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.
Let me look at this ability... There's a couple things I could do to make it work better.
Also, make a copy of your entire Sins installation. With the pending Diplomacy 1.3 release it will most likely break the mod. This will allow you to run Diplomacy 1.2 from the Sins copy and Diplomacy 1.3 from the impulse update.
Let me know if you have any questions on this...
I just copied the whole sins folder, do i need to copy anything else located elsewhere, like where your savegames are located or anyplace else? I think i have autouppdate turned off, but you never know, better safe than sorry.
I've never had to copy anything else. All the save games still work or previous mods if you are running the right version of Sins. I have 3 or 4 versions back of Sins now (may clean some of them up though...).
Yeah me too, i just dont want unpleasant surprises so figured id ask incase you knew something i didnt on this. Got an ETA on next version by the way?
Also have you ever considered enlarging the grav wells like some mods have done?
I never really update until three to four months have past. Usually because I never quite remember to do so. But hey, perhaps the update will allow you to mod things that you weren't able to before.
With the pending 1.3 release here's my current plan.
I will release one more version for Diplomacy 1.21. This will include many of the fixes already for the released races.
I will not release Hypercorps as they aren't near finished. I'd like to feel they were atleast in the 80%+ range for a first release.
I'm going to work this weekend to get the Release 2 patch completed and ready to go by next Monday or Tuesday which means I'm won't be releasing anything this weekend.
After the patch to Release 2 is done and no major issues are found I'll start back up with the Hypercorp race and Moon Bases for Diplomacy 1.3 in addition to fixing any issues with the patch.
Tentatively, I'd like to get a new private playtestable release for Hypercorp and Moon bases ready by the 29th which I think is doable. Just bear in mind dates are very elastic and can sometimes be broken
I also want to see if there are any new toys with the Diplomacy 1.3 release.
Thanks for your guy's help again. It's much appreciated.
I have not really considered this. What advantage does an enlarged gravity well have?
Okay, your plan sounds good. Im fine with starting the testing on the 29, but if you dont make that date, i am fine with that too.
Ehrr maybe i used the wrong terminology, just like a small child who says a word he dont understand hehe, i thought it meant bigger space around planets, so more space to move around on, it can get mighty cramped as it currently stands although i wouldent take it too far, just something that struck me when playing the other day.
Does 'Raid Ports' on the Green Arcadia function? It doesn't give a good description of what it is proposing to do, and no details as to the material benefits in terms of resources gained or even whether I just gain control of the enemy structure.
Ya, it's fubar right now. I'm trying to rework it so it does something useful.
I now have it stealing planet production in my private build, but it was more of a get something working. I'm thinking the following may be better for Entrenchment and Diplomacy.
Entrenchment Option: Targets a single Trade Port or Refinery
Level 1: Earns 1.8 credits per second and disables the port and attached cargo ships for 60 secondsLevel 2: Earns 2.5 credits per second and disables the port and attached cargo ships for 90 secondsLevel 3: Earns 3.5 credits per second and disables the port and attached cargo ships for 120 seconds
Option 2 (Diplomacy Only): Targets all trade ports and refineries
Uses a new buffInstantAction type introduced with 1.21.
Level 1: Damages port and returns 10 percent of the resource costLevel 2: Damages port and returns 15 percent of the resource cost.Level 3: Damages port and returns 25 percent of the resource cost.
would need to play with the damage and timings to see what works.
Other options?
* I was hoping I could take control of the trade port for a set period of time, but theirs no way to temporarily steal a unit.
Pirates probably wouldn't relinquish a structure in that manner anyway. It makes more sense to me that pirates would loot the structure and they activate the self-destruct, so as to further thumb their nose at it's original owners. What you could do instead is exchange control, but also have the ability confer an effect onto the structure which causes it to be destroyed after a certain period of time. A dot effect of something like...200 damage every couple seconds with a duration set at something like a couple minutes, which would usually ensure that the structure will eventually die off unless repaired. The best solution is to transfer ownership and have a countdown at the end of which the structure receives some ridiculous amount of damage, so as to ensure it dies off, like taking 10k in damage.
