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:
Thank you Kitsune!! I updated the main post with his link, please give feedback.
Again, I am really sorry it took so long to get this up. Hopefully by the time the next version is ready I won't run into these problems.
I'll give a whirl today. I have to admit, I am nervous about the colonials getting a buff, I almost thought they were too strong before. I was playing a huge map, I was the cylons, AI was the colonials, and the AI jumped 2 colonial caps, a lvl 5 and a lvl 6, I moved 4 of my caps in, a lvl 8, 2 lvl 6's, and a lvl 5. I lost three of the four caps, and I limped my surviving cap out of there. Was anything done to the flak?
Thanks for all of your efforts. Many appreciate it.
Ha, never mind. I see it in the OP.
Actually, that is kind of what I was going for. If you remember the episode Exodus part 2, when Galactica arrives at New Caprica to rescue the colonists, there are two Basestars, and the Admiral is not really worried about it. When two more Basestars jump in, then it becomes a fight that the Galactica alone can't win.
So ideally, as the Cylons you want to outnumber them about 3 to 1 to win, but you will still probably take heavy losses. To make this easier, I'm going to increase the number of capital ships the Cylons can have, but I need the text format of the research to do that, which I can't get until the new mod tools come out.
Good work so far. I really like the effects. Watching the cap ships duke it out is something pretty cool to watch. I have only played for a little bit but the power of the caps is impressive. Need to go back to regular sins and check out the cap ship power. Seems like in your mod the number of smaller ships needed to take down a capital (battlestar have not tried cylons yet) is larger then sins. And the damage the deal is impressive. I like how the nuke does 2000 damage, but means little when it hits capital.
I think improvements can be made but I really like the capital ships power in the game. Feels like the fire support ships are there to support the cap. Very different thing sins where the cap is part of the fleets support. I hope you are able to keep it with the capitals leading the charge. It makes for a different game then sins plus better captures the whole battlestar feel.
Been playing some more of it. I really do like how powerful teh battlestars are. A battle star can take on two bayships I think. Or at least in the game I played I was able to fight of two bayships, at about the same level. I had to bring in another battlestar to kill them but it held its own long enought for me to build its back up.
I have to say,nice effect with the humans flying out of the colonial battlestar when damaged .i was like wtf at first.
I played it only with colonials but i liked it already,galactica alone was able to stand off one of those resurection ships and a basestar wiht no trouble what so ever,impressive,i dont even bother with the small ships,atleast the cylons wont rape colonials like at first,i'll give cylons a go too soon
there is space for improvement but i like it once again
I do like how you kind of need a capital to take a on a fleet with a capital. It works well with this mod being that BSG. It feels like a captial, however, with that said I am glad its just in this mod and not the regular sins.
Well, you have Bailknight and ManShOOter to thank for the effects+bodies, etc.
I'm glad you guys like it. The next version won't be out for a while, but I plan to have a lot of new stuff added to it.
I'm one of those freaks who enjoy playing the cylons.
I think if you want the 2:1 or 3:1 cylon / colonial formula to work, either the cylon caps price needs to go way down, or the colonial cap price needs to go WAY up. To make it fair in that regards, people playing cylons need to be able to buy more caps. I played last night, the AI jumped a Galactica cap into my homeworld on a small map, it tore my fleet up, and I was unable to kill it, or even put a dent in it. I finally got it out of my homeworld by jumping away and attacking his home, and finally saved up enough to get a second cap.
Do cylons have any research items to up their weapons damage?
where can i download the new version?
hm 0.5 was aviable. dont know where its gone.
i aLSO have to download the new version
homie1984 & kelany the link to the 0.5 is http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=94
harpo
The link is in the main post. Harpo, that is actually the wrong link. That is my *failed* attempt to put the mod up myself. For some reason, I was unable to do so, so kitsune did it for me.
In regards to research, I don't think the Cylons have anything to upgrade their weapons. With the exception of the auto-cannons on their SB, everything is missiles, and the Advent have no missile research. I plan on re-doing the research trees for the next release, so they will eventually have the tech.
okay i finally got entrenchment and now i cant find a spot wehre i can actually download this mod. please post a link that works
The link in the very top post works.
I love how the Worldstar looks now. Much better than the previous version.
at first please adjust your frontpage, the download link show 0.4 but its allready 0.5. I waited serveral days, because i thought you got trouble to upload it.
Any Frigs and Cruiser are still Target dummys, special against lvl 5+ Caps.At moment the only role i see for them are logistic. If you want that these non Cap's have some fighting abliltys double the HP and Armor better trippel it.
Didn't you speed up the Scouts ? They are still to slow, just 1 Hangar defence kill 90% of the scouts.
I just played Colonies so far.
Reseach tree to do:
Militaery:
- Remove Laser Amplfication, useless
- Remove Dynamics Frequency, useless
- Add some Frig,Cruiser weapon upgrades instead.
Capitals:
At moment i dont see any reason to build any other Cap beside the Galactica. Ok the RAM feature is nice but if i need to do that, i must be at bad chape, or i got soo much resources that i dont care to loose a Cap. Put the RAM abilitys to the Hvy Cuiser instead, and maybe just 10.000 Dam.
