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.
paste the display driver information too please.
http://pastebin.com/eJc6p4CX
So after you make sure your drivers are updated. I'd be curious if you can run a mod like Maelstrom on those settings without crashing.
Your system appears to be fully up to spec for this game and any mod for that matter.
So... what's the problem?
I had a similiar issue with Distant Stars for awhile, but that was fixed with their Effeciency Pack. Does SotF have an Effeciency Pack, and if not, will it have one in the future?
Hmm, you have a memory issue then. You could probably solve all your problems by install 4GB more of ram.
What's your free memory look like before you start Sins of a Solar Empire?
Uh... How do I check?
Run "Task Manager" and switch to performance tab. Run Sins of a Solar Empire in window mode.
When Sins mini-dumps don't click the popup. Instead go to Windows Task Manager and write down your memory utilization.
Then go to the Processes tab and look for Sins of a Solar Empire Diplomacy.exe and write down it's memory utilization.
That HP desktop may have a ton of extra shit taking up RAM you want available for your games. Not to mention Windows 64 uses up quite a bit of RAM on it's own.
Your desktop supports up to 16GB of ram from what I looked up. Adding 4 more should be a breeze. Look up the HP support website for more information for your machine.
Ok. I'll try that.
Maybe I asked this question and forgot or someone asked it and you answered and I did't bother looking, but the Nephilim and Plague? Where did the idea for these races come from and same question for the artifacts.
Freedback 6.2
a.) Minidump
If you play in teams (locked) you will get a minidump after ca 2 hours playing.
I think the new diplomacy-path cause that problem (for example I saw an invulnerable ship "Caprica" from Colonial and than "minidump".
If I play "locked" without teams there is no issue with minidump.
b.)Balancing
Mutiny (Rogue) --> its op, because I could get all ships from the Militia (Cylons) at the beginning.
So my mate did not have a chance through that feature.
In my opinion Mutiny should only allow to get one ship per "shot".
You should take the features from R5 for the CAPITALSHIP_ROGUECOLONY.
C.) AI
I know, you can do only a little but I read that you tried a little to improve the AI.
AI-Rogue don't build repairplattforms.
AI-TEC build too many torpedo-bombers (I saw 30 at an attack).
save game and EnabledMods.txt would be great for things like this. I haven't run into a mini-dump playing locked teams but it could be possible.
The invulnerable ship is odd. Do you mean it said "Cannot Be Damaged"?
But it's so much fun right now
I agree though it needs to be tweaked or pulled. I'm hoping rebellion gives a little bit better modifiers when it comes to taking over other factions ships. I may leave mutiny but make it more like domination and not available at level 1 or 2. Still just sorta mulling that over.
General problem with all races. which really sucks. I'm playing around with some ideas to help get the AI to build repair platforms. Not sure whether it will work or not (most likely will fail).
Anti-module or LRM. If it's LRM that's a good fleet composition. If it's Anti-module that just sucks, so kill them so the AI will build something else.
There is absolutely no way to control what the AI will build as part of it's fleet.
Sorry, next time I will save that file (we moved back to R5 and I deleted all files).
Fully agree with you !
The AI built Anti-module-ships
I hope in Rebellion there will be more possibilities for modders to create a better AI.
Ya, that sucks ass... I'm not sure why they do that but it happens in un-modded Sins too.
No problem. Thanks for the consideration though. R5 is bit better balanced right now in some ways because I like playing around with different concepts before I pull it all back in for release.
Mutiny was an attempt to see what I could do with OnChance mechanics. I wish their was a temporary steal so you couldn't permanently take over but maybe for a small time. Or only able to steal up to fleet supply.
I may scrub it back to R5 or tweak it further, maybe much higher AM costs so it's harder to pull off. Basically it's always firing right now.
Doubtful from what I'm hearing. AI fleet composition for the AI roles would be fantastic, but sadly do not exist. Even having the AI look at opposing fleet and building sufficient counters would be cool. Sadly there's not much any of us can do in this regard.
