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.
First off: carrot banana apple and orange , i just wrote 3 pages of stuff down and then accidently deleted it all, well here goes again.
Some general stuff
Maybe implement advanced figthers that can be researched and then built, which is better. could be a cool addition although a little extra work.
what abouth making the pirate faction out to be a faction completely non planetbased. They cant capture planets nor gain revenue from them, but they can build/capture extractors, and they get their money from destroying .. well everything seeing that the idea is to loot what remains. The trick would be to find the right sweet spot without making them to weak or too overpowered ofc. Could be interesting with a different mechanism for one faction, but it could be a bad idea too ofc. They could still build starbases and have people living there if one wanted for a small income source.
i noticed that the prophet has a very long range on its guns, its a small vessel with minimal firepower, kinda strange that it has that long range on its puls guns. it has almost as long range as the long range missile ship. Maybe a system for weapon ranges could be implemented based on size of ship, weapon type and overall faction concept etc. <shrugs>
maybe change the ravager shipclass to something more appropriate, the others are archangel, watcher,covenant and leviathan. ravager sound so.. nasty. And not like biblical nasty, just nasty. Lot of fancy religious words you could use for shipclasses: instead of ravager for the siege capitalyou could go with Apocalypse or Armageddon, it fits maybe better with its task, those on the planet must surely think the end has come when orbital bombardment bears down on them. Leviathan is actually from the bible but its also a demon, but i do like that its a religous word, symbolism is good stuff imo.
also the multiply damage abbbility for the ravager class capital sounds a little off. Multiply damage sound like a mathematical term and not an offensive damage abbility belonging to anything but a computer, maybe something for your infocytes. What abouth purgatory, purgation or divine wrath instead.
also a general comment, maybe not give shield piercing missiles to every faction, that should maybe betech reserved for the more technically advanced factions or just some it fits well for.
Another idea: why dont you make the "super cannons" more diverse, normally its just either spread culture or do damage, what abouth making the plague's infect a planet with a long duration plague that slowly does nasty stuff to a population, also dont let it be a typical cannon that fires something, its better off beeing a normal structure, you could call it infected laboratory or something entirely different and do the abbility something like "tailored viral attack" "The plague creates a nasty virus designed specially for the designated population on the planet" something like that. The effect could be anything you want, from halting regen of population to killing it fast/slow or decresse max pop. I would make it halt regen completely, and do a small amount of damage but over a long time, so at the end of the duration the population would be either dead or close to death.
the rephaim missile ship is one strange bird among the other ships, intentional or?The others all share a certain estetique, but this seems like something belonging to a diff faction. well atleast somewhat. i can see a line here and there that fits in a little.
bit more specific stuff:
decay hull research reads: adds azid weapon to all turret (missing an "S")
locust swarm abbility on the carrier cap is vague on what it does, "calls forth a swarm of missiles that target every enemy within range" yet i see no range indicator for it, nor is any stats such as damage listed. maybe change this abbility to fit the text or change the text to fit the abbility or just clear up the text depending on which option it is hehe.
seraphim defender gets destruction abbility, templar elite gets immunity, but in the research it says it should be reversed. Immunity should go to defender and vica versa.
the weapon uppgrade divine force says only two capitol ships are affected but that is wrong i checked and it also affected the convenant and its plasma weaponry. it also affected weapon platforms which is not listed either. Just clean up what it affects in the text i reckon or change the description to a general sentence and no specifics.
the colonice battleship is called convenant, is it meant to be covenant? i suggest covenant myself as one of its interpretations is a biblical contract between god and hes followers.
the obscure strikecraft and diminish strikecraft research dont say what its for, it am guessing itperhaps attaches to the hangar since it is a direct line from that researchbut when i research ity idont see any abbility etc pop up anywhere, change the tooltext to state what it actually does and if its not there fix that.
the purifed missile research upgrade reads purifed missles.
the starbase uppgrade infect planet has a gramatical error it reads the vampires on the star base create entrance... me thinks its one word to many there.
infected beam blast a power belonging to the invictus cap ship reads: all targets within a column are consumed by the path of the infected beam blast. Rather strange sentence me thinks, maybe change it too: all targets within a column are consumed by the(power) infected beam blast or change it entrirely to something like:a powerfull ray of corrupt energy sweeps lesser ships away and severaly damages more powerful ones. or whatnot, i could come up with 100 sentences but meh, its your mod i dont presume to tell you what to write.
molecualr bonding abbility belonging to the same ship misses a D in its description after ..resulting in increase"d"
This second attempt got a little messy and was def shorter, but hey, still got down a few lines. Sorry for any bad spelling or bad language.
lol, funny!
I've thought about doing some research like this. DS has some different strikecraft, plus I'm curious what corvettes will be. A possibility, but down the road maybe.
