Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
Little over 10k polys, I've already told Zombie about it and he'll reduce the amount All the models I've given him have had a slight high count in polygons which he's reduced and fit into the mod quite well with things running quite smooth.
And believe it or not the model isn't so complicated. I finished this model in under and hour, making the structures is actually quite simple for me once I have an idea and picture in my head. Lot of the polygons of the model come from smoothing and making parts of it circularized.
@ImperatorPavel - Thanks for noting those. I'm actual more interested in did the mod run or mini-dump on start. I'll be honest I'm taking advantage of some "things" the debugger doesn't like especially when you load a subset of the available races.
That said, I forgot I dropped that mesh in for the Plague Envoy and didn't really do anything with it afterwords. It's a borked mesh right now which isn't too big a deal at the moment.
There's a couple other meshes that give errors too like the Advent Destroyer mashup which doesn't actually cause an issues in the game.
I'll take it from your response the mods activated ok and you could atleast start a game then.
Thanks much. Keeping track of karma, the window seems to be overlayed with the new forum when I select the give karma option.
@Everyone else Thanks for offering to fire it up. Really I'm not looking for any deep testing, just activating the mod a few different ways as described and making sure it doesn't go south... Thanks again.
I moved the testing request to the top of the post to make it easier.
I'm looking for a few brave souls that like activating mods but don't really care to bug hunt A response back of Yay it worked or Nay you suck would be great...
right, testing only a few to see if they worked/activated.
Fallen Planets Rigel
Fallen Addon Artifacts - Currently places a dead alien battleship in plasma or magnetic clouds.Fallen Addon Effects - Brings Bailknights effects to Sins of the Fallen.Fallen Addon Moons - Adds moons and prototype moon bases to Sins of the Fallen.
Fallen Race NephilimFallen Race PlaugeFallen Race Rogue
Main Sins of the Fallen are the last on the list and it works perfectly
Cool, thanks. Adding a few models into Plague today
News post that will be on moddb later...
Greetings,After getting the Diplomacy 1.32 version out I must admit I was a little disappointed I hadn't added any new content lately. To rectify that I'm working on Release 5 that will hopefully add some much needed new content and start me on the path of completing the remaining races.What's going to be in Release 5?
When will it be released?I currently have many volunteers testing out various parts of the mod, but there's not real guarantee on when. All I can say is when I feel it's ready it will be released which will quite likely mean this month based on current progress.
With Sins of the Fallen Release 5 I have decided to no longer support Entrenchment. There are many reasons for dropping Entrenchment support but the main ones are simplifying the mod and access to new modding features only found in Diplomacy which I want for my new races. I will likely discontinue Diplomacy updates to the mod after the Rebellion version comes out next summer.
With the looming 2GB issue with 32 bit games I have restructured the mod for Release 5. The new mod structure will allow you to load only the factions you want to play reducing the memory overhead placed on Sins. It's still possible to load EVERYTHING but you'll need to set your effects down to high/medium/low or face a 2GB dump with sins. With the ability to load only the factions I want to play by myself or the AI I have decided to release the unfinished factions for Archailect, Hypercorp and Alliance. These three factions are not complete and probably wouldn't be fun to play with as a result. They might be fun to play against though as the AI won't have any problems using them. I also can't guarantee there won't be a mini-dump if you choose to turn on the unfinished factions so play at your own risk.Wait... I have to activate this mod a different way again??? Yes, sorry. Like a factions theme music? Load it on top of the other factions and it's theme music will play at the main menu.Want to lan or play online? Sure, this still works. You just need to make sure both sides have the same mods loaded in the same order. Verify your checksum before you get started.Playable Factions: Nephilim (Link to feature)A mysterious race of giant men possessing miracle like abilities (claimed to have been gained from the fallen angels that originally sired them). Nephilim men are long lived but not immortal. All Nephilim's are born from a union of a Nephilim with a sentient female. The resulting birth is usually to much for the female to survive and always results in a male offspring. Plague (Link to feature)A vampiric race capable of infecting others with their taint. As gruesome as their actions are they are not to be underestimated on their intelligence. A millenia of adapting to their condition has resulted in a ruling class quite capable of producing scientific advancements especially in the area of viral and organic designs. However, their hunger and the hunger of the newly infected drives their desire to feed.Release 5 will hopefully replace the remaining stock models used for planetary orbital modules. Rogue Traders (Link to feature)Cybernetically enhanced humans fashioning themselves as pirates will