Every Cap, Flak burst and Nuklear rocket. they should have Flak OR Nuklear.
Mercury : Nuklear, Flak, Ram, Finest Hour
That should be the Front line Cap. Remove Flak and give it some Damage reduce ability, since it got worser Armor then Galactica.
Ram, you should move that on the lvl 6 Abilty, or
lvl 2 should just do 50.000 damage to the own ship, lvl 3 40.000 damage to the own, or at last so much damage that a lvl 8 Cap with Expert super structere can barly survive it (1000-2000 HP left).
Valkerie : Missiels Bat, Flak, Hvy Strike craft, Rapid Manuf.
Misslie Bat is pretty useless, let them call extra bomber squads instead.
Galactica: Colonize, Flak, Nuklear, Armistice
remove Nuklear, give it these increase Range/chance to hit ability.
Sentrus: Shield restore, Flak Burst, Magnestice, Flux flield
Not sure about shield restore, Sentrus is a nice guardian for Spacestations with that ability, until you remove shield from the stations. then these ability is useless.
Flak burst or Magnestice, i would vote for Magnestice.
Warrior: Radiation Bomb, Flak, Incendary Shell, Missile barrange
Rad. Bomb pretty useless from the damage, add Raze planet instead.
Incendary shells, pretty useless compared to the raw damage of the Cap.
Missile Barrage is my favoured ability normaly, but here useless. Caps kill these tons of frigs too fast. I think that should be the 2.Cap with Nuklear.
Ok thats my 1.report, more to come when i played Cyclon.
Whoops! that would probably explain why so many people are having problems finding the DL. This has been fixed, thanks for pointing it out.
I did up the speed for scouts, by quite a lot, but I guess it wasn't enough.
And yes, there is worthless (or mostly worthless) research. I haven't gotten around to making new stuff yet.
I am in the process of implementing fighter movement for frigates+cruisers. Capitals may get fighter movement as well, but I haven't decided. I plan on doing some tests to find out if it adds anything or not.
Thanks for the feedback
I thought pegasus aka mercury class battlestar had better armor then the galatica class, as well as more powerful guns. The galatica is more of a side shooter if it wants to open up with all those batteries mounted on the top. The mercurys power comes from the front end meaning its a smaller target when it facing its target.
I would say every Battlestar should have the flak (which they do). I do feel that the frigets don't really do much except look take some heat off the caps.
Do you intend to keep the LRMs? The lrms and carries are the only smaller ships I have used.
In the series, I thought the Pegasus was a much more modern ship, and the Galactica was a dinosaur. I think if someone should get a Galactica over a Mercury, there should be at least some drawbacks. The G comes by default with the most armor, and most firepower too.
Maybe that should be reversed. Have the Mercury be the heavy hitter, and if someone wants something that ccan also colonize, they have to choose a weaker Battlestar.
I gave the Galactica more surviablity (health + armor) because it seems to be able to handle a lot more punishment than the Mercury. The Galactica was nuked multiple times, jumped into the atmosphere of a planet, seen tons of battles, and even rammed the Cylon Colony, without truely getting serviced and repaired (ie, going to port, getting stuff replaced, repaired, etc) The Pegasus, on the other hand, wasn't able to survive nearly as much punishment, despite being newer.
The Mercury does have more powerful weapons, although maybe I should widen the gap in terms of firepower between it and the Galactica.
I'm rewatching the series since it ended. I am not to the final pegasus battle yet.
I would suggest, maybe I am alone here, you should nerf the G's weapons so they are a step or two, maybe more, below the Pegasus. So when people go to build additional caps, they don't just build nothing but Galactica's.
I cylon ability maybe you should look into adding. I found this in the Star Wars Requiem, boarding party. Maybe in the last season, they crashed a heavy raider on the G, and inside were a bunch of centurions who wreaked havoc. Have the ability take over a frigate, or cause damage to enemy caps by boarding it.
It's Exodus Pt II. That was one of the first episodes I bought off iTunes, just because I like watching the Pegasus smash into the Basestar over and over and over adn over... ...and the Galactica's in-atmosphere jump.
Anyway, I like your idea for the Cylon ability. I am definetly going to look at putting that in.
At moment:
Colonies got good guns and medium Fighters.
Cylon got weak guns/Missiels, and Superior fighter (or at last very big Squadrons)
so 3 Battlestars with Flak can destroy the entry Cyclon fighter with their flak (so long you dont let the autorepeat on), and then the Cyclons are defenceless.
I think to balance this a bit, only a few Battlestars should have Flak.
I am back from two weeks vacation!
Anyway, I check out this version.
I think Cylon is too weak in this version. Three basestars couldn't defeat two battlestars. Buff its firepower or nerf battlestar's armor. When I play colonials, I can finish 4 Cylon unfair AIs easily with two Galactica's and one Pegasus. I think it is unrealistic. Cylon in the show is not that weak.
Check out its broken cylon.
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