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.
I'm using 1.34, i just noticed that the download file was missing a few. I dont know why the download seemed to stop earlier than it wanted.
Thanks for looking into it. The fighter seem to be working better than before.
Ah, very good. Glad you got it sorted.
I get the minidump error when ever I try to enable the mod... what is the old reinstall trick? reinstall the game or the mod?
Well I reinstalled the game and the mod and still get the minidump error with using only enabling the SotF Core...
The mod requires at least one race to be activated. Why? I want to control what races are available by Random AI's which means the mod will mini-dump if no selectable race is found which occurs if only SotF Core R5 is enabled.
This mod has a lot of parts which need to be activated in a specific order. It's easy to follow once you get it down, but simply activating the "parts" any way you want WILL NOT work
Here's a quick rundown on the order of activation:Planets(0..m)Addons(0..m)Militia(0..1)Races(1..m)Flagships(0..1)Core(Required)
0..m is short for 0 to many (i.e. none or all are possible)1..m is short for 1 to many (i.e. atleast one is required)0..1 is short for only 1 or none from the possibilities may be activated
Please check out the feature: How To Install Sins of the Fallen R5
Jeez the way you activate this game keeps changing..... lol
Indeed... It's always sort of been there in my local build. I just never tried it like this until myfist0 presented the idea. Then BLAMO, so many possibilities opened up.
I was playing a game as Colonials with Vasari allies with against two Advent players with the Flagship mod, and one of them had a Salvation capital (think it was their Flagship) that gave it and all nearby vessels and structures 45% phase missile block and 200% shield mitigation. Please tell me that's a bug and you didn't give the Advent an "I WIN" button for an invincible fleet.
I'm uploading a patch to moddb for this now. The intended affect was 1%/2%/3% per level. Given the holiday weekend I'm not sure when it will be approved for download on moddb.
Anyone not wanting to wait for the download can make the following modification to BuffPsiAdaptiveShield.entity ShieldMitigation effect in the SotF Race Advent R5 directory.
entityModifierbuffEntityModifierType "ShieldMitigation" value Level:0 0.010000 Level:1 0.020000 Level:2 0.030000
edit
Hey ZombiesRus5, I'm really loving the Hypercorp race. Where did you get the inspiration for them? Also, did you see my comments on Colonial flak in the Blood and Chrome thread?
They are adapted from the role playing game eclipse phase.
My original plan was to create the Rogues, Archailect and Uplifted, but the uplifted models need a lot of work to make playable in Sins. I decided to swap Hypercorps for the Uplifted as a result.
http://www.moddb.com/mods/sins-of-the-fallen/news/sins-of-the-fallen-transhumans
http://www.moddb.com/mods/sins-of-the-fallen/features/edit/hypercorp-race
One interesting technical fact about the Hypercorp faction is there are only two texture sheets with all the meshes uv-mapped to one of the two.
Yes, I actually was aware of this one but hadn't really decided how to address it yet. ANTILIGHT is really what you want to combat bombers, but I kinda see the point of ANTIVERYLIGHT to combat enemy fighters and let your own strikecraft take out the bombers. I kinda just hedged and left it the default damage type for that class until I came back to it. The other ships have similar situations with their "flak" matching the default for that type like Composite for the Heavy that will need changed too.
I may just change it to ANTIVERYLIGHT for the next release to see how that goes.
Well, my point was long-range frigates have Light armor, so Anti-Light flak would allow the Colonial capitals to do greatly increased damage to them. Of course, that may not be a bad thing considering long-range frigates tend to be useful against almost everything.
Also, thanks for the links.
Yep, I understood. It's the unintended consequence of making them use ANTILIGHT which would indeed make them better against LRF. I've also always found it somewhat strange that capital ships do 75% damage to LRF as it is...
I had also considered tweaking CAPITALSHIP:VeryLight and CAPITALSHIP:Light to reflect more realistic damage and modifying the ChanceToHitTargetType to reflect the change. Composite already has good modifiers against VeryLight and Light and would really only need a change to ChanceToHitTargetType.
