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.
Since he hasn't changed anything Cheif, you should be able to just run them with the 6.0 versions of aforementioned addons. I'll give it a proper test in 20 or so minutes, when it decides to finish downloading.
The Addons still should work, if not I can upload my version.
Also, the string thing shouldn't be happening. It may be a bad zip or upload if someone else can confirm. If it is I'll pull that down and upload a new version.
Thanks for feedback.
Correct, the compatibility entries are only in R6.1
Hey Sucal, let me know if you see the same thing as chief. I can't test the download until this evening after work.
Hmm i'm getting a minidump every time I try to start it now, using 6.1. My enabledmods.text is this:
TXTVersion 0enabledModNameCount 19enabledModName "SotF Planets Rigel R6"enabledModName "SotF Planets SinsPlus R6"enabledModName "SotF Planets Sol R6"enabledModName "SotF Planets Tenorias R6"enabledModName "SotF Addon Artifacts R6"enabledModName "SotF Addon Bonus Density R6"enabledModName "SotF Addon Effects R6"enabledModName "SotF Addon Moons R6"enabledModName "SotF Race Advent R6"enabledModName "SotF Race Colonial R6"enabledModName "SotF Race Cylon R6"enabledModName "SotF Race Hypercorp R6"enabledModName "SotF Race Nephilim R6"enabledModName "SotF Race Plague R6"enabledModName "SotF Race Rogue R6"enabledModName "SotF Race Tec R6"enabledModName "SotF Race Vasari R6"enabledModName "SotF Core Flagship R6"enabledModName "SotF Core R6"
And my settings are on recomended
@Snarf312
One point first... Only one planet package is supported at a time as these modify the Galaxy Scenario Def.
Can you try the following for me?
TXTVersion 0enabledModNameCount 11enabledModName "SotF Race Advent R6"enabledModName "SotF Race Colonial R6"enabledModName "SotF Race Cylon R6"enabledModName "SotF Race Hypercorp R6"enabledModName "SotF Race Nephilim R6"enabledModName "SotF Race Plague R6"enabledModName "SotF Race Rogue R6"enabledModName "SotF Race Tec R6"enabledModName "SotF Race Vasari R6"enabledModName "SotF Core Flagship R6"enabledModName "SotF Core R6"
TXTVersion 0enabledModNameCount 19enabledModName "SotF Addon Artifacts R6"enabledModName "SotF Addon Bonus Density R6"enabledModName "SotF Addon Effects R6"enabledModName "SotF Addon Moons R6"enabledModName "SotF Race Advent R6"enabledModName "SotF Race Colonial R6"enabledModName "SotF Race Cylon R6"enabledModName "SotF Race Hypercorp R6"enabledModName "SotF Race Nephilim R6"enabledModName "SotF Race Plague R6"enabledModName "SotF Race Rogue R6"enabledModName "SotF Race Tec R6"enabledModName "SotF Race Vasari R6"enabledModName "SotF Core Flagship R6"enabledModName "SotF Core R6"
It's possible the addons need uploaded or I have a bad upload for the normal stuff. If you can try both of those I'd really appreciate.
I always dread when I upload a new zip if something borks in the process.
Testing right away, and then I understand what happend before, tho i never had the crash with the 3 planet things enabled.
Edit: both are working, no need for a addon update, on a side not the string for "Random Encounters - Medium" is missing, not really anything that's critical but I thought I'd let you know
Edit 2: I still can't start when i have: "SotF Planets Tenorias R6" enabled, I can start with the other planet elements enabled, seems Tenorias is a bit buggy.
Well, only one planet package will be active, plus your adding more textures and meshes into memory taking up crucial resources for this game.
Thanks. Let me know what you think of GoaFan77's encounters. You might come across my City Port random encounter too, just realize it's a WIP if it looks a little funky right now.
Damn, thanks for the update. I thought I had that fixed, but maybe it crept back in
I'm downloading the game front version for R6.1 to make sure nothing wonky is happening.
Build checks out fine on my end. Let me know if your still having issues.
Edit - Links are back up. I couldn't find any issues with the download.
kk will test again. But one question am i supposed to get a negative checksum with some of the combinations?
If i remember correctly (will put an edit later with the entire list for sure) the list i had was advent militia, races were advent col, cys, Neph, Plague, TEC, Vasari, flag, and core. That order i think gave me a negative checksum.
Taking out ether the neph or flag part removed the negative symbol.
