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 know i sound stupid but could someone give info how to add blood and chrome to sins of the fallen?thanks.
Blood and chrome follows the same activation process as the main mod. Fair warning though, don't try to activate every single race available as that is not the intended purpose. Also, the Cylons are still pretty raw so playing them may cause your eye's to bleed.
Almost missed this reply. I wonder what goodies this will bring?
Maybe a small puff website would be cool. A forum sitting lonely somewhere separated from here or moddb would get pretty depressing watching it sit idle. Atleast there are exchanges here or in several other non-related posts to read giving a reason to check in periodically. I tried the moddb forum route at one point and decided it wasn't worth the effort and scrubbed it all.
On the back story I spent a lot of time researching to come up with a couple of paragraphs to feed the races. It's almost more effort than the actual modding itself.
I'm also working on a pretty cool twist too for my mod that I don't think anyone has done yet (keep it secret, keep it safe)...
I think people eschew mods not because they don't like them or don't find them fun but because they want to be recognized as part of a larger community and focusing on a mod takes them away from the larger "game". In their minds, the game is THE game but a mod is, just a mod.
So having a forum for like minded people to interact, participate and be able to contribute gives them that connect that they are looking for. People who also don't feel they are getting that recognition and connection in "the big game" will actually be attracted to a mod where they can feel they matter. ModDB is great for the long haul--a year+ from now when people are going, "Hey--remember that guy that had this!?".
My surprise is just a present--not anything revolutionary--but you'll like it and I don't think anyone else has done it.
I think you have a good enough set of things there to justify and once you have realized success then you'll be free to do my mod for me.
You can keep dreaming
Demonstration of custom faction specific home planet textures
Awesome, digging the music in that vid and of course the custom planets.
I think you could use some better recording software though.
It's camtasia and I downscaled a 100 meg recording to 3 meg for this demonstration.
FRAPS is your friend, good sir.
On a side note, pretty obvious things got too busy on my end to help you out. Bouncing between healthcare and UPS killed my excess time on anything Sins related. I haven't touched ANY modding in about a month or so.
Basic ideas I made, while reading honor harrington and coming up with similar things. You've likely done a bunch about the arch already, but I figured I'd try and suggest some stuff anyway. As always, not sure if these are possible or not, so feel free to laugh at my lack of knowledge.
Pods: The first and most important change I envision, is that Arch shouldn't use fighters/bombers while fighting. Part of it is due to my current honor Harrington addiction, while the rest is due to make the Arch far different. Instead, while then using fighters/bombers, instead a large chunk of their defenses/ships have abilities based around creating 'pods' which are similar to the platform abilities used by some other races. Basically the pods would come in about four to five different types, with each type having two variations.The Variations would basically be 'System Defense' vs Ship'. The main difference between the two comes down to different things. Namely, the 'System Defense' pods should be bigger and stronger with an 'unlimited' range but only fire one shot per creation. As the name suggests, these are generally made as an ability of the various types of tactical structures/possibly the specialized capitals. The idea behind them is that the Arch would fire their 'best' weapons first, rather then waiting until the confusion of true battle begins and they start to get lost in the confusion. Which in other words means the first salvo of the battle (from the arch side) would be their most deadly.
The normal pods on the other hand, would the type carried abroad the various ships. While not as deadly/long range as the system defense pods, they make up for it for having more shots and a lower recharge time, making them a more consistent weapon. To make up for this, they could possibly have the 'bomber' subtype, meaning that the enemies fighters and such would try and take care of them first. The various types of pods are what you would expect. Feel free to change the names or whatever.
Tea: Anti Bomber/Fighter Pods, the type of thing to counter an enemy bomber/carrier rush. Possibly mounts
Mocha: Anti Frigate Pods, mounts little missiles.
Cappa: Anti Heavy Cruiser/Captiial Pods. Most likely the ones most likely to be spammed and the like, but what can you do.
Double Expreos: Anti Building pods, range of something like the Ogliv cruiser. Generally not used by tactical structures (since it would counter the mobile starbases too much.) Possibly used by the offensive star base though.Irish Coffa: Everyone's favorite holocaust causing pods. Attached to the Siege carrier and the Offensive Star base, kills planets. Simple but effective.
Iced Coffa: Boring pods, can technically hit anything but does very little damage to any. Used by the defensive star base and the Scout/Settlement captials.
Frappa: Repair pods. Not even sure if its possible, though would be interesting if so. Only source of repair ablities (still passive repair) in the Arch side, dropped in combat by the defensive starbase/coordinator podnought. Boosts shield regeneration/repair by 5% per pod.
Networking: A tech similar to the plague, that gets unlocked at level 3 and levels up up at five, seven and eight (but only after the seed AI at eight). Unlocks each buildings/ships networking bonus, which is shared with every allied thing in the gravity well. Shipyards speed up construction, Refineries increase income, Trade increases trade, etc etc.
