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:
yes but that's only a few model, to get full race we need more.
Yeah he did, and he sent them all to me, but there aren't enough for a full faction, just one capital ship, a couple frigates, and I think a fighter. I was just going to have them be the pirates, but Koobalt wants to make enough models to make them a full faction.
Why can't they be the pirates? Colonies vs. Cylons is fine, and I'm not sure what the Earth Alliance (is that the name?) would add to the mod besides being the Colonials with different ships.
well the colonial is about armor, cylon about speed, so the earth will be about damage
So speed from colonials armor from cylon and weapons far more superior than both
What you think??
Yeah it's Earth Alliance. From my understanding (I've never actually seen the old show) ships in the old show used lasers, not guns/missiles (correct me if I'm wrong). I know I've gotten a lot of requests to put in the original Galactica, which really I think is the only reason to put them in.
Koobalt, you're suggesting they be "glass cannons" then?
Dont want to lay out any obvious spoilers for anyone who hasnt finished watching it yet, but isnt there a rather glaring problem with the Earth ships? by the remake atleast.
Also, if you are still looking for inspiration for ship design, might I suggest something along the lines of the Argon ships from X2, or even the Roger Young style from Starship Troopers, those somehow sit in my mind as the type of look/feel we would build if we ever reach that point.
Or even perhaps the design style of the Saratoga from Space Above and Beyond, would love to see ISSCV's flying around as trade ships, though that part is somewhat irrelevant. Meh random thought process, cant personally model for crap, but Ill ask a friend if he can knock something up so you can see what Im getting at.
If you are looking for a lore appropriate faction to fit in with the mod, you should consider the Eastern Alliance... who gave the colonials trouble in the original series. I can only find the EA Destroyer online, but I imagine with a little imagination, you can mix and match enough ships to get a faction together.
I find the engine nacelles on SST ships not to my liking. Nexus: The Jupiter Incident had some lovely designs for human vessels, however; both in Sol and beyond the wormhole.
Ahh, forgot about Nexus (Yes Ill throw myself off a bridge for that later), the larger capitals in particular, very fitting in their own way. There is something else as well, but the more I think of it the further it slips away.
If I can find a decent pencil anywhere I'll attempt some sketches, and try to be helpful at the least.
Hey guys, just wanted to let you know I really enjoy this mod! Especially the strong capital ships are to my liking (I hardly build anything but caps anyway).
Keep up the good work, and I can't wait to see updates for this!
Isn't it cool jumping in with 12+ Galacticas? I love that.
Yes that is correct, I only build Galacticas and name them all Galactica. jk
Yeah I almost do the same, but mainly with the Pegasus
I usually have Pegasus I to X
Yeah Pegasus Rules!
I to X is awesome
Pegasus does have those awesome forward batteries, but there's nothing like a bunch of Galacticas showing the Cylons old doesn't mean it can't kick your ass.
World Star zerg all the way!
Muta rush kekekeke!
I am thinking, that perhaps the Cylons could use something of a damage boost, here is why. (Short version at bottom, wall of text is explanation)
Last night, myself, my wife and two friends were playing a 3vs1, they were all Cylon, I was Colonials. After about 4 hours they were starting to feel a little disenchanted with it, simply for the fact that while they had managed to drive me back a couple of times, they had only managed to kill a sinlge Valkyrie, which admittedly was even because of my own screw up that it died. About half hour later I lost a Mercury that got caught too far behind in a grav well when I retreated.
At this point we decided we would do one great big battle to decide the game, everyone maxed out their fleet caps, and built their fleets. At the end my composition was 10 Mercs, 2 Galacticas, 8 Valkyries, 3 Jupiters. Added on to that were 20 Berzerks, and 13 Flak Berzerks. Then a Geminon Traveller, just to use up those last 3 command points
Sat at a dead asteroid with a starbase, and 2 repair depots and waited. They all came in, with maxed out Cap ships and fleets, at this point the game turned into a powerpoint presentation with almost a thousand squadrons in play.
Beat them easily with only 5 capital ship losses, against almost 90 Cylon capital ships and hundreds upon hundreds of smaller support ships and the 800+ squadrons they had.
The mistakes they made that I noticed were, two of them went straight after the starbase, which, is considerably weaker than some of my ships, leaving me to pick off the third with ease, and I also noticed a lack of micromanagement on their bombers except for one person. I also noticed a distinct lack of Gamma Basestars.
Ship relevant info: My capitals were ranged from a couple of level 8s, couple level 7's, 6 level 5s, and the rest were level 4. The majority of theirs were level 4's with a few 5-7s in my wifes fleet.
Frankly, I should not have won that battle at all, 23 capitals, with 33 support ships and 107 squadrons, should have in no way beaten around 90 capitals and however many support ships they had. Once the Jupiters had levelled, put their nuclear ability on all 3 of them, at that point it was game over, they all fired off at the same time, and the remaining 25 or so Cylon capitals just disintegrated.
Short version: Are Cylons in dire need of a damage boost? Is the Jupiter level 6 ability too OP'd?
The issue is, the Cylon ships are much cheaper and faster to build. So after you'd won that battle, the same Cylon fleet wouldn't take long to re-build and attack again.
well this problem should be resolved when kyogre12 add the 2 new cylon ships, the Boomer class basestar from what i learn it will be something like jupiter with firepower (but in cylon reality), and another ship but don't know how kyogre12 will name it and what class it will be.
The Cylon version of the Jupiter will be fantastic, I look forward to that.
The mod as a whole does seem to be well balanced from what I've experienced. I've replaced my Cylon fleets and slowly worked the Colonial fleets down many times. Perhaps Cylon armor regeneration could be increased, or perhaps their damage, but it wouldn't make a huge difference when you can replace your fleets with minimum resources.
One other mistake that they obviously made, based on your story. They didn't use the Ion Bolt ability enough. With 90 capital ships, they should have easily been able to keep your Jupiters disabled until they died. That is really the key for the Cylons when they go against a Jupiter. Keep it disabled. And Nuclear Barrage is interruptable, so if it ever does get a chance to fire, it should be easy to stop.
Ok, I have some potentially very bad news. Some of you may remember that last year my computer died because of an overheated GPU. I was able to save everything important, but the motherboard had to be replaced. Well, it looks like it's happening again. I'm not 100% sure yet, but it's pretty likely. My progress will of course be backed up, but there will very likely be delays because of this. So don't count on a release before the end of summer any more.
Double post
what you think?
The rear looks like it was built by the Tau'ri from Stargate and they decided to slap some weird hangars on it. The bridge (I"m assuming that's what is in the front) looks like a giant brick with some weird greebles, and it looks like it would be easily shot off from the engines since the connectors look thin and flimsy.
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