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.
Thanks, I automated the Flagship mod so it automatically pulls any changes and adjusts the stats from the base mod. It picked up a change I was toying with turning superweapons into capital ships. I upload the fix but you don't need to download it as the fix is to delete on file from the flagship GameInfo directory.
Delete FLAGSHIP_PHASECANNON.entity and it should start fine.
Works now, as far as activation. I'll actually test a game later, but thanks for the help.
PM'd you an alternate private link split into two files only one for all of SotF and one for BaC.
Cool, if you get the Boomer... It's really OP right now, plus the abilities make no sense as they're still Vasari. Lots of work to do, but atleast all the ships are in with weapon points.
Could the A6beta core link be re-uploaded?
Fixed.
Does the mobile superweapon work?
Thank you
Oh and would it be possible to upload it to another mirror? maybe Mediafire? I've reached my download limit on filefactory..
Thanks for the warning, but it's what i've been trying for the most
I just want to be sure of this zombie. But i can download the mod pack then download Blood and chrome and use it with the mod pack or do i need to dl everything separately?
EDIT: nvm found out what i needed the BSG part brought tears to my eyes. So awesome.
[e digicons]:')[/e]
Yes, it does work. I've been using this with the plague on one of their capitalships for a long time.
I did have one mini-dump when I was phase jumping and hit the cannon ability. But that could probably be solved by disabling abilities OnStartPhaseJump.
For the r6 beta stuff I had only planned to filefactory. the final uploads for every thing except BSG will be through moddb. I've thought about setting up a moddb group for private stuff but never got around to it.
Have you played R5 yet? Or are you wanting to help with the beta work for r6?
Coolio, should get better as the research and abilities start to reflect the BSG universe.
Amazing work Z. I was wondering what ship class you are thinking about for the Colonial's as far as the Titan in rebellion?
Also do have plans on changing the player Themes? Thank you for your hard work and keeping BSG alive.
So Say We All!
I have played R5 but it kept crashing, probibly due to too high settings I noticed in R6 but I'm willing to help you test it.
The core game can chew up 1.4gig without any modification on highest settings. I tend to note the exe mini-dumping as it approaches 1.9 gig. I also haven't done anything to null out resources if Advent, TEC or Vasari aren't loaded so they are still using resources in the game whether they are selected as a race or not due to the way Sins loads game assets.
Here's my general rules for effect settings...
1-2 new factions stacked
Planets: Highest
Ships: Highest/Medium/Low
Modules: Highest/Medium/Low
3-4 new factions stacked
Planets: High
Ships: High/Medium/Low
Modules: High/Medium/Low
I can null out the stock three races so they mainly only use resources if loaded, but frankly I have this as a low priority right now.
Rogue has a few bugs due to some restructering of their research trees. The fixes will be included in an update this week. The issues shouldn't keep the AI from playing them, just don't select them as your faction.
Yeah, I had everything set on highest but I fixed it now. Also I've patched my exe files with the 4 gig patch included in the Maelstrom mod. I now have every mod part enabled except the militia.
Well, i finished a full game with just Blood and Chrome, and i see what you mean about the Boomer being overpowered haha, but i think what makes it so OP at the moment is the ability that gives 75% better weapon cooldown at lvl 3. I did nearly lose the Boomer a few times upon first meeting the colonials and before i had a good setup of heavy basestars.
Love the Warstar as the Starbase too.
Only issues i had were a graphic issue on the home planet icons (all other icons were perfectly fine), and having cylons ( i KNOW they're barely working, and i love them!) be a mix between advent and vasari sound effects threw me off a couple of time. Ship choices were great, and i like that the frigates were smaller versions of basestars, but the light basestar and siegestar and the others that use that model could maybe use some slight graphical changes to distinguish between them (just an opinion).
Other than that (and having an enemy Lvl 10 Thor Flagstar kill multiple warstars with maybe a berzerk escort and asgard battlestar) i really enjoyed it. But teh boomer fires so many missiles i had to zoom out just to get away from lots of lag, which made me grin and laugh maniacally . It's how the cylons should be!
Good luck with ability replacements and moving forward with these two races. I haven't included any other races in my fights yet, but i will soon enough. You do a great job with your modding, very creative and very balanced (most of the time).
Glad to hear. I haven't setup an alternate download site from filefront as of yet. I want to look at what is required for a moddb group as I like their upload process most.
Hehe, I lost my Boomer as I was rushing to see how far I could get without doing any healing
It's definitely a contrast to the other newer styles.
This is a result of the way I'm injecting the different textures though I don't think I've done anything for the Colonials or Cylons yet. There are two noticeable differences with home planets. 1) The planet remains visible over the icon while zooming out. and, 2) There is small artifacting when zoomed out a certain distance. The 1st one I can't do anything about while I might be able to make some adjustments for the second issue.
Well, the light basestar and siegestar are actually different textures. Now if you mean the missile effects, then I agree and want to tone those down a lot. The bigger effects are too much overwhelming when lots of ships hit the field.
Oh ya, I can imagine the Thor Flagstar being pretty tough as it's already a really tough Battlestar. Flagstars get increased damage starting and at each level and 4 targets per bank
I'll probably mix some light, medium and heavy missile effects on the Boomer and work on the amount of missile volley's too. Pew pew is nice if it doesn't cause too much lag or make battles difficult to watch.
Thanks, definitely gives so appreciation to the work the devs did balancing the game (over and over) for the stock races. It's hard to nail down sometimes especially when abilities are introduced.
All the Cylon missiles flying everywhere made my dual-core gaming laptop cry. I actually had to lower my settings.
My one and only complaint so far is that the default homeworld planets (TerranHome and DesertHome) could not be colonized because they needed a research tech that isn't available. My test map has all the players start at a default Sins TerranHome, but also has a DesertHome nearby that I couldn't colonize. I was playing as the Cylons and I was also using the SOTF SinsPlus addon. I never noticed this before but I'm wondering if this isn't something that you recently changed since I didn't run into this problem in R5. Or maybe it was just since the Cylon techtree is a WIP?
im having trouble downloading the Blood and Chrome
Hehe, god to know though. I'll have to test the mod on my son's laptop which is low end
The desert home is broken right now as I'm playing around with home planets and whether they will receive standard terran or desert population upgrades or will stand apart from those as a seperate planet type. It should be fixed in the next update to atleast work.
Seems to be ok, let me know if your still having issues.
its been stopping at 40 mb or 20 mb ive tried re downloading 6 times and nada dood
How did i miss your work???? Downloading now will dl Blood and Chrome after i play this one.
Im a little pissed you never said anything about your own work man, i only seen you your work for the DS mod....Well nice to find your things.
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