Question Modding R5
I tried some balancing on R5 for myself .
My intention was to reduce hull for SB and make them more expensive (to give the Ai a better chance).
I edited all "StarBaseUpgrade***Toughness.entity" and it works (I downloaded ForgeTools 3 and took the reference-files for Advent, Vasari and Tec).
I also wanted to increase the cost for repair and defense ( for example Gaussdefense shall cost 350 and waste 2 Tac-Slots).
If I copy "PLANETMODULE_TECHORBITALGAUSSDEFENSE.entity" into "SotF Race Tec R5\GameInfo" the game won't start.
I also read a lot of modding but I dont understand why that file don't work.
I would very thankfull for an advice.
luschetk, you should NOT use the foregetools reference files as they were for entrenchment 1.0 NOT entrenchment1.053/diplomacy1.34, if you want the latest reference files I post them in my reference files thread (https://forums.sinsofasolarempire.com/378266).
harpo
Thank you very much for your fast reply. It works!
I realy do love how this mod is going. But I was wondering if it was possible to change out the current Valkyrie to the one that was used in Sot13T. It's a good ship and all, I just like the older look more. But doing a good job and hope to see more soon! I know you might not want recommendations but would it be possible to do the Terran Federation from the Starship troopers universe?
Thanks, glad you like the mod(s) so far.
On the Valkyrie, I didn't like the old model and texture much. The new model was done by koobalt and is much nicer IMO. It was being re-textured by someone but that sorta dropped off. I may update my texture on it down the road by find it ok for now.
I think it might be in the mod still, but named Battlestar_ColonialValkyrieWinged.mesh. Rename it to Battlestar_ColonialValkyrie.mesh and give it a try.
And that's a no to Starship troopers. I was talking to the EAW mod creator a while back, but the models would require 2-3 years just to fix them all for Sins in my part time and they all need textured. So not going to happen.
Thanks, that did help. The thing was, that I just missed the way the flight pods looked and the thing above the engines as well. I was wondering what bonuses do the Tenorias planets have?
Feedback R5
I have noticed that Rogue do not research appropriately.
After a game (2,5 hours) Rogue (Eco) did only 8 researches (AI --> unfair).
All other races researched in a good way.
I loaded other saves where Rogue was selected ---> the same result.
That's interesting. In SoGE, the AI does indeed build repair platforms from time to time, the only difference being that the tech required to unlock it isn't at the end of some sort of "path", but you just need the correct number of research labs in order to get the tech. Perhaps you should try that just to see if it works.
The problem is that Rogue does not research "no-combat".
All other races do! That is what I do not understand.
I tried to force the ai to research "no-combat":
###########
FrigateRoguePirateHeavy.entity
.....
Prerequisites NumResearchPrerequisites 4 ResearchPrerequisite Subject "RESEARCHSUBJECT_ROGUE_FRIGATEACCESS_PIRATEHEAVY" Level 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ROGUE_EXTORT_COSTDECREASECREDITS2" Level 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ROGUE_EXTORT_COSTDECREASERESOURCES2" Level 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ROGUE_EXTORT_CREDITSFROMPURCHASES3" Level 1
###############
The ai-Roque researched one no-combat .... other Ai's 12!
Research items can only have two pre-requisites; anything after the second one will be ignored.
This is a problem with all races actually with sins. I've observed TEC, Advent and Vasari never researching anything past ship/module unlocks. Sometimes it does, but not sufficiently enough.
I do plan to resolve this when R6 is release for what I consider "key" techs in the Rogue research tree. There is a way to sufficiently nudge the AI to research certain techs and I'll be extending that to all of my custom factions.
Sounds good! I have observed Vas. and Colonial ---> they did a good job. They research no-combat.
What a pity that there is no way to mod the AI in a good way.
I hope you will be sucsessfull to improve the AI in R6.
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