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 well... those links showing Cylon ships don't work. You have to click the link in source for seeing all cylon ships.
Interesting. thanks for pointing those out to me. What I may do is have those be "upgrades" for the current ones. Research something and the ship gets stronger and "upgrades" into the new version. However, I suspect that getting all of those models to work with Sins+have the right textures, etc (assuming I can get permission to use them) would be a lot of work, so were this to be implemented it wouldn't be for a while.
Your abilities look good, though, I'm going to use many of them, thanks.
I don't really like the idea of the raider being the scout. Its not that I don't like the idea, but from a gameplay perspective, it doesn't work too well. The raiders are tiny, and trying to select one to tell it to go somewhere would be a pain. (Have you ever tried to select an individual strikecraft? not fun, let me tell you ) Plus, now that I'm giving everything fighter movement, they will be even harder to select.
What about changing the role of that raider from the fighter to a scout frigate and enlarging the meshes size a bit, so we can select them easily? That scout will act like a fighter/raider as well?
To be honest, I think that the raider makes a better fighter than a scout. I mean, there are plenty of things that can scout, but only the raider can be the fighter. I don't want to make them bigger, because that throws the scale off. I was actually planing on making all the caps bigger, to make things more acurate.
hm the caps are from the size perfect. dont make them 2 big cause the planets are so small in sins...
ky are in the next release all frigates and the texture of the carrier cap of the colonials in? love this mod!!!
Will the 7DS have your mod in it, or are they doing their own BSG models for it?
It will have my mod in it, same models, etc. Obviously there will be some tweaking to balance them with the other races, but it will be the same.
will u use the dynamic battle system mod also in ure mod?
Yes, I have already implemented something similar for all the frigates+cruisers. I'm still debating wether or not to give it to the caps as well.
I've got an idea mate. Why not model scout frigates after the standard Raptor (with an ability the same as the TEC scout - to fire a scout drone) as for the CAG bombers, use Raptors with the rocket pods if it is possible to model them? It'll probably behave more like the long range missile frigate but I'll leave that one for you guys to figure out
Then make a special scout frigate, the Black Bird or the Stealth Star (S3E08) which will not be detected by incoming jump sensors (but obviously able to be visualised and attacked in planetary orbit) with low health and have an ability to fire a missile that disable a ships's FTL drive before getting the heck out of dodge?
Also perhaps consider different firing modes on Battlestars as abilities?
Selective fire - not sure what this would be for, but it was mentioned in several battles in the show.
Salvo fire - anti-Basestar
Full auto close range - anti-fighter/bomber, like an ability one of the TEC capital ships already have.
As for soundtracks, do you know how to download torrents? I've got Season 1-3 soundtracks. Beautiful tracks. Got 'em from here:
http://www.mininova.org/tor/952615
Music is taken care of, but thanks anyway.
The Raptor at the very least is going to be the Colonial bomber, possibly the scout as well. I haven't changed that yet, because DANMAN is in the process of resizing it for me, so that it is more to scale.
Thanks for the suggestions.
There is another BSG mod for sins, Sins of Alethia. I've visited their forum, the mod seems to be dead, but they managed to get a lot of the work done. The screenshots are looking awesome. Maybe you could continue the work on this mod or use some elements of it. (If the Team of SoA allows that)
http://www.modcraft.net/community/index.php?s=0ca4bcdd053354dc5516704c955d737a&showtopic=13400
It's just a proposal...
Actually, I was a member of the SoA team, but it kind of became apparent that the mod was going downhill fast. Then Kreeargh (who was also at one time a member of SoA) contacted me, and told me that he had a bunch of BSG models, and that if i wanted I could help him code and turn it into a mod. I agreed, and the Sins of the 13th Tribe mod was born. I would possible like to use some of their stuff, but I have no idea who to contact about that. Most of the people involved have drifted off to other projects.
I don't know if someone already asked this question but do you have a preliminary estimate on the release of v0.6 or whatever the latest version is?
It definetly won't be before the new patch. Since that will probably be tomorrow, that doesn't help you much, does it
If the new patch breaks the mod (which I think is unlikely) I will try to get something up that works with it. Otherwise I'm going to hold off. DANMAN is redoing all the textures, at I want to wait for those to be done before any releases.
hm the idea to use a normal raptor without rocket launchers as scout is not bad. also an scar could be a cylon scout. is this possible? would be very canon...
ky just try to contact them, the work of them would make it be much more easier for u i think.
wehen the rocket raptor will be bomber will there be 2 fighter types be aviable? one time the mark 2 (produces faster but lower health points 4 example) and mark7 (which is heavier armoured?)?
Good new! Well, good for me, bad for you I just tested it, and the mod works with 1.03. That means there won't be a new version for a while.
I was waiting to upgrade until I heard if it was going to foul up the various mods. Looks like I'll be upgrading now.
I have a quick question - yes it does work with 1.03 v on my end too but everything or all ship models are BRIGHT white, red and or green. No texture, no detail to the models, any clue on this?????
Also I don't have some images in the icon area, the ship, forgot what it's called - but the ship that makes the starbases is missing and some images in the research screen, any ideals on that too?????
Please someone help me out here, looks so cool and want to play it so much but can't get passed the image problems - I use to Mod for SFC 3 and it's one of those Virgo things of mine.
Yeah, those are known problems. Pretty much all of the textures are broken in some way. The Colonials are bright white, although with the right lighting in-game they appear normal. The Cylon ships have problems with the team color, so if you are red, all of your ships will have a red tinge to them, or will be completely red.
However, DANMAN is re-doing all the textures, so they will be fixed soon.
And yes, some of the images are missing. That's because the person who did those images doesn't have Entrenchment yet, so he didn't know about those ships. I am working on fixing it.
Cool - I love the game as it is, will try to do the lighting, not bad, needs some work but youre doing good and I have to say - THANKS -
When do you think this will be done???? I would love to see how much can get done or even if you have abit done, one or two items, can you release them????
Well, like I said, DANMAN is re-doing all the textures. I believe he is close to being done with mod of them. I want to hold off releasing anything until I get the new textures, so you should bug him about when he'll be done jk, don't really do that, but that's what I'm waiting for.
I'll be going out of town for a week in a couple days, so if I don't get anything before then, you'll have to wait for me to come back before any releases.
Most of the models except Coxxon's and Major A Pane's work came from my Cloak & Dagger studios BSG SFC model pack thats why you got Virgo Sfc and sins dont like each others texture format and i had to screw that up for you all. Danman is on the case now so that will be fixed. On the entrenchment icons and mini pics i am working on the fixes now. But i dont know how to make the icons for the ingame screen when you zoom up i am not a good pixel artist and i cant render up pics that small to fit.
He the funny thing:
I put this on my computer and it has bright white colors and no texture on my system......I put it on a friends computer for him, and the Models have texture, I don't get it - maybe it's my system but it's the same computer except I have more memory....going to reload the Mod and see if that helps.
I'm going to guess it was just that he got lucky. Like I said before, the right in-game lighting will make them look right. So turning the ships, having them move, go to other gravity wells, etc will change what they look like. If you just play the game for a while, you'll notice they go from white to normal to white again back to normal etc etc.
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