I've been testing Zombie and I can't seem to get a configuration that allows the Stargate races to load. I even tried directly copying and pasting the test thing that you made and that doesn't seem to work either. Any chance you could convince him to let you give them the proper sins treatment, after you finish with the current things on your plate? I want to do a rogue joyride game, which basically involves booze, alcohol and random pirate rides on the galaxy, collecting ships of all types.
And what could be more roguey then hijacking atlantis!
EDIT: testing the otherthing now, to see if addons still work.
Yes, negative checksums are ok.
It needs to be his latest version of just the races and has to be listed after SotF Core R6. None of his other addons are compatible. I'll have to check with dolynick on the other, but it might be possible later on.
I tried that Zomb. Heck, I even tried just the races and SoTF Core R6. Could you get it working on yours, then post a mod list that would work for me to test.
EDIT: Tried a full restore and now we are back in operation. Currently getting my little roguely ass kicked between my ears, but those shiny Ancient ships will soon be MINE!!!!!!!!!! In other news, most of the addons are currently working, but I learned a very important lesson. When playing as rogues, never use the increased density addon unless playing in SINS Plus. Nothing hurts more then seeing a fully upgraded planet still give you minus income.
Cool.
Yep, some of those planet bonuses can be rather harsh.
Victory, finally, but only after I started making Hijacker Capitals to counter the Ancients far superior fighters/weapons. That was likely the hardest one on one game I've played in ages... though its good to see that the Rogues are working again. Have I mentioned how much I love their Hijacker capital... I mean the Colony Capital, even if it does have the 80% nerf.
Cool, sounds like fun.
Pirating other peoples shit is fun.
lolz
Here is a patch for R6.1 that includes the alliance faction based off SZO's Alliance Hidden Agenda capital ships. This is a new faction that functions similarly to Tech currently with capital ships and their abilities based of AHA.
The capital abilities haven't been normalized yet as they were taken exactly as is from AHA. And aside from small changes to the research tree it is very similar to the base TEC faction.
This faction may change overtime as they begin to integrate more of the Advent and Vasari technology into their ships, structures and research.
SotF R6.1a (SotF Alliance R6 and patch to entity.manifest and Strings in SotF Core R6)
Just did a complete mod reinstall and yes the nephs and plague are showing up as string missing ingame instead of something like 5th fleet. V6.1 i doubt if its the download as everything else works fine. just the names are being shown as string is missing.
I was considering asking you if you were still going to work on the Alliance faction, but realised I didn't want to take you away from working on my cyborg lovelies. Will be giving them a test soon, though I can second what Cheif50 said about strings missing. With rogues, when on the fleet research screen both 'titles' are replaced with string not found.
But then since we are looking at a crap load of work from the latest release, small bugs like that are things we can put up with.
The credit goes to SZO for these models and abilities. I was mainly just looking for opportunities to pull in those pieces he said I could use and get the icons built so all in all not a ton of effort considering how long I've been sitting on the idea.
Ah, I was thinking he meant something larger. Ya, I need to clean that part up, just keep forgetting to do it compared to other stuff.
Alliance race thoughts: Anyway, I know you have the alliance on a bottom burner type thing, or might not continue it, but these are some random thoughts in case you decide to. As usual, feel free to ignore or throw out anything you don't quite want/doesn't fit your own internal lore. Personally just liked the idea of there being something out there even worse then the plague (the varsaris 'darkness') and the poor alliance being caught between two seemingly unstoppable forces...even before you throw in the other Sins of the Fallen Factions. Which, when combined with rebellion basically makes the main fronts incredibly confusing.
Theme: Desperation
The plague are coming, and it almost looks like nothing can stop them. Whats worse, is that with the Vasari having signed up to the alliance, and explained what exactly they are running from, the allies are in between a rock and a hard place. Especially with all the other various newcomers that have appeared at the main time. The Nephilium aren't answering their calls, and without the Light, the Dark Ones could still consume them all.... And that's if the Plauge don't consume all first.
Grievances have been forgotten, envoy's sent and plans are being made. The brighest minds from three races have come together, in order to share their best technology and plan on its operation and maintenance. At the same time, the remaining vessels from the long war are being largely automated, mixing and matching the various species for the best effect. A slash and burn approach is taken, evcating as many as possible from planets, before turning the ships own weapons on them, to deny their resources to the Plague.