Refinery/Trade in the same building. Not sure why, but it seems rather cool to me.Culture Bonus's: ROF/Build speed increases:
Reasons: Since you seem to be basing them off the advent, that means special ability heavy while fragile. Since everyone loves a glass cannon, I figured them shooting and building faster when under the effects of their culture would be rather interesting. Possible 'lore' reason? Culture represents the strength of their 'signal' ie the reach of the Arch when it comes to controlling their ship avatars. While the signal can reach across several stellar systems, the actual culture itself is the 'optimum' range/area where they are at their most effective/have the shortest amount of control lag. Hence the rate of fire/building increases as they are more efficient. May or may not be possible as the actual culture, but could just as easily work as an ability of the culture centers. Which could be a titan spec hyperspace link or something . I don't know. The later might work better if you go with the former idea of a more defensive race, which means attacking them is harder.Defenses:
As before, no fighers/bombers.. Of course, that leads to a bit of trouble when working out how to deal with the fighters of an aggressive/attacker. Which I think is fine on a small scale/when on the attack but not quite when on the offense. Anyway, I'm thinking that each defense should buff any other structure/ship in the gravity well slightly depending on the type. As well as system defense pods, I also had the idea that they should all be mobile, though that might be too much when combined with the pods/buffs. Basically the idea is a 'different type' of defensive race.' While their defenses are weaker individually then other races, once ports and networking are researched, they become the defense equivalent of the zergling rush.
Ralus: Anti Figher/Bomber defense. Has the typical autocannon/Laser equivalents, and drops tea pods (armed with the same weapon) 1-2 Logistic Slots, boosts ability to hit by 5%.Malleus: Big badass anti capital/heavy defense, drops the system defense version of Double Expresso Pods. Once Titan/Seed AI tech is researched, could possibly mount one of the godhammer canons used by the battleship. 4-6- Logistic Slots. Boosts Range of things in the system by 5%
Panzer: Workhorse anti defense, targets frigates, drops Cappa pods, boosts RoF by 5%, costs 2-4 logistic slots.
Starbases: Two types, nicknamed the 'offensive' and the 'defensive'. Yes, I'm bad at names, didn't you get that from the pod types named ofter thte contents of my caffeine cupboard? Anyway, offensive one is mobile for sure, and is (you guessed it) based around attacking enemy planets, packing more gun upgrades then armor/shield. Special abilities are based around dropping large numbers of system defense type pods of various types. More focused on taking then holding, it packs a punch but lacks the anti culture/prevention abilities of the defensive star base. Grants a RoF upgrade for the networking basis.
Defensive bases are more based around holding the various things they take from the enemy. While they don't drop anything more dangerous then Iced coffa pods, and have more armor/shield upgrades then guns, the defensive star bases provide an upgradeable shield boost as a passive tech (through research). They also drop the Frappa repair pods, and possess the usual anti taking/culture and population upgrades.
Ship ideas are incoming, once I actually decide on them.
@Sucal You're not to far off from my line of thinking. As part of the rough ability brainstorming I did I had something similar to your pods but called them nodes. I was even less creative on the names though
Here's the rough draft of abilities I came up with.
Battleship: Node Swarm, Long Range Node, Singularity Age, Point Singularity
Carrier: Singularity Blink, Combat Node, Singularity Phase, Bomber Nodes
Colony: Brain Peelers, Light Nodes, Singularity Deadlock, Singularity Phase Cloak
Siege: Singularity Strike, Siege Nodes, Singularity Impulse, Final Protocol
Support: Scout Nodes, Repair Nodes, Singularity Blast, Singularity Cooldown
Heavy: Singularity Surge, Heavy Nodes, Singularity Slow, Singularity Drive
Did I pass?
I can't post replies in the BSG thread
Fixed.
Giggity... The Plague are getting a nice upgrade in dialogue thanks to IskatuMesk allowing me to use some of his Black Sun dialogue recordings
That's dead link, sir.
Wasn't supposed to be a link... but fixed regardless.
Ok, I'm uploading my current R6 version and will continue to upload updates over the next couple months as I add new content. This version is not to far off from R5 containing some balance updates, home planet prototype and enhanced pacts in addition to some bug fixes.
Change Log (Incomplete)
The downloads are split into multiple 7z. (I'll update with links when they finish uploading).
SotF Core R6.7z (Core, Advent, Tec, Vasari, Flagships)
SotF Addon R6.7z (Artifacts, Bonus Density, Effects, Moons)
SotF Militia R6.7z (All)
SotF Planets R6.7z (Rigel, SinsPlus, Sol)
SotF Transhuman R6.7x (Hypercorp, Rogue)
SotF Blood and Chrome R6.7z (Colonial, Cylon)
SotF Fallen R6.7z (Plague, Nephilim)
Links are up.
Note: There are no Archailect or Alliance yet as they're kinda torn apart right now and not ready to be played in their current state.
Can you upload to some place besides FileFactory? I'm lucky if I get over 110 KB/sec from them and it doesn't allow multiple simultaneous downloads.
Well there's always megauploa-oh wait >>
Downloading now, looking forward flavortext for hypercorp just cause i love them
Yay! I'll definitely be checking this out later on. Are the Cylons fully playable now?
If my dropbox would do better I could host a private link for you.
Cool, I'll admit I find writing the descriptions to be the hardest and these where done after a bit of drinking I try to have a bit of fun with them when I can but I am not the best at creative writing by any stretch.
They are right now just playable. I've mainly got the mesh points in and matching targets for the banks done. I still need the build icons, in game icons and need to decide on how to balance them against the colonials. My plan is to get them to a decent level like the colonials are now for R6, then start on abilities and research trees to really finish them off for either a patch to R6 or the next release depending.
I was there, he hasnt written an Eclipse plug-in for flavor text yet. So, it could go either way.
Though I vote for greatness in his flavor text....not that I had anything thing to do with it.
I just downloaded the SotF Core and SotF Blood and Chrome portions. I seem to be having an issue loading the Flaship mod. I can load:
SotF Race Colonial
SotF Race Cylon
SotF Core R6
and it loads just fine. But once i add:
SotF Core Flagship
I get a minidump every time as soon as i try to activate it.
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