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.
It's a good back story and concept for the research tree's. On the TEC, Advent and Vasari integration trees having a heavily pre-requisite based tree where you can jump advancements in integration would be interesting. This way if you could mixed bag it or focus on higher tier TEC from the factions. Though all research would be available if the game went on long enough.
Not sure how the Alliance type tech tree would fit as it seems the integration research techs would sorta fill that purpose.
plus the number of research tree's are fixed... 3 military, 1 defense, 3 civilian, 1 diplomacy and 1 fleet.
I could see the 3 civilian and military be the Advent, Vasari, Tech integration type paths. Defense might be somewhat interesting like integrating moving technology with a TEC starbase buildout, etc. There's lots of defense Technologies that could be integrated.
Diplomacy really doesn't need to change too much really.
Now design me out the research trees for this and I'll build it
This led me to a thought. Is it possible to base a research prerequisite on another research being NOT researched, in order to possibly diversify a faction through research? If so, have you toyed with the thought?I think this could add a cool change in the way people play, in terms of techs and researches and units/buildings the players can unlock.
For instance, you could make a player more defensive than normal, or more offensive than normal, such as certain researches benefiting ship damage whereas another path could benefit defensive structures' damage, but you could only choose one path, so if you choose the first research tech in that 'tree' of researches for damage, the other path is no longer available. Heck, how many techs are allowed per tier? i could design that for you, and in fact i'd love to help a mod out for once. It would just take time and a list of the researches per faction (i could make that myself if you don't already have one).
uh i think u replaced the Cols in Blood and Chrome 6.2 with Council. Nice race though.
Whoops! Just ignore that for now
I'll re-upload with Colonials.
Edit - links are fixed.
I think ill keep the council though now to get my cols.
Downloading!
Hey. You may remember me, you may not. Regardless...
I LOVE the mod. It is loads of fun!
But whenever I play on any of the maps in the third category (The one with the Huge Random, Grindstone, etc), every time I play one of those maps, regardless of how many planets, or what setup I use, it minidumps.
I even tried on Grindstone with myself and 3 other factions only. Minidump...
My settings are High_Low_Low, and all special effects are turned off. And I know I have a good computer. I can run Bailknight's without a problem unless I take it to the extreme.
Any thoughts on what I should do? I don't really want to play again until I have something to try. All I can think of is to convert to BIN format, but I don't know if that'll do anything...
EDIT: This is how I'm feeling right now: http://nooooooooooooooo.com/
1. I understand that you try to enable only:
faction1, faction2, core
2. try to run the game by dev.exe (you can find them in game directory), and see what error it will show when minidumps.
What's your enabled mods look like?
Running SotF with the Dev is impossible for me, I'm afraid.
Anyway:
TXTVersion 0enabledModNameCount 8enabledModName "SotF Planets Rigel R6"enabledModName "SotF Addon Bonus Density R5"enabledModName "SotF Militia Advent R6"enabledModName "SotF Race Hypercorp R6"enabledModName "SotF Race Tec R6"enabledModName "SotF Race Advent R6"enabledModName "SotF Race Vasari R6"enabledModName "SotF Core R6"
Need to ensure the following is set in your diplomacy user settings when you run debug.
ShowErrors FALSE
Hmm... Shouldn't be any issues with that.
Dump on map start? 1-2 hours in?
What are you specs?
Well, I get so many missing text erros, mainly stuff about the Archailect.
The dumps happen anywhere from 20 minutes to 40 minutes in.
No idea. I'm not good with computers, so I wouldn't know.
Sorry, I edited my reply I meant to put in a statement about show errors. Of course if your looking for why the mini-dumped happen that won't help much. Though I doubt you would get a popup anyway.
What are your specs then?
Is there anything particular you are doing when you dump?
Do you have a save file? and if so which version are you running?
Edit - I'm running a test game with those settings. I'll let you know if it dumps or not.
Edit 2 - Test game ran to completion.
Ok, just changed my ShowErrors to FALSE. Never knew about that. Thanks!
I don't think I'm doing anything particular. Just capturing planets.
No I do not.
Like I said, I don't know about computers, so I wouldn't know (Specs).
What Video settings should I run?
Google is your friend
Click on your windows start button and type dxdiag.
This will show you your CPU, RAM, Video Card, etc
You should update all your drivers (sound, vga, mainboard/ chipset).
You should try medium Video settings first and than try higher resolutions (step by step).
If you use xp ---> update directx
http://www.microsoft.com/download/en/details.aspx?id=35
@JA_394 - that is good advice from luschetk which I just did recently too. If it's your computer google things like "how to update your video driver".
Well, I've been waiting for some info on how sub-factions will work. Based on this I'm almost positive I won't be doing Loyalist/Rebels the way Ironclad is. In a sense I already have the concept of two opposing races already designed and if I don't have to double that amount then I'll be pretty happy.
Loyalists/Rebels
Nephilim / Plague
Hypercorp / Rogue Traders
Colonial / Cylon
Alliance / ?
Still need to see what new research options there are how titans and corvettes will work. That alone is 14 new models needed in addition to all the new abilities that will be needed for the Titans and Corvettes. Most of my factions already have a 5th capital ship slot so I'll be moving those into the new type.
an opposite for the alliance could be the ones who despise having the tec in the alliance resulting in an advent/vasari alliance
There is a possibility for an alternative alliance faction assuming they use similar capital ships but different frigates and research maybe.
Here's a spreadsheet I am able to generate from my mods capital ship and frigate entity files. It also roles up some of the damage values towards the end.
It's big (i.e. a lot of columns). The juicier stuff is towards the end.
Sins of The Fallen: Capital Ship and Frigate Stats
They really are unfinished by a lot. I was tired when I was packaging up things and clicked the wrong folder. Have fun peaking at them, but I won't be releasing an update for em
Processor: Intel Core i5 CPU 650 @ 3.20GHz (4CPUs) ~3.2GHz
Memory: 4096MB RAM
That's all I got.
Can you http://pastebin.com your dxdiag report?
Your base cpu and memory looks good, but it's hard to draw conclusions from partial information. If it only dumps on large scenarios there is still something else going on.
Also, is this a laptop or desktop?
http://pastebin.com/CPZTrByw
Desktop.
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