be the first to pass through Pandora's Gate. These pirates aren't like the pirates of Sins making occasional raids for the highest bidder. Instead the Rogues are scavengers, trash talkers, and are generally just looking for a good fight to pass the time. Don't be surprised to see them offer "protection" to nearby worlds for a modest kick back. Their affinity for the less than honest way of living meshes well with the pirates of Sins allowing for lots of back room deals. Sporting fast ships and a criminal mentality you might find yourself facing losses both financially and militarily before you realized what happened.Playable Unfinished Factions: Alliance A homage race to the beta release of alliance hidden agenda mod.Mainly the Tec race with the Beta Kol and Marza and custom models from Alliance Hidden Agenda. Will slowly be adding in abilities from AHA and tweaking the research to show the alliance of the three races. Hypercorps (Link to feature)Hypercorps were behind the initial push into space and were able to survive much of the Fall when the Titans began trying to exterminate all life. Having survived the fall, Hypercorps were able to maintain much of the previous advancements in biotechnology, nanotechnology, artificial intelligence, and cognitive science making them a powerful presence. Partially completed race containing custom models and capital ship abilities. Research tree and frigate abilities are still a work in progress. Archailects (Link to feature)A refugee group of infomorphs escaping endentured slavory accidentally discover an abandoned TITAN facility. Planning revenge on an epic scale for their enslavement the Infomorphs refashioned themselves as Archailects with the intent on uploading their enslavors and torturing them for an eternity. However, activation of the unknown facility was not wihout error as the TITANS safeguards activated a Pandora Gate transporting the facility to an unknown universe with no way to return. Essentially just the advent race with a couple of custom capital models. This faction instantly regains capital ship experience when re-built after death. Really rather boring right now and probably will be until a lot of other stuff is finished.
Cosmos Ad Infinitum - Adds framework for new planetary systems based on my Cosmos Ad Infinitum mod. Systems currently include a fictional Sol and Rigel. New systems will be added overtime. Only one new system may be activated at a time or don't activate one and use the default sins planets. I'm also working on a multiple star concept that will use different planet textures in different stars to spice things up a bit (no eta on this).Fictional Sol Fictional Rigel Fictional Tenorias (Planned)
Optional addons enhance the Sins of the Fallen universe by adding additional content or effects to the base mod. Any, all or none of the addons may be activated at a time.Alien Artifacts - Adds framework for capturable alien artifacts. Will start with various capturable alien ships but will expand as more artifacts are added.Moons - Adds prototype moons and moon base upgrades. The current iteration is mainly a proof of concept. New moon base upgrades and abilities will be added.Bailnight's Graphic Mod - Adds BailKnight's Graphic effects. Activate this addon if you like dramatic effects and explosions and have the specs to handle it all.
Hmmm, question now Zombie, the Titan model, the ship below the Nephilim battleship the hull and shield stats are the same base... shouldn't that ship have more meat (hull) and shield base then the mainstay battleship?
I'm downloading it now and will begin testing in the morning (I've been up for nearly 21 hours and I don't feel tired yet for some reason )
Hmm... noticed the Sol planets... don't have city lights showing up. Is that something I assume was left out by accident and will later be updated?
I have successfully run a full game as Neph against plague, all settings on highest, using all Sol, the three addons, and just those two race mods.
No minidumps, but I could not capture the alien ships in magnetic clouds cause of disabled abilities x.x
This is my favorite mod. It's genius and incredible craftsmanship and creativity.
what is the mod order for actually getting all these things to run at once?
It's status should be a bit higher true. I'll add that to the list to do's.
It's intentional for the most part. Not having dark side lights saves on some resources. If you think there's a planet that should have them point it out and I'll make it so.
Haha, ya spawning in magnetic clouds makes them just eye candy (hmm... may pull them out of there).
Couple quick notes...
Planet mod first, but only one can be activated at a time or none at all.
Addons next in any order
Races next in any order (Top race's theme music is played in the main menu).
Sins of the Fallen R5 last.
I did a completely different order. It threw a bunch of "what's this" errors for stuff listed in the manifest that wasn't there (to the point where I put a water bottle on the enter key because I got tired of holding it), but it runs just fine in more or less the opposite order. I did:
Sins of the Fallen
Fallen Vasari
Fallen Advent
Moons Addon
Works just fine for me.
I'm just wondering though.. What about moonbases? Yes, it turns into an argonev. That's beside the point. My point is, wouldn't it make sense if it turned back into a moon afterwards instead of just going boom? Also, you know, moons will move if you tell it to build an Argonev elsewhere. That's a tad bit unrealistic...