No worries, I understood what you meant technically by larger gravity wells. I'm just curious what you saw as the improved benefit to gameplay. I personally think it's easier to defend a smaller gravity well, ala Asteroids. Increasing the size of planet gravity wells would also seem to be a detriment to the AI which already has issues defending.
Which planet type do you think would benefit from a larger gravity well?
Hmm i have not really thought it through, i just took a long hard look at the planet and the action that went on around it and thought "damm this sure is a small space, with these 2 fleets nuking it out here it dont seem to be much room left" and then i looked out the window and up into the sky and thought abouth how vast space really is and even if a battle took place around a planet it would hardly be crowded even with hundreds of ships having a go at it. I dont really have any arguments beyond that it felt crowded lol.
Logically i think larger grav wells would be better for larger planets, not asteroid'ish planets. Imagine a fleet orbiting our earth and then imagine one orbiting our moon, huge diff there, and as such the place around the moon would be alot more crowded. Hehe.
But as you pointed out there are negatives too it aswell so meh, i dont know. I just dont think the tiny grav wells do much justice to space as it really is. But hey then no game can be totally realistic.
By the way: maybe one race should have attack satelites as their orbitol weaponry. Similiar to satelites we use today just more sci'fied up. I dont know it just suddenly struck me as a nice orbital weaponry with a little charm. <shrugs>
Now a second thought struck me, what if a race could plant attack satelites in places now owned by them, i know some ships have that sorta allready but what if they could actually deploy it there, like setting up a blockade of weaponiced satelites around an enemy planet, blockading them, or cutting off a trade lane. It would need to be done by a ship abbility i reckon and that abbility would need to cost, more than normal prob. or maybe it could be built beforehand and then jjust released from a vessel and into orbit. Just a crazy idea, would make for a cool change though. Or hell it could even be a ship. Like a tiny starbase with no number cap. you build the "satelite" its initially eqipped with a engine to get it to its location or something and then you just build it when it reaces its destination, now it would need to have a cap in some way so either it uses your fleet cap or it uses the planets cap regardless of ownership. or, i dont know, just a crazy idea that came to me when i was writing this heh.
Also you know of the structure in distant stars that let your planet fire missiles at enemy ships, its like a controller that does targeting etc, would it be possibly to make a new planet build part that would be offensive in nature, it could say be linked to the planets population, and do less damage as the number went down. So if someone dont like beeing shot at from the planet, they had better start bombing it into oblivion, and say they get the planets health to 10%, well then the damage coming from the planet wil be tiny, simulating that the orbital weapon systems have taken losses from the bombardment, similiar to the population in itself, and similiar to the poulation growing back up, the weapons get rebuilt. Hmm hmm. In my oppinion this would help the stance that sins have taken where the planet is just a big dumb rock that just sits there, no launching figthers or missiles or lasers or whatnot from earth, no no, if we dont have any junk floating up there we are just totally helpless, no just ignore the hundreds of nuclear silos we ahve that are capable of sending a missile up there. Hehe. People should fear a planet! Not just use it as a toilet for their bombardment. Best would be if it could be different from planettype to planettype aswell. I picture more weaponry on certain planets vs others.
Well it depends on whether or not you update to Distant Stars compatablitiy or not. One thing I noticed when playing Maelstorm and some of their more 'unbalaced' planet types (such as ring worlds) was that they were way too easy to defend against almost anything. Not sure if there is a way to program it or not, but things like 'junction' worlds (where three or more phaselanes meet) would benefit from a larger gravity well. After all, those are excellent places to turtle down for area denial over the short term, and grabbing one could decide the fate of a 'quick' game.
I really hate it when the pirate base is one such world on a random small map. Anyway.
