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:
oh hell...
I suggest you to add another strike craft for Cylon and Colonials
Cylon:
Raider: just fine, no change
Heavy Raider: add 6-barrel kinetic energy weapon that is capable of an extremely high rate of fire (Scattered). 3 per squad cuz they have a strong armor and good firepower. remember they're "heavy" raider.
*NEW* Raider with two nuke missiles: like a standard raider but with two nuke missiles (very low rate of fire). one per squad
Colonials:
Viper: just fine, no change
Bomber: just fine no change
*NEW* Raptor with quad racks of missiles/munitions pods: regular raptor with weapon pods that can spew missiles but very low rate of fire. 6 per squad
What do you think of my suggestion?
I have several ideas but I have no time to post it here. I better go to sleep now.
*removed*
@Tollen Kell: In regards to your comment about Cylons being weak, that is kind of what I was going for. Look at reply #104 from me, it explains why I wanted it that way. The Cylon ships, however, obviously have to be made quite a bit cheaper, and you should be able to have more of them. I can make them cheaper, but I can't change the limit on cap ships with out having the mod tools, so for the moment the Cylons are underpowered. Once I get mod tools, however, Cylons will be able to have a lot more caps than the Colonials.
For the strikecraft, if I was going to give raiders nukes, I would have made it an ability, but I thought that would be a little overpowered, because there are so many of them. Your suggestion, however, would solve that problem. I like it.
For the Colonials, I was planning on just getting rid of the current bombers, and replacing them with raptors. However, they need to be re-hardpointed, and re-sized. To use the resize tool on the forums, I need to have the mesh in text format, which requires the as-of-yet unreleased mod tools.
Keep the suggestions coming!
hey thats not true i can convert bin to text with harpos program and there are mods out there to change cap ship counts i have succesfully used one with your mod
Is his program done? I was under the impression that he was still working the bugs out of it. What mods are you using that change the ship counts? I suppose I could merge one in.
please mount your downloads at the usally spots cause this new place is SLOW lol
375 kbs per usually i have like 2-5 mb/s
My usual spot was Filefront, but it seems to no longer like me. I would upload it, it would finish, then it would just sit there forever telling me to wait for it to redirect me, which it never did. I would try uploading it again, with the same result.
However, DANMAN should have it up on his server soon, so if you need another place to get it, you should be able to get it there.
I like the flak where it is for the colonials. I played a huge single star map last night, I was the colonials, and the AI was the Cylons. I had to spend all of the antimatter I had saved up when two level 5 worldstars jumped me, but I liked how I had to choose between flaking the bombers, or using nukes. It was an interesting choice I had to make.
I had to leave the planet when the AI jumped two more caps in there, I escaped with a few thousand points of health left. I returned with three more caps and cleared them out.
I think with the G having the most default health, they should have the one of the weakest weapon loadouts. I had to force myself to use other caps rather than just build all G's. I also like the strike craft loadouts, not too many. Those Worldstars jumped in, and I had them all over me, it was pretty cool.
I think once the Cylons can get more caps, it would pretty much even them out. I was holding my own with my lvl 8 Galactica, but when two more caps came in, I knew I was in trouble.
Good job so far.
The Galactica class seems a bit too powerful. I was able to find the homeworld of a Cylon AI and bombard it while fighting off the AI's fleet. I managed to kill the homeworld with just the Galactica-class ship and didn't even need to pay attention to the battle other than to fire off flak once in a while.
I understand the Colonials are more powerful than the Cylons and it was early game so I was fighting only one enemy capital ship at a time, but I don't think I should have been able to swat the Cylon fleet and bombard their homeworld at the same time. Plus the fact that I only checked in to look at the ship's health occasionaly.
I think the reason I was able to do that is because the Galactica class has very powerful broadside weapons and I had my ship placed so the AI's capitals attacked the side with the strongest weapons. So I was dealing full damage to the enemy ships and attacking the planet at the same time.
If this is a problem that needs to be fixed, I think the best way to do that would be to reduce the bombardment damage Galactica class ships do. Or remove their ability to bombard completely(I think this migh be a good idea as it would give a reason to build capitals other than Galactica-class).
Thank for the feedback. I gave all the Colonial caps a slight buff to weapon damage, except the Galactica. It's weapons have been reduced. The Cylon caps are also cheaper.
Okay here is what I think about the battlestar damage. Up the other Battlestars damage a little and lower the galatics a little.
A mecurys class has a lot of power in its front bank, so if possible make that front bank more powerful, but don't touch the others to much In a galatica vs mecury battle, if a mercury gets its front guns locked on it should win, like wise galaticas broadside should be able to take a mecurys broadside.
The 'shields have failed' messages get annoying quickly. I think it would be good if you replaced the sound file with one that says something along the lines of 'capital ship has engaged the enemy' or 'capital under attack.