So... The Tri-Pirate mod tried this and I'm not sure if it ended well for them or not. It's one reason the race is called Rogue Traders and will kind of be a cross between pirate raiders and mafia protection rackets.
My main goal with playable races is that the AI can also function reasonably well with them. To this end colonization is a required aspect, however, my plan with Rogue is to make protected planets less than hospitable when it comes to taxation.
The starbase and population idea is a good idea to supplement tax income down the road. I'm not sure where to go either with trade ports either. There's a lot of techs that can make the Rogues viable economically (I have several stubbed out to see what fits) but they do need more raiding specific abilities.
Hmm, supposed to be same range as other scouts. Will verify.
Ravager is actually mentioned quite a bit in the bible (depending on translation) which is far more brutal. Isaiah 54:16 "Behold, I have created the smith who blows the fire of coals and produces a weapon for its purpose. I have also created the ravager to destroy;"
Quoting Malanthor, reply 226Another idea: why dont you make the "super cannons" more diverse,
I should look at these again. I find super weapons frustrating as the AI doesn't build them...
Quoting Malanthor, reply 226also the multiply damage abbbility for the ravager class capital sounds a little off. Multiply damage sound like a mathematical term and not an offensive damage abbility belonging to anything but a computer, maybe something for your infocytes. What abouth purgatory, purgation or divine wrath instead.
Agreed, was thinking of the parable of multiply the fish and bread, but something more fitting to the damage would work. Coming up with names and descriptions is NOT easy
Quoting Malanthor, reply 226the rephaim missile ship is one strange bird among the other ships, intentional or?The others all share a certain estetique, but this seems like something belonging to a diff faction. well atleast somewhat. i can see a line here and there that fits in a little.
Different modellers. A lot of the nephilim was done by EternalRequiem. This is my model and while it's a little off it's my mod and I like the ship New textures will help it fit in a little better.
Quoting Malanthor, reply 226bit more specific stuff:
I'll go through each of these suggestions. Lots of good stuff here.
Quoting Malanthor, reply 226 i could come up with 100 sentences but meh, its your mod i dont presume to tell you what to write.
This is the part of modding I find the hardest. Some people may enjoy the creative writing aspect, while I give a sigh of relief when I write something that is half good and fits the scifi lore of each race. Any suggestions are taken gladly, just no guarantee on what will be implemented.
Quoting Malanthor, reply 226This second attempt got a little messy and was def shorter, but hey, still got down a few lines. Sorry for any bad spelling or bad language.
Haha, thats how I feel when people notice spelling errors in descriptions of the mod!
You put a lot of effort into this post and I commend it! I just hope people see the amount of effort I put into this mod and forgive the rough edges. I'm doing most of this on my own and really appreciate when I get help from you, EternalRequiem, alexrose or anyone else.
Good god, my first karma point.
I spent a couple of hundred hours modding oblivion some years ago, so i know perfectly well just how much time it takes, and i am much obliged and greatly appreciate the mods put out there by talented people such as yourself and other people here on the forums.
Kudos to you all for making this world a little more fun with your work!
Looking forward too delving into the transhumans now!
edit: how are you going to overcome the "must-build-frigate-must-build-frigate" that the ai is stuck on for the archailects?
You gonne let it think that it builds them, like in letting it happily push the button but no frig appears?
Haha, ya I saw you kharma level and was thinking wtf, have to correct that!
That's awesome. I played oblivion on the console so missed out on all the mods. I don't even want to think about all the hours I've put into modding, lol! My professional experience is software development so that side meshes well, but time spent on everything else is well... time consuming.
And on all the mods in general there is a lot of talented work going on with Sins. I'm just happy to be a part of it.
I'm going to get the untextured models in game first and get it working properly before I fill people in Of course it could epically fail as a full race, but I'm pretty confident it won't with the prototyping I've done.
Frankly it's the only way I would want to do a race of Infomorphs that have shed their physical form in favor of digitally uploading themselves.
Aye im with you there.
Really looking forward to the infomorphs and the uplifted, i think they will be something i will enjoy playing. Plague is my favorite enemy so far, thats for sure.
And the pirates will be interesting, harh harh.
I created a spreadsheet to track the latest Sins of the Fallen requests. You can look at the html version of it here if interested.
sotf tracking spreadsheet
Zombies, you need to fix your link to the download. Right now you have http://www.moddb.com/mods/sins-of-the-fallen/downloads/sins-of-the-fallen-d-alpha-025 when it should be http://www.moddb.com/mods/sins-of-the-fallen/downloads/sins-of-the-fallen-d-12-alpha-025.
oh my, this spreadsheet will force me to write coherent sentences, and stop my insane rambling. Obviously zombies plan all along! <shakes fist in the air>
*sigh* as you can see house keeping isn't my strongest suit... Thought I fixed it last time, but apparently not! It's fixed now until next release
Hehe... Really, it's not a big deal. I'm not trying to put you on the spot or anything. I just find it useful to compile feedback into a common spreadsheet that is easier to manage. It's a format I use with work and find it easy to follow and filter.