Do you mean deploying a permanent type arrangement of the various platforms? Because now tat I think of it, something like that would be rather interesting for the Infomorphs to have. The main problem of course is working out how to stop someone clustering a bunch in a system that they were about to capture, in order to use them as 'free' defences. OH Thats a rather shiny idea actually for Informorphs. Since they are meant to be a defensive type race, is there anyway to make their basic defences mobile, so that they always have the guns in the right plae at the right time? (similar to starships mobile I mean)
Lorewire it could be something along the lines of using the space saved on living quarters to attack engines, and is slightly better then giving them yet another gun. Throw in a special tactical building that generates platforms capital ship style (ie non permanent) and it would give them their own special challenges to attack. Or perhaps an ability that can he used once per fight (since they will deplete antimatter) for their logistics structures to generate platforms. Or both. Platforms.
Damn, now I'm thinking platforms should be an informorph speciality, with every ship type possessing them. Since they don't have the numbers of ships to match other races, they instead rely on batteries of remote guided platforms and guns. Create a type that is good against strike craft, and you could possibly even remove strike craft from their fleet completely. Not sure if that would work in game, but it would go along with their similar but opposite approach to the plague. And remove the strikecraft as the major concluding tool of battles
Then again I'm most likely associating platforms with Honor Harringtons Parasite Pods again. Still deploying mobile platforms, or permant seige platforms (to avoid them being spammed as free defences) would be interesting. Oh and perhaps mines with anti strikecraft turrets, rather then explosions to make up for their lack of fighters
I think the best way to produce what i choose to call "attack satelites" would be to let a ship build them, they would cost fleet cap and would be stationary once built OR let them fly around on their own without weapons and beeing fragile until they set up and build up like a starbase, although they would need to cost cap still ofc. Both these ways should work fine, its a matter of flavour only.
Aslong as they cost fleet cap it is pretty much the same as building a ship. only difference is a ship has engines and can move around. This means that the "satelite" for lack of better words would need to be somewhat better than a ship ofc, seeing you sacrifice movement for something, firepower, hull, shields whatnot. So yeah you could use this to turtle around a planet, but so can you by having a fleet there. Only difference is that with a fleet you have a mobile strikeforce that can go on the offence aswell as beeing defensive while with the "satelites" you have a stronger force but without the ability to move.
In any case, just another idea. This could fit with alot of factions aswell. I originally thought of it as either hypercorp or archailect.
That seems a little redundant to me for some reason Malanthor, not sure why. Or at least for the Archailect anyway. For the Hypercorp then sure. Or possibly a ship that can't shoot while moving and thus has an ability to lock down and activate its guns that way. Just leaving ships behind on the other hand doesn't really seem resource effective in comparison to something like a siege tank style ship.
Mobile Mines... actually make them useful. Or mobile mines with turrets anyway. Anti Strikecraft turrets but meh. Yes I enjoy using mines.
Another idea for Arch defences, other then the guns being mobile and stronger depending on how many there are in the well. Tactical structures that boost allied stats within planets grave well.
Well it would have to be balanced so to make it usefull offcource, in cost and power. Its only redundant if you dont achieve this balance. Could also let them use their engines to relocate to a new position, but make them move somewhat slow, or maybe not letting them move beyond a grav well after their initial set up, to simulate small thrusters or something that lets them steer around the planet (just like real sats, just better) Lots of options. They dont need to take up fleet cap but they do need to be balanced in some way, cost is not enough alone. Just using the idea on normal stationary orbital weaponry is feasible, but need to be toned down to not make it overpowered. You cant have gaus turrets that moves like ships within a grav well, cause they would make for a hellishly effective defensive fleet. Good luck taking those out when bolstered by a descent fleet and some caps. Would need to as i said add some balancing stuff like not beeing able to fire while moving/moving slow etc.
Mines are allready mobile -to a degree, they lock onto ships in close proximity and fly at them, i assume the easy part of making them "moving" would simply be to increase the radius where they could lock on. Or it would be more like small suicide ships, i allready suggested that for the rogues, as in taken from the old concept of a fire ship, but it could easaily be implemented for any race just wrapped in different clothes. I thought that Suicide ships with no weapons just used to ram and explode the enemy would make for a fine special feature for some race.