The Advent's Mass Transcendence fits well with the Cylons. Here is one way you could modify it:
Let them have it earlier but weaker at first, without the bonus XP from combat. Say at two labs you can get ships up to level 2 at a slow rate. With 4 labs it would be level 3 with a bit faster rate of xp. 6labs -> level 4. Now at 8 labs you could continue to level 5 but that might be a bit powerful by putting Cylon capitals only one level away from their level 6 ability.
What might work instead is at level 8 let Cylons get bonus combat xp for their capitals. Or you could make bonus combat XP its own research line.
Also, in regards to Cylon weapons, the dreadnought from "The Cylon's Secret" has lasers. It might make for an interesting super capital(or titan in 7ds terms).
I like your idea! Mass Transcendence does fit the Cylons' traits.
Interesting... I know Cylon's secondary is not just missile, more like a railgun turret. Check out Cylon colony's weapons in Daybreak, Part II.
Yeah, it really does. I wish that there were a way to get rid of it entirely, but it is hardcoded. Your idea works, too. I will look into doing that.
I also like your idea for Mass Trancendence, thanks for the suggestion.
I wasn't aware the Cylons had lasers, thanks for pointing that out. A titan is unlikely, since, as far as I know, the Colonials have nothing comparable. Unless I were to make the Galactica some sort of uber ship.
The Cylon colony weapons are what I used for their SB. Phase missiles actually look pretty similar to those cannon things on the colony, although they aren't actually phase missiles, I just used the effect.
Added a new DL for the mod, DANMAN GAMES (thank you DANMAN ) Check the main post. I have no preference which site you use the DL, go with whichever one you want.
What do you need in text format , I am sure i can get it
i have the original fleet research available in text if you want that and also i have used dolynicks fleet mod but that one only roughly doubles the fleet size and cap ships for all races
I need the fleet research in text. Although, since we're gettin new mod tools with the patchs next week, you don't have to get it for me, enless you really want to.
whats ur email i can email it to you or you can just download harpos bin to text converter that is what i did
i agree..
Pegasus ist much more modern copared to galactica... it should be the strongest battlestar...
Its true that in the series galactica seems to be able to handle a lot more punishment than the mercury. But the reason for that is that the galactica is the main ship in series, and Pegasus was destroyed because of the story.. I mean pegasus wasn't even really destroyed... It rammed basestar...
I hope my english is understandable...
I agree that it would make sense if the Pegasus were stronger, and that without the Galactica the show would die, but still, evidence from the show leads me to believe that despite it being newer, it couldn't survive enough. Even before the Pegasus rammed the Basestar, there were fires breaking out in the CIC, glass was shattering all over the place (which begs the question, why the heck would you put glass in a warship?), and if I remember correctly, I believe they said the FTL drive was off-line.
It seems to me that the Pegasus was built more for offense than defence, with the Galactica being the opposite, which, if you think about it, makes sense. The Galactica was built in the middle of the first Cylon war. Destroying the enemy likely would have been second to the survival of the crew+ship, so it got extra armor, etc. The Pegasus was built 40+ years after the war, when the humans were relatively relaxed and unsuspecting, so it is possible that they either underestimated their enemy--and therefore didn't put on as much armor--or they forgot what kind of rigors a battlestar could be subject to, and so it was unprepared.
Also, the Cylons probably didn't expect a 50 year old battlestar to still be combat ready (or at least partly combat ready) They figured that if there would be any resistance, it would be from the newer battlestars, like the Pegasus, so they might have adapted their weapons to be more effective against the new ones, but in the process they lost some of their effectivness against old ones like the Galactica.
Anyway, no matter the case, in my mod the Galactica will be the toughest in terms of survivability, but the Pegasus will hit the hardest.
I think I agree with that. In a gun battle I think Pegasus would win. But in terms of taking punishment it does look like galatica can take more.
In this case you should increase the firepower of the mercury class. Because actually galactica is the ueber battlestar. (best armor, most hitpoints, highest dmg. output)
And you should improve or remove all the frigates and carriers. Because they are still pretty useless. Take a look at The fleet commander for homeworld 2. There are some good models for smaller BSG vessels. I guess they are not cannon, but they look pretty "realistic". And you could also take a look at how they solved the problem with the balancing. Just compare the firepower of the Battlestars and Basestars and copy it proportional maybe with some minor changes.
This way you wouldn't have to do all the work from scratch.
Yeah, I said a couple posts up that I'm nerfing the Galactica's damage, and buffing all the other caps' damage.
very good mod , i played yesterday some hours and i have to say this rocks!
kyogre12 acan u tell us when u upload next update and will there be also the other meshes for lrm frigate and kodiak cruiser ect? looking forward to.
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