Sins of the Fallen (D) Alpha 0.2.6 and (E) Alpha 0.2.3 Diplomacy (1.2 Version) and Entrenchment (1.051) version. Please report any issues found as comments here.
Synopsis of changes:
Alpha (D 1.2) 0.2.6 and Alpha (E) 0.2.3 General - Adds custom planet meshes and optimized planet textures for Sins Desert, Ice, Terran and Volcanic in preparation for new custom planets
Nephilim Issues - Fixes Holy Light upgrade buttons and text - Fixes missing tangent on Nephilim Colony Capitalship - Fixes missing tangent on Nephilim Envoy frigate - Fixes some invalid icons and buttons - Fixes Covenant Colony Battleship name (Incorrectly spelled Convenant) - Fixes some string names and descriptions
Enhancement - Adds new Nephilim Long Range mesh and texture - Adds new Nephilim textures for many of the meshes (WIP), if they are a little dark for you then turning on colored skyboxes will help. - Renamed Multiply Damage to Divine Wrath
Plague Issues - Fixes issue with Decay Hull not working with missile defense platforms - Fixes issue with Infected Beam Blast not improving with higher levels - Adds re-mix of vasari dialogue sounddatas
Enhancement - Adds higher quality Plague Battleship mesh - Moved around some starbase names and capital ship names
Thank you, ZombiesRus5
so, there is a new version of sinsplus 2.7 made for dip 1.2. will the sinsplus addon work for that or only the older one 2.0, which only works for dip 1.011?
My guess is it will work. The latest SinsPlus Addon I released was Diplomacy 1.2 compatible even with the previous version of SinsPlus for 1.011 (The bridge addon included the fixes).
I'll do a compare though to SinsPlus 2.7 to see if any additional changes are required and will post back.
Sins of the Fallen: Transhumans (E) Demo 0.1 Release Entrenchment Version Only Diplomacy Version TBD See readme.txt included in download for more information Please report any issues found at here.
Synopsis of Demo 0.1
A demo version of the Rogue race is included but with limited models and abilities. It may be played but is not guaranteed to be issue free.
I'll be taking some time off from modding for a couple weeks but felt the current version good enough to get some feedback for improvements.
Done a few playthrough, didnt have any ctds or crashes yet and the changes were good and much wanted. If i come across anything special ill list it here later. The easter has kinda started here so.. hehe.
Yep, Easter around here too, plus taxes and other fun spring stuff to get started...
With permission from the Distant Stars team I am proud to release the Sins of the Fallen: Distant Stars Addon (D 1.2) Alpha 0.2. This addon allows Sins of the Fallen Alpha 0.2.6 to stack with Distant Stars.
Fallen Distant Stars Addon (D) Alpha 0.2 Diplomacy Version 1.2 Only
Sins of the Fallen (D) Alpha 0.2.6 (Sins of the Fallen patched to the latest 0.2.3 version) Distant Stars 0.99 Beta 2 scroll to Sins Plus and download the proper version of Sins Plus) Please report any issues found as comments here.
The Fallen Distant Stars addon allows Sins of the Fallen to work with the Distant Stars mod as found here (Sins of a Solar Empire Forum) and here (moddb).
Thats good news.
Wow! that was a quick response. I was just waiting patiently for a permission from the DS crew. Only took a few tweaks to get things running with the latest versions of both. Let a couple large games with all races play through from some basic testing, but feel free to let me know if you have any problems with the Sins of the Fallen: Distant Stars Addon.
PLEASE don't bug the DS team if you have problems with the addon Post your issues here...
i dont get it, ive installed all the mods in the order mentioned, it works fine, but only the 3 stock, races and everything looks stock apart from the custom map ?
What is your checksum? Does it match the screenshot?
great mod. very well done, do u think u could change the fleet max to 4000 like in distant star, makes for some epic battles. thank u so much for making this mod its great.
Yes, sorry! I missed updating the max capital ship and max fleet supply with the addon. I'm testing some changes and will hopefully have a new update soon.
looks like my checksum is wrong,
mods checksum is; 456843132
Is it possible that one of the mods is in the incorrect folder, but that would of crashed the game right?
http://img52.imageshack.us/img52/9122/sinsmod.jpg
Yep, it should be exactly 457942455. Your order looks correct.
Can you tell me the checksum for each mod individually.
I show:Fallen Distant Stars (D) Alpha 0.2: 1108323
Distant Stars (D) 0.99 B2: 753571136
Sins of the Fallen (D) Alpha 0.2.6: 103230620
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