At the same time, carefully placed 'suicide' squads are deployed, disrupting key ships and paying with their lives to slow the oncoming threat down, long enough for a counter measure to be developed. If one can ever be developed. Many protest the loss of valuable lives, especially when every hull is needed, but none can doubt the effectiveness of the tactic at this time... assuming this hasn't played into the oncoming storms hands.
In Game Theme:Four main tech trees, two under civilian and two under military. Originally was going to be eight, but not sure if that can be fit inside. Either way, they would still be a mixed bunch of trees, not just civilian and military. Three of the trees stretch mainly from the tier one to six stages of research, and resemble the technologies that each of the race has been contributing to the alliance/which of the technologies it has been considered workable to adapt in time. The final or 'alliance' tree is namely active in the 5-8 zone, and is generally about fielding mixed technologies and the like, as I explain downstairs.
TEC: Everyone's favorite Traders, in many ways the TEC have taken the most damage and disruption from the war, considering they have been on the wrong end of a five or so way invasion. Despite this however, in many ways prior to the arrival of the plague, the TEC arguably had the most potential power, due to the sheer size of their industrial and economic base. While both have started to be turned against them during the Plagues advance, the TEC are still the best at getting things done quickly and cheaply... just don't expect it to be done perfectly, as you can only have two of the three.
Due to the sheer amount of damage that has been done to their economic base during the invasion, and the assimilation of many core worlds into the Plague, the TEC contribution to the Alliance isn't quite as economic as they would have been at the beginning of the War. Keeping to their scruffy abliet mostly civilized routes however, they still possess the greatest industrial base, to the point where the majority of the alliance ships were either based upon TEC designs or simply older cruisers that were refitted.
The TEC tree focuses on building things cheaply and quickly, similar to some of their greatest ships. Due too their base, the TEC tree also provides a larger chunk of the earlier ships, as well as the majority of the building designs, even those that get refined a little in the other trees. Their biggest contributions however, are in the adaption and mass production of the other races techs, granting the Alliance research speed boosts, while modifying the alliances weapons for far longer range (+40-50%).
Vasari: Are doing the Xenos equivalent of crapping themselves. It was bad enough that the war had dragged out too long, had prevented them from continuing their usual strip mine then flee behavior. Then, even as the approaching darkness got closer, a new threat completely blocked off all hope of escape. In many ways, the threat was both greater and lesser then those they had run from. They could at least fit a face to it, let alone blow it to shreds. Of course, they were still stuck between two impossible forces, with both their resources and missile stocks getting low.
While the greatest and most obvious contribution to the Alliance have been their skills at colonisation and genetic adaption, especially after being refined by tec scientists, the mastery of the Phaselanes that the Vasari bring to the table should never be underestimated. While not quite as efficient as the original source technology, with the aid of the Advents mysterious 'unity' smaller, mass produced phase lane stabilizers have been rolled into production, typically being attached to broadcast centers, but also some of the more refined scout types, allowing them to devote more resources to a defensive fleet, rather then relying on static, some would say plague bait defense towers.
The Vasari tree, as mentioned before focuses on their two greatest adaptions over the years. Namely phase manipulation, and genetic/social engineering. With all the experience of those used to fleeing for their lives, Vasari designed colonies allow for larger, far more space effective colonies, allowing planets to support populations that none would have thought possible before the war (possibly up to 100-200% greater then typical). On the war effort front, with the help of the TEC, longer ranged/more powerful phase missiles have been supplied to the various static defenses.
As the most reluctant partners in the Alliance, the Advent at times think they are the most worse off of the lot. Sure, they aren't fleeing from a rock and the hard place, and their worlds aren't directly in the path of the Plague menace, but in many ways the effects on those who follow the path of Unity have been far more physiological scarring. Every Advent citizen is linked within the Unities group mind, even those who have been 'processed' by the Plague. As such, Advent society as a whole is currently griped in a state similar to insomnia, as the assimilated gleefully broadcast promises of death and destruction to their former comrades, let alone the real time visions of the slaughter that filter through, despite the best efforts of the higher castes to block them out.
Because of this, many of the Advents' higher abilities have seemingly drifted beyond their reach, thus throwing into doubt any chance of a victory over the now distracted TEC. The appearance of the Nephilim, have also thrown things further into chaos and disruption, with many who have felt their touch claiming they are the unity made manifest, while others claiming they are merely another agent of the Plague. Either way, they have thrown in their loot with the others at this time, if for little other reason to free their thoughts and silence the discordant minds.