Mobile mines with turrets? <cough cough>
I dont think we should overdo the "more makes better" for archailect either, its okay that they get a research boost when they get say more planets but to take that to also go for ships and stationary defences, hmm. Just seem to me to be beating the poor hen to death repetedly.
Tactical structures that boost allied stats i have no problem with, but that should go for everyone or maybe a special fation that were heavy into diplomacy and cooperation. Or just come up with a good explanation for the faction in question. I must say i dont exactly see archailact as the great benevolent sharer of benefits.
Sure they are. They think faster and smarter, they can augment their knowledge by running a Space Google search, and they want to give those benefits to you, to make you one of them. What isn't there to like. I mean, sure they might only give you the processing power of a floppy disk, and forcibly insert rather dodgy code into your brain, but that's just a harmless quirk.
And the rational based off why I think Infomorphs should have cooperation as their theme is based off Seed AI and all that. Zombie did say he was considering of making the development of a Seed AI as a final level super tech type thing for the Morphs. Because of that, it can be inferred that there is at least a large faction of the Arch's who seek to work together and understand each other, in order to achieve the merge even quicker.
(Side note: Possible Rebellion Factions: Those who support the global merge and those who want to stay individiuals and 'free')
Since they exist partially as data, they would be theoretically capable of exchanging something similar to emails or such as memories or ideas. I would have suggested that this be the nanomachine type faction (ship building type) because then there would be more of a fluff type reason for it. Assuming an infomorph is given a processor of at least 2GHZ, according to some theories, their thinking speed would be so much faster that they could do a years worth of work in 30 seconds real time. Which means with more of them thinking and working together, and a little bit of nano technology, they could adjust their weapons on the fly for maximum penetration and all that.
Actually that's a question zombie. Will the Arch's ONLY have capital ships, (and thus a 16 or so fleet maximum) or will they have things like strikecraft and platforms and such to even the numbers... or will they just have a large capital ship cap.
Faster does not mean smarter. More processing power do not neccesarily mean you will come to a better conclusion, this is often a mistake made today by people who think IQ actually means a shit, well it does in a indirectly sort of way, just not the way they think it does. Now dont get me wrong i am not saying you are like this, i just had to say it as it is one of my pet peeves. Hehe. Everyone want allies though aslong as those allies contribute in a positive way and to their benefit -not detriment. I just dont see why Archailect stand out from any of the other factions in such a way. I would think that TEC for instance with their great love of trade would be more suited for this, or hypercorp maybe. Archailect actually have a horn in the side to what they see as their oppressors so they will probably be wary of anyone not like them, because that were the kind that bound them in earthly shells. Also Archailect are distinctly different from other factions, and lets face it, differences do not make for great alliances -common ground do. Also i seem to remember you wanting them to go "Exterminate Exterminate" and here you want them to be the friendliest of friendly.
Zombie has been very vague on purpose as he has repeatedly stated that then people can make up their own mind as to what they picture a faction will be like.
I agree with the possibly rebellion factions, that would fit in nice if zombie decides to go along with seed or not seed.
I think you see them as some sort of skynet super AI, bound by the same rules as an AI, and i cannot speak for Zombie but i think this way of seeing them is rather booring and i would rather they be something else. Zombie allready has the TITANS for that role. But hey if Zombie want them to be AI's then thats what they will be.
I do not think that theyr processing capacity should be that much controlled by the hardware availible to them, if so then they loose all "digitalized person" character and simply becomes a standard AI. And that would be kinda blah in my humble oppinion. Just my personal meaning offcource, its totally subjective.
I am also awaiting Zombies response to what kind of ships they will have, i do believe he has said something abouth smaller ships possibly beeing built by the capital ships. I say go for a unique approach and drop out smaller ships, if anything let them deploy satelites or platforms or something like that.
