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.
you were right z and Unikraken I dropped one race and it work perfectly. The Cylons look good.
We've had big discussions over this if you're saying it's going to do much. https://forums.sinsofasolarempire.com/400175
Mainly helps playing larger maps, but that's about it.
Well,i have a question, every thing work except i have black cubes instead colonials ship?
My list:
TXTVersion 0enabledModNameCount 9enabledModName "SotF Planets Sol R5"enabledModName "SotF Addon Artifacts R5"enabledModName "SotF Addon Effects R5"enabledModName "SotF Addon Moons R5"enabledModName "SotF Core Flagship R5"enabledModName "SotF Race Colonial R5"enabledModName "SotF Militia Cylon R5"enabledModName "SotF Race Cylon R5"enabledModName "SotF Core R5"
enabledModName "SotF Core Flagship R5"
has to be directly on top of
enabledModName "SotF Core R5"
like
enabledModName "SotF Planets Sol R5"enabledModName "SotF Addon Artifacts R5"enabledModName "SotF Addon Effects R5"enabledModName "SotF Addon Moons R5"enabledModName "SotF Race Colonial R5"enabledModName "SotF Militia Cylon R5"enabledModName "SotF Race Cylon R5"enabledModName "SotF Core Flagship R5"enabledModName "SotF Core R5"
that again... geez... don't get me started on that crap AGAIN.
The Militia's are the pirates/Planetary Defense Forces?
Militias are the planetary defense forces, pirates are a separate group all together.
enabledModNameCount 10 enabledModName "SotF Planets SinsPlus R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Race Advent R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race Tec R5" enabledModName "SotF Race Vasari R5" enabledModName "SotF Core Flagship R5" enabledModName "SotF Core R5"
Played a game as Plague with this setup, no problems. Only gameplay issue I had was that I would get bonuses (or have research provide bonuses) but have no clue I got them until I saw their effect. Main things being I got the Advent see everything in my culture (which I love anyways), and also the Advent auto level (it went up to 6). With the ship spawning in particular it is hard to prioritize when they are basically say "they are better".
On the other hand, I love how flashy they are in terms of the weapons they use, and the overall design of their ships in general, and also the research they get.
Starbases:
Plauge Have a Culture Spreader and a Trade Docks upgrade, however their Culture Spreader acts as a trade dock.
Nephilim Have a Culture Spreader and NO Trade Docks Upgrade.
These two should be switched. (Nephilim have culture and trade docks in one normally, plague does not)
Is anyone else noticing a problem with the downloads?
I think not having trade ports in their starbase is fair trade for having culture/tradeport being the same logistical structure.
Nephilim's Trade docks are the culture spreading structures, me and Zombie agreed that with the Neph being mainly culture that the pilgrim ships would spread the culture but also bring trade goods. He can explain it in better detail, me I just came up with some fancy ideas that Zombie agreed on with, he pretty much does most of the lore stuff when it comes to the races, I just provide some ideas and models for the Nephilim.
I keep getting a mini dump when ever the cylons are enabled.
my Enabled mods are like this
enabledModName "SotF Race Cylon R5"enabledModName "SotF Race Colonial R5"enabledModName "SotF Core R5"
If you guys can help it would be great, otherwise keep up the good work on the mod.
Well, on the Plague/Nephilim star base culture upgrades you all are correct to a certain extent.
The plague star base will not have trade on it's culture (mistake).
The nephilim star base will have trade on it's culture (fix). The holy shrines are meant for pilgrimages between systems. They are not quite as good as a trade port though.
I'll have these fixed in my next release which may be public over moddb.
No issues on my end.
What is the checksum you show for each individual mod?
To verify this disable all mods and enable each part separately (Don't need to "Apply Changes").
Individual checksums:
SotF Race Cylon R5 (44991515)
SotF Race Colonial R5 (111562110)
SotF Core R5 (13023219)
Combined checksum: 307185392
FYI, Cylons are NOT playable yet and really need the SotF Militia Cylon, but the above still shouldn't mini-dump. it's basically a no-op for the cylons.
my individual checksums are the same.
for Colonial its 111562110
cylon 44991515
and the core is 13023219
I recently installed sins and seems to be working. Must have been sins, thanks for the help.
I do like the way they play very different. The first game I played was as Plague and I was like huh? Trade docks on a starbase when the culture spreader on the starbase already provided that? Then I played as Nephilim and was like OHHHH, and wanted to point out that it seemed mechanically backwords (A Bug, it happens) but overall everything seems very well thought out and done. Still have to play a few more to see what's going on with everything.
