all their gun-spewing glory! (although it is easier to tell in-game )
Note: The lasers you see are not coming from the Battlestars, the TEC just haven't been removed yet.
That looks SO much better! great work, cant wait
You need smaller projectiles for the anti-fighter cannons. I'm sure Dan will let you use the ones the TCA have for their small guns if you ask, although you may need to upsize them since they're really, really small and hard to notice unless they're constantly firing, which I hope the anti-fighter guns will be doing.
And please tell me you're going to have a version of the Valkyrie without the rollbar on the rear.
Oh, and the Battlestars need to fire a few more shots from their side batteries when they fire since they only shoot like two, and they have way more gun barrels than that.
Like I said, it's hard to tell from just the screenshots; a video would do them far more justice, but I'm not going to make one of those just yet. But trust me, they have plenty of gun barrels, and fire a lot more from the side that those shots show.
And yes, there will hopefully be the real Valkyrie, but I need to find someone to texture it first. The rollbar variant will still be buildable as another capital ship, renamed the Valhalla after the original model with the rollbar.
The anti-fighter guns fire constantly (or close to it), yes, and I'll look into getting smaller ones. These were really just tests to make sure all the hardpoints are named correctly, in the right spots, etc.
Okay, cool.
I don't know if you have the 7DS Sync or not, but if you do, borrow the Weapon_TCACapitalAutoCannonLight_Travel.particle and Weapon_TCACapitalAutoCannonLight_Muzzle.particle weapon files and see if that works out for you. Those are small particles and will look real good coming out in a massed barrage. It should also be a quick Particle Forge job to re-color them to make them orange like in the show, if you want to do that of course. Particle Forge and I do not get along.
Yeah, I've got it, I'll take a look. Particle Forge, who knows? I can get it to run, but after that I'm lost.
I can get it to run, and I can make particles, unfortunately they show up as 2d colored boxes in PF, so I have no way to tell what the hell I'm making unless I run the developer .exe, which I hate doing as it re-sets all my settings.
Great work so far. I kind of have a stupid question but why does it seem like the Colonials have so much more power and armor then the Cylons?
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