I'm personally not a big fan of mines in the game. I was curious to see what Sinperium came up with, but if I was to implement mines it might go something more like this.
Plague would have mines that latch onto the ship and disable passive regeneration.
Rogue would have mines that they drop when their entering hyperspace that act like mini-phase jump inhibitors.
Hypercorp's mines would be deployed nano-swarms that launch when ships get close.
Archailect may have Singularity mines that shift attacking ships into an alternate timestream with a possibility of death or damage on return.
I'm not sure if the Nephilim would believe in mines (i.e. don't have a good idea yet!)
Also, attack satellites costing fleet supply is not a good idea as the AI wouldn't be able to manage this effectively. Additionally, while you can create ships that cost fleet supply from other ships, the actual fleet supply is ignored meaning you can create as many as you want into the red on fleet supply. The vasari phase gate does observe fleet supply though.
In many ways mines accomplish this role, though they are traditionally one time use and cannot have weapons. Probably creating different use mines like various satellites, etc that can be deployed from support ships might work and fit with the current game mechanic. Also, buffing existing mines and limiting the number per gravity well would work well too.
I also still want to build the suicide ships for Rogue.
On the Archailect, their processing capacity is definately hindered as even a digitized human will still be limited by their original intellectual capacity. They are also not an AI which wouldn't be encumbered by the morality of the decisions amongst other things that make us human. Though their ability to process information much faster than a baseline human is more obvious as you have noted.
The idea of the Seed AI is what if a substantial group of informorphs slowly lose their individual identity and merge into a much more complex singular entity. Plus it makes for a cool end game tech for their final pact.
I do like the ideas for what a Loyalist or Rebel would be for the Archailect though.
In regards to the deployable "ships", what I've designed so far is the ability to deploy combat nodes. I haven't really decided if these will be moveable like ships or more stationary like turrets. But their intended function would be to provide additional DPS to their fleet. Their Achilles heal so to speak following this approach would be capital ships that drain antimatter. It would also significantly reduce the number of capital ships that a player has to manage which will still be more than the 16 normally allowed. It will be difficult to know how it plays out until it's done and I may change my mind depending on how it plays out.
Yeah true enough, the AI would never be able to use it properly. Too bad it could make for some fun possibilities.
I hardly ever use mines as they clutter up my screen with lot of useless blips, and its annoying having to redo them after every assault, but i can see the charm in a minefield i just dont think its that fun in sins the way its currently implemented. Your ideas wasnt bad though.
I like what you lined out there for the Archailects, its pretty near what i was visualising aswell, so im happy.
I like the seed AI concept too.
What did you think abouth implementing the Archailects stationary defences to be slowly movable within the grav well they are built in, same principle as the vasari starbase, in a sense they would be like slow moving ships unable the leave the grav well, i thought it was kinda a interesting proposal, and it would def go over well with the AI, seeing as right now he pretty much just throws up some turrets here and there for a ramshackle defence, with this type he would move them like ships whenever anyone entered the grav well, so in theory should be a harder nut to crack. But maybe it dont fit with the concept or would be hard to implement.
Don't a few of the factions have light frigates that can also drain antimatter... or will the Morphs have larger antimatter batteries type thing
Do you have any known crash bugs in this mod?
I downloaded your latest version (V.3) last night and sorted out the complete version as per your instructions, but afetr a couple of hours playing as the Rogue Trader transhumans, the game suddenly crashed out of sins...it just stopped working, no error message or anything.
I have the latest version o diplomacy (1.21 i think).
The crash aside, i really love the look of the Rogue Trader ships and at how quick they build things.
light frigates can't drain antimatter from capital ships
Sorry to hear about the crash. I'm not aware of any specific bugs, but wouldn't discount that one exists.
Do you by chance have an autosave prior to the crash?
Also, what were your graphics settings during the game?
I think i may have the settings too high, having read a few other bits here on the forums.
There was an autosave, but how do you load from an autosave?
Lasty, does the latest version of your mod work with the latest version of Distant Stars?
Thanks.
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