Due to the Psychic disruptions currently plaguing the Unity, the Advent can't throw as much psychic might behind the alliance as they would otherwise desire. Instead, they are used as something of an impromptu communications and sensors grid, while the TEC eats up and otherwise adapts their tech. Naturally, the majority of the alliances culture upgrades would be found in the Advent tree, even as they surprisingly form the backbone of the new wartime economy. With the Advent supervisors to guide TEC's already experienced crews their already quick construction rates would be boosted even further in gravity wells that have a broadcast center.
Throw in everyone's favorite shield upgrades, to balance out their decreased hulls, and several upgrades for the Anima, and the Advent Tree is a lot more specialized then the others, but still fun.
Alliance Tree: All the tech that is basically fusing/modifying things from one or more races. Would contain most of the defenses and the star bases, as well as the specific upgrades that add warp stabilizers to the broadcast center. Also grants access to the obligatory 'fused' ships, while the majority of the ships in the other trees are simply 'canon' ships, albeit with one or two extra abilities from the extra crew members/tech on board. Would also like a single 'super' ship, that basically incorporates lots of fun things, that is basically their answer to the plague/darknesses invasions. Not to mention the mixed ship darkfleet ability, albeit one that summons 'canon' ships rather then the modified ones.
Ships: Generally based on TEC standard, both to save texture space and to go with the fluff. Generally have less armor/hulll then their normal brothers, due to incorporation of Vasari and Advent weapons and abilities. Tend to be more heavily shielded because of those, but not in an obvious type way. Depending on testability, might end up rogue level weak in someways, but with things like phase jump inhibitors or mass antimatter theft. Most ships should have downsides over the normal versions in many ways, to show how they haven't quite fully adapted the tech yet.
Except for the 'super' ship/s, butt those are mostly because I think its a cool idea, even if its just an oversized fleet support/buff ship. Unlike their mixed bag of modified canon cruisers and frigates, their capitals are far more 'fused' then most, having a larger mix of weapons and such (ie a cruiser with phase missiles, autocannons and heavy plasma, with a heavy guass shot for a special ability and launching clouds of anima.)
Economy: Possibly something different, with no trade or refineries at all, since they literally can't afford to waste the hull/resources. Instead their main source of income involves their over sized, massively loyal colonies, (to the point where they could be 150-200% larger/more loyal). Which makes disrupting their culture far more important for enemies, in a similar way that the Plague are attempting to destroy their moral.
Anyway, that's all I could come up with at this time, with the basic thoughts of the race had basically started at 'slow by incredibly mobile due to phase hax',
A Light in the Darkness: They are coming, they are large and they might be unstoppable, but here and now those who remain shall hold the line.
i keep having a mini dump issue with every version of this mod when i enable them in game, outside of game i have edited enabled mods file to read as follows
TXTVersion 0enabledModNameCount 10enabledModName "SotF Planets SinsPlus R6"enabledModName "SotF Race Advent R6"enabledModName "SotF Race Colonial R6"enabledModName "SotF Race Cylon R6"enabledModName "SotF Race Tec R6"enabledModName "SotF Race Vasari R6"enabledModName "SotF Core Flagship R6"enabledModName "SotF Core R6"
i placed all of the folders within the zips in the following folder
C:\Users\*****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34
i am still having an issue. i have re installed the game i am running the steam version on windows 7 pro on an Asus G72gx with core 2 duo CPU and a Nvidia Geforce GTX 260M Cuda 1gb GPU. what have i done wrong with installation?
Did you overlay a previous version of R6 with R6.1? I'm wondering if a fresh install of R6.1 is only needed.
Oh zombie forget to put in last post last time i tried moons they just had the build button for starbase but it wasnt click able like in V6 they just started out as bases will test again to see if it was a one time thing but just lettin ya know just in case it isnt,
I had problems with mindumps as well.
If you use Win 64 with 4 GB RAM or more ... than try this:
After I used the CFF-Explorer and gave "Diplomacy.exe" more than 2 GB RAM (only possible OS 64 bit) I haven't gotten any minidump.
Look here:
https://forums.sinsofasolarempire.com/403315/
My mate and me have been playing the mod (R5/ R6) for hours (Multiplayer) without any problems. Both change diplomacy.exe with the CFF-Explorer. We have all fractions enabled without problems.
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