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.
Tried out Hypercorp against tec, was pretty fun despite the accurately described wonky research tree x3 no real problems. All addons, Sol, and just hypercorp and tech mods on.
Okay... update... new titan model... is... very... HIGH poly count... but omg it looks fantastic. The size of it from my previous models done pretty much dwarfs all ships. I'm rather pleased with the outcome, although I have yet to do turret platforms yet on the model. I'm damn sure there is enough real-estate on the thing to put gun placements LOL.
Only major thing that needs doing... is polygon reduction.
Edit: forgive the 4th pic, the model was upside down when I took it
Those models do look pretty sweet. Can't wait to see some texture on them.
Thanks for the +1 Zom.
I'm just trying to figure out how to get rid of those visible lines you see in that pic. Those tend to show up when you texture the ship which concerns me considering roughly all the models I've made have them.
@EternalRequiem - Looks cool... Hopefully it survives a polygon reduction
Hypercorps are another step closer. I now have the research tree's laid out in the source code. Need to fill in the Strings and Icons and code the referenced abilities.
Combat tree won't be changing much other than utility designs are now part of the PsiOps branch.
The Psionics branch now looks like this
PsiOps (Tier 2) -> Unlocks Psionics Operations Star Base, Required to unlock other Psionic techs
Wraith PsiOps (Tier 5) -> Deploys with Dimensional Anchor -> Unlocks Etherealness (Tier 6)
Shadow PsiOps (Tier 3) -> Deploys with Inertial Barrier -> Unlocks Telekinetic Thrust (Tier 5)
Agitate AntiMatter (Tier 4)
Remote Viewing (Tier 3) -> Precognition (Tier 4) -> Enhanced Precognition (Tier 5)
Teleportation (Tier 3) -> Teleportation Network (Tier 6)
Mind Link (Tier 3) -> Antipathy (Tier 5)
PsiOps Upgrades:
Weapons (Kinetic Bolt)DefenseRemote ViewingMind LinkBlock ColonizeBlock View - Prevents probesDestabilize HyperspaceTeleportation NetworkAntipathy
Indeed I'll send it your way then.
Even with poly reduction I believe it'll still look far better then the current one. Granted I like the current one still but it looks more like a kit bash between something else and the battleship. For my thoughts and ideas I believe each ship class should definitely look different and not similar or look almost exactly like another ship class unless they were variant classes. That different model look of course might work when Rebellion rolls around though.
Any chance of seeing the turret get a texture? :3
Yes
yeeessssssssss im growing very fond of hypercorp.
I had a minidump with hypercorp vs plague. It happened when it played the voice for a capital ship (the siege one i think..the one with a voice that sounds female. or the one that heals.)
However, I'm pretty sure this is because I had set the game speed to x6
Hmm, hopefully that can be narrowed down. Mini-dumps suck to track down.
The new research tree will help Hypercorp feel much more complete too. I'm really happy with how they turned out considering they all the ships share one texture.
me and my friend just finished 2 vs 2 with Pirate/Tec against 2 plague, no problems at all, so I'll be playing as Hypercorp now. If I run into more minidumps I'll try to narrow down what exactly was going on
Excellent.
Here's a new version.
It adds several of the targetting fixes for the stock races I identified previously as well as some of the wip modifications for Hypercorp. The Hypercorp's research tree is still incomplete in addition to the starbase abilities not being implemented yet but it does show some progress.
I'm sorta on the fence right now if the PsiOps will be a starbase or a tactical structure. It's a starbase right now, but my thoughts may change.
Other new stuff:
Fallen Planets SinsPlus - Adds Sins Plus planets
Fallen Addon Gurkoz - A repackage of Gurkoz's sound mod. Can be used with or without Sins of the Fallen.
http://dl.dropbox.com/u/5790092/Temp/Sins%20of%20the%20Fallen%20R5.3.7z
* Warning: This mod is not compatible with the debugger *
In addition to my eclipse tool I have separate test mods I use with the debugger to isolate issues. Part of the incompatibility with the debugger is due to the fact I'm taking advantage of the Sins Engine to make a more plugin-in-play approach to the mod. Running the debugger will result in many warnings being issued that do not affect the stability of the mod.
Zombie...I was just about to go to bed, now I need to download this and play it. I'm so gonna be late to work tomorrow, your killing me @_@
Hey Zombie, think you might want to know that even trying to apply Sins Plus and the moon addon causes a minidump. Though the minidump only occurs when Sins Plus is above moons.
Edit: Fixed it. Seemed to be a problem of another mod causing a minidump in the mod selector.
Thanks anyway... It reminded me I didn't have the SinsPlus planet mod added to my master build script which I have that resolved now. Feel free to point out anything that looks borked or might be borked (excluding the known unfinished stuff around alliance, archailect and hypercorp).
Hi I know what Sins Plus planets look like, but can we have a comparison image between the Sol, Rigel, and Sins Plus planets addons? I'd like to visually see which one I prefer.
Fictional SOL
Rigel
Thank you so much! Both systems look amazing! I'm gonna have to try multiple games with these, this is a feast for the eyes!
Zombie I notice there are two research unlocks for starbase constructors for hypercorp. The one in the military tree with the picture unlocks building starbases in the colonizing frigate, and the normal one in defense tree does the usual. I'm curious, is the colonizing frigate supposed to get that? Or is it just unfinished work? Cause its kinda cool
Ya, still a work in progress, but the idea is to have a more civilian oriented star base deployable through the colonizer and the Psionics star base deployable through a dedicated Heavy constructor.
Hey ZombieRus5, first of all I'd like to say that it's incredible that your doing all of this + Blood and Chrome by yourself. A couple of things from a game that I was playing as Nephilim against 6 Hard AIs.
-The Babylon Destroyer on the Nephilim is missing appropriate player colors like the rest of the ships.
-The Ascension Shrine is missing the ability Icon for the culture bombardment.
-The Holy Ships do not have a UI Icon.
-Alien Battleships can spawn in Magnetic Clouds, where you cannot use abilities. I recommend making a script that doesn't
spawn them there, because they just become useless stage pieces.
-Some Militia and Pirate frigates were missing their UI Icons, specifically the Guarda Flak Frigate.
Overall I had a lot of fun with the Nephilim. The abilities on the Capital Ships are insane, in all honesty the Nephilim felt pretty OP. Armageddon has the be the coolest yet creepiest looking Sins ability I have ever seen. I recommend increasing the fleet supply for the Babylon Destroyer to 75. With level 3 Power Surge, a Babylon Destroyer can do as much single target damage as a fully offensively upgraded Starbase. Those are my observations, now on to a Plague game! Oh, and are you going to make custom maps for the SoTF Universe?
Thanks, I'll take a look at these and respond back when I'm able.
On the maps... I'm not really a map maker but have some thoughts I might try and implement down the road. Generally speaking any custom map should work with Sins of the Fallen as I try to keep things fairly plug-in-play.
Hey Zombie just wondering on the last ship I sent you, were you able to reduce the poly count to a good enough point where it doesn't destroy the model? if not I can send you a lower poly version because I still have the blocky version of that ship, basically the base file I use before I apply the smooth function to most of the ship.
Let me know so I can do what's needed and I'll send the lower poly model your way.
Not yet, though I promise too sometime this year.
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