As for an actual bug, the following are on top of each other in the Advent research tree.
RESEARCHSUBJECT_PACTUNLOCK_MASS_REDUCTIONRESEARCHSUBJECT_PACTUNLOCK_BEAM
Zombie could you tell me in more detail what kind of testing you would like? I'm afraid I failed to pick up on it if you have mentioned it before. So far all I've thought of to do is load of various races and see how a game plays out.
Gauss Burst on the Vera Class for the TEC does not have a range aside from Level 1. I'm assuming this is a typo. Gauss Defense Missile Burst is also wildly underpowerd on the Vera. The Meson Bolt ability though understandably does so little damage, but it is still quite weak. I'd recommend buffing its actual damage to be something more like 175/325/500 or something like that. It just seems especially weak now.
As for a few other errors I ran into:
Failed to find brush: HUDICON_TRADESHIP_NEPHILIM
FrigateNephilimUtility1 has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PLAGUESUPPORT has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?CAPITALSHIP_PLAGUESUPPORT has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?FrigatePlagueScoutSpawner has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
Does this ship get upgraded weapons? If so the error will always be there and yes it WAS intended.
Moons have a little bit of a glitch/bug or I assume they are incomplete. You can't upgrade them fully seeing how 3 or 4 of the upgrade slots after you deploy it can't be activated. The slots are locked.
Also speaking of the Destroyer Cap ship for the Neph, notice the see through polygon there?
Update, noticed a small typo on the Eternal Peace skill.
The Nephilim all Prays for a day when everyone will join them in eternal Paradise.
It should be
The Nephilim all Pray for a day when everyone will join them in eternal Paradise.
quote who="Volt_Cruelerz" reply="539" id="2991994"]I did a completely different order. It threw a bunch of "what's this" errors for stuff listed in the manifest that wasn't there (to the point where I put a water bottle on the enter key because I got tired of holding it), but it runs just fine in more or less the opposite order. I did:[/quote]
The different order may have worked this time, but my plan is to follow more along the lines of SotC which WILL require the base mod to be last.
Ya, my mod and the debugger don't get along real well. You'll have to load everything to avoid those errors but then the 5th capital abilities and moving starbases with factories like to throw up too. My suggestion would be don't use the debugger to play my mod.
Hmm, they are star bases, true. But the aren't Argonev star bases. The moons also can't be destroyed exactly. You can destroy the infrastructure on them but they can't be destroyed, they just go back to being captureable.
Also, this is a prototype which is why I currently have moving moons. Basically I'm playing around with how to get the AI to deploy them. The upgrades, abilities and weapons are also all going to change for the most part as well.
The nice thing is if you don't like the moons (which I gather you don't) then you won't be forced to add them.
I had fixed this locally already, but thanks for noting it. This actually went out as a bug in my R4 release that I fixed with R4.1.
Hmm, I've fixed the range locally, but the other ones I disagree on.
The Missile Burst actually causes damage to 4 targets and has no AM restriction. At level 1 it does more 4x more damage than the Kol's forward Beam weapon.
The Meson Bolt is all about armor reduction, at level three it can reduce the armor by -8. It's true the damage isn't spectacular but the armor reduction is quite nice. If I add an AM restriction to this I may up the damage dealt.
Hmm, my weapon null points seemed to have disappeared from the utility frigate. I'll have to look at my .xsi for that.
The others aren't a big deal.
That was pretty much it. It's really a new build and I wanted to see what issues would arrise. Overall not too bad
The other possiblity is I just didn't care because it didn't cause any issues. The worst is really not having a weapon point because it messes up re-loaded save games.
I'll have to open up the XSI and see what's up.
Yep, it's a prototype. I've plugged in basic upgrades I'll template off of. Some of them have pre-reqs that don't exist for various races, hence disabled.
That said the prototype has 65 entity files, 8 meshes, 27 textures already and I still need to add more to it.
Meh, I failed in English I changed it to flow better.
Not sure if this is something I did or not, but the pirate capital ship with shield healing (and all ion weapons) seems to just stay put while the rest of my fleets move around.
Also me and a friend did a 2 vs 2 against plague bots, I was Advent and he was Tec
Mod order was:
Rigel
artifacts
effects
addons
Plague
Tec
Advent
Sins Fallen
after about 2 1/2 hours, minidump for him when he clicked on my name on the diplomacy list, as he was about to accept my pacts.
Curious, where your effects still set to Highest on everything?
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