The only real mechanical issue I have is that it is harder to auto join a fleet as Plague, but their ships feel to spawn so much faster it's not too bad an issue.
This is true and can't be fixed due to the way spawning is implemented. The plague are able to spawn much faster though and I've given the option to deploy starbases with factories to help make that somewhat easier as well.
Unikraken is correct in that the order is important.
I've setup a system that allows a plug-n-play approach to loading features of the mod. However this requires the features to be stacked in the correct order.
Why?
The order is important to make sure files are overriden correctly. I've tried to setup a naming scheme that helps facilitate this. There might be exceptions to whether something HAS to be in this order, but to keep things consistent the order presented below should be followed.
Current order of loading:
SotF Planets [Name] [Version] (Optional 0..one)SotF Addon [Name] [Version] (Optional 0..many)SotF Militia [Name] [Version] (Optional 0..one, requires associated SotF Race)SotF Race [Name] [Version] (Required 1..many, limited by system and hard code limits)SotF Core [Name] [Version] (Optional 0..?, currently only flagship supported)SotF Core [Version] (Required, base for all Sins of the Fallen configurations)
My Sins of the Fallen 4.1 release has shown up on strategy informer somehow. I didn't upload it so can't really vouch for it's contents. There doesn't appear to be anyway to show who actually uploaded it either
Can't you ask Strategy Informer to remove it since you are the mod developer and as such you don't want it posted there? If they say they need proof this place is good enough to shut them up about it.
Unusual. Anyway Zombie I absoultely love the changes that you've made to the mod during my little downtime. I'm sorry I wasn't able to give any better feedback during my brief time as tester for the 3 series, but unfortunately I was distracted with Life and Education.
Anyway, have I mentioned the way I love how you made the mod so modular (haha bad joke I know). Not only has it servilely reduced the number of minidumps I've suffered (only the rare occasion when I attempt to invade a planet from five places at once now, but it helps with something else I've practically been dreaming about. Namely crossing over between mods, as you seem to be doing with the Battlestar guys. Then again I'm a low level consumer more then anything else, so I find that type of thing funny either way.
Now I shall dream of the day when you team up with the Maelstrom and SoA guys, in order to cause such dream matches as Plague vs Replicators vs Borg or Vasari vs Rogues vs the Federation. I'm only on the 4.1 version at this time, so I'm sure you've likely fixed it by now but are you aware that the Hypercorp still have two different techs that proport to build the starbase ship? Or was that a left over/still current attempt at giving the Hypercorp two different types of starbases?
Anyway, I'm not very good at models or programming, and as we've seen a bit of a failure at betatesting, but do you still need names and descriptions for techs?
Thanks Sucal... Any help as always is appreciated.
In a way I consider BSG fitting nice with the fallen universe as another race that caused it's own downfall
Maelstrom might be an option way...way...way down the road if he wanted to do that. He's still got a lot planned for his mod so I don't really want to think about it. I wouldn't count on me mixing with SOA or SGI though, sorry.
Yes, I'm aware and it's intentional. Hypercorp has two starbase options, the difference is the research tree is cleaned up better and it's implementation is more refined now.
Hypercorp is missing many descriptions that I have not filled in yet.
Probably, just haven't got around to looking into that.
Ah ok. One thing I kept forgetting with Hypercorp is that it can in fact possess two different starbases, something that (at least in 5.1) isn't quite made clear. As such I've whipped up a quick possible modification to the research for each, just to make it clearer for those first trying hypercorp. The names and such I have trouble typing, so they might be a bit jumbled.
Science base research: Grants Kolonie Vel'kost' frigates the ability to create Trdor Starbases, Powerful trading centers designed to protect coronation interests in this sector.
I'd also like to suggest giving the Science base the ability to build to level 3 in trade centres, rather then level two, but that's because I'm going through a minor trading obsession.
For the Psionic Center:Grants access to Penvet'hvie zeklad construction ships, which build the _____ starbases, specialised in the research, development and weaponisation of psonic morphs.
Also made a brief description for the nannite cannon, with other things coming when I remember where I placed my guides to tanks and ships and stuff (so I can whip up descriptions for the weapons and armour). Also the cannon description is currently based off my believe your using the Vasari cannon as a guide/template. Must say it was easier to design ideas for a TEC modified version but anyway.
Nannite Cannon: Modifications made to MBC missiles have unlocked the technology needed to field our Nannite Cannons. Using plasma as a vector to deliver power disabling nanomachines across systems, these weapons disable enemy structures from across entire planetary systems.
Just a question (I know your busy with blood and Chrome and everything) but how are the Infomorphs coming along?
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