That sounds like a good idea. I was pondering on it for a while before I finally realized the ability to target fighters is done on a per-weapon basis instead of a per-ship basis, so the main cannons wouldn't be shooting fighters.
Although, there is a benefit to changing the flak damage type, and that is with the proper damage modifiers they will preferentially target strikecraft instead of ships, keeping the skies clear while the main batteries take out the warships, whereas if the flak batteries have the CAPITALSHIP damage type they'll prefer warships to strikecraft.
10. What fell exactly? I don't get it! 9. Seems a little to preachy with Nephilim, If I wanted religion I'd go to church!
8. It's not as cool as the Dr. Who mod!
7. The Plague are obviously just Tyranids!
6. It's not based on the Stargate, Star Trek or Star Wars movies!
5. It's not based on a video game like the Halo or Mass Effect mods!
4. Released mods aren't as cool as un-released mods!
3. It's too difficult to activate and play!
2. It has no chance of winning anyway!
And the #1 reason for NOT voting for Sins of the Fallen...
1. Where's the Dawn of Victory mod at? I clicked on the wrong link!
Paid in part by "Brewster's Millions" incorporated.
I disappear again and come back to see this lolz
Fallen Addon Research+ partially complete.
This addon at a basic level doubles the levels of research for float based research items. I'll also be adding in the support for colonizing gas giants with this addon and maybe some other custom possibilities. This will allow me to keep the main mod fairly pure to original sins.
I'll need this addon when I attempt to bring back in Distant Stars support with the mod.
Here's a sample of the script that makes this addon low maintenance.
<target name="increase_max_num_research_levels"> <setdata keyword="MaxNumResearchLevels" value="2" rule="multiply" condition="hasFloatModifiers"> <fileset dir="${project}/mod/GameInfo" includes="RESEARCH*.*" excludes="*MAXCAPITALSHIPS*,*MAXSHIPSLOTS*,*PLANETACCESS*,*STARBASEUPGRADEACCESS*,*ARTIFACT*,*PACT*,*ABILITYACCESS*,*FRIGATEACCESS*"/>
</setdata> </target>
First real test executions for the Archai capital ship only race completed. Performed a few Archai vs Archai AI only game and a few Archai versus TEC/Advent/Vasasri game.
The AI did field 20-30 capital ships, unfortunately the capital ships still have the same stats and abilities as regular advent capitals so they pretty much got mauled by the the other AI's.
Once I get their abilities in place they should be much more formidable without having to tweak their stats too much.
Pods, Pods, Pods, Archai need plenty of missile pod type abilities...
Gah, sorry about that, been reading lots of Honor Harrington recently.
Anyway, can't wait to see the Archai in action, I was getting worried that you were going to replace them with the similar background Cylons.
SD(P) and BC(P) for Archailects would indeed be a pretty fireworks show when all the pods launch. Through ability coding, it would even be possible for all the pods to be single-shot launchers that self-destruct afterwards.
It was tempting, but I'm still curious to create a viable capital ship only race.
I should really read Honor Harrington... I feel I'm missing out.
You've really done a good job on your back story--you need a dedicated forum of your own.
I am making something awesome for you that you will like by the way--but it's a surprise.
It's straight from my brain--pure smart juice.
Its a relatively 'hard' space opera, if that isn't a contradiction. Starts off a bit 'lighter' at the beginning, and in the later ones has become a more hard hitting political thing, that still has battles in the background. Its a good series, and tends to be cheaper then most books over here in australia due to some quirk in how they import them. I'd highly recommend them myself, they go into quite a lot (some would say too much) of info dumps at releatively weird times, but they are still good to read, especailly since seem to like that sort of things (due to your choice in roleplaying games). The newer books even have brought about arguements similar to that which might be discussed if the TEC and Hypercorps went to war (espceially with more then a few transhuman elements.
Anyway, I went a bit off track. While I'd prefer that you bought them and support the author, it is possible to legally get most of them for free as Ebooks from the Baen (the publisher) free CD website. I'd link you to it, but not sure whether or not it would violate forum rules.
Just google "Baen free library" - can't miss it.
Now, back on topic...
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