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.
Some plague shots...
Hmmm, I noticed the weapons platform has the shield Bestowal ability as a passive... it doesn't really work that effective as that type of ability, as a active ability it would work but that would require adding an antimatter pool to the weapon platforms. As it currently it doesn't help one bit during a battle
I've kind of done something different with the Nephilim race. They are getting shield bestowal as a starting bonus right now, but if you take out the constructors all the modules in the planetary well shutdown. I have a tactical structure that can be built that will continue to power the modules regardless of whether there are constructors or not... I'm not sure if this is fun or not yet but I wanted to try it and see if it worked. I may also make this a passive on the starbase if it's a feature to keep.
Now in regards to the shield bestowal on turrets. I agree it's not really value added and needs to be dumped and replaced with something else. I kind of have a synergy theme going with the turrets, heavies and capital ships though that I'm still interested in having so bigger fleets or bigger defenses have stacking bonuses. For some reason though the turret isn't behaving right, I need to debug the file and see what is going on there, it's a basic implementation so it should be simple to fix.
Any suggestions for turret upgrades?
Did you catch the Nephilim screen shots on the previous page? I thought they turned out pretty epic looking. Also, there was a reply on the previous page about some enhancements to the Nephilim starbase including the desired mesh points for weapons...
I still need to make some more adjustments to the starbase and re-order some weapon layouts and test the abilities but it's still a solid improvement.
Edit - Found the turret synergy error. Finish condition was wrong in the target file.
Yeah I saw the previous post about the Starbase and all the other stuff. About the fighter hanger bay, it would seem more like a Plague race thing for their hanger to cost more defense strategic points, I am not sure what the plan is with Nephilim with fighters. I know overall Nephilim will have powerful ships but not as many ships for fleets while the Plague will have a good deal of ships but not as strong ships since they are a "Swarm" like race and outnumber their opponents instead of overpowering them
Roger, all business tonight then
I'm leaning the same towards Nephilim fighters and bombers having very small squads but slightly stronger, while the plague will have much larger squads to stick with the swarming concept. Fighters and bombers in the game should balance out roughly in terms of damage/cost/experience/regen rates. An imbalance in fighters and bombers can cause major issues.
I'm also considering a 3rd squad type for the Nephilim race that is an advanced unit that will only have one strikecraft in the squad (I'm not too worried about this right now).
The nephilim hangars will not have 3 squads as it currently does. This is more a side affect of the way the mod was assembled (Advent for Nephilim, Vasari for Plague). This is a balancing issue and will need to be adjusted accordingly.
Now in regards to the Nephilim Carrier I am leaning towards this unit being much more expensive than the Advent carrier cruiser but holding more squads of strikecraft. This will hold with the theme of less is more with the Nephilim in my opinion.
I agree, ideas for the third type of hanger unit... hmmm... don't need a advanced bomber or fighter and we already plan to not have mines, so an alternative would have to be gunships? If we go with that I think it would be an easy thing as Distant Stars mod implemented this already. Also... I just remembered something about ships, there are models we haven't thought of changing yet and those are the thing we are already talking about, fighters and bombers. Also I noticed something odd with the secondary Battleship the first ability fires a large beam that does a AOE damage, that huge beam comes basically out of the center of the model and just looks off... I'm not sure how you plan on fixing this with the particle effect, it would be good idea if it could be done to make use of the two cannons that are part of the wings, instead of one beam firing two beams fire from those two points.
Also note with the Nephilim Starbase end game sort of ability, an AOE (area of effect) would fit them, how about a ability called Angelic Light? the AOE ability could basically do damage to all ships within the area of effect of the Starbase. You could also other things onto it as well, this is entirely up to you though
I like the Angelic Light idea. It's fitting.
Particle effects haven't been adjusted for the race yet to match the new ship designs. Additionally, we will need to either re-purpose existing effects to get the look we want or reach out to someone like syneptus if we have an idea for what we are looking for. Unfortunately, I don't know how to do particle effects and probably won't learn anytime soon.
I do have something done for plague for fighters and bombers. I made a cheese (as in just goofing around) fighter for Nephilim thats in too. I'm thinking of another model you had previously sent that would work scaled down to strikcraft size too.
FYI, I have a new build promoted that fixes the Nephilim Emim Zealot's missing polygon. I tried deleting it and re-adding the polygon and that would take, so I had to delete several polygons on the front and symetrize from the side that was showing. This seemed to fix the problem. Had this occur on one of alexrose's models today too and I was able to fix it with the first approach. Now that I have a way to solve it, I should be able to fix the Nephilim Genesis Starbase.
Cool, make all the changes necessary to fix the models, so long as the main shape of the ship/structure/starbase remains that'll work fine As for a fighter I'd like to see what model you are talking about, send me an e-mail with what you mean please I may be able to come up with a model or already have a model that I haven't given you yet. You seen but a few of the models I've worked on after all and not all of them, I need to get around to showing them all that way you have a full look of the designs. As for particle effects I can't help in that area myself. Though I'm sure there are others out there who could help, but that all depends on how busy the person is and if they are currently deep into their own project or part of a team that are already working on a major mod.
Do you need more custom effects?
I have more open time, just PM me today...
Hmmm... I noticed something odd today with the pirate, even though I went in there with a huge ass fleet my fleet got kicked because of the darn weapon platforms. WTF is with the range on those things, also another thing you should look into is the balacing factor for the shield HP and hull HP for the capital ships level ups, I hardly notice any percentage increase in either areas with the capital ships, it's like they don't gain stats at all when they level up. It's extremely sad to see a level 7 battleship get blown up by a weapon platform it could have otherwise taken out in a fleet.
We will. I'm pretty much out of the office so to say this weekend doing family stuff. At the moment we are trying to get the core game mechanics and remaining models in place for the Nephilim. If you are still willing when our heads aren't rolling from that we'll shoot some ideas at you.
Ya, the pirate base is tough to take now. And yes the level ups for battleship class capital ships average around 100 hull points and 150 shield points per level across all races. This by itself does not add a lot of meat to a high level capital ship.
I do see the strategic means for that though, your putting mo key roles on the smaller ships with abilities to support them. Like one of the units being able to recharge shields and also repair hull. But even so 100 hull points and 150 shield seems... well... a bit low. But that's just me, of course this is just the beginning stages of the mod and balancing will have to come later once we've built the core ground work for the ships and abilities
Agreed. Right now it is balanced off the core game which is where the 100/150 averages came from. If we do it this way it will be much easier to balance with other schemes, for example like how DS balanced the core races making capital ships much more resilent.
Only issue that comes into play is of course... the game's 2gig limit lol. I just hit a mini-dump when a huge battle erupted, Plague decided to go ahead and try to invade me and I was well prepared for them
Haha... Ya I plan to merge with TSOP to help with that. I haven't had any issues so far but I haven't played any large maps with lots of races.
You might actually try running with TSOP listed after Sins of the fallen. I believe they are compatible right now since I haven't changed any core engine files.
Hmmm... I might do that, mind you it was only a 2 person match in a 5 star system map with around a little over 150 planets. The mini-dump could have happened because of an overload of too many things going on all at once. If I remember correctly I had a incoming wave of pirates to one of my planets where I had my main fleet, my secondary fleet was the one that intercepted the Plague attack wave.
I might be a bit delayed in getting some more testing done and some more models... it appears to me that I have a cold... I hate getting sick
Right, I just thought of something for the siege frigate thing, instead of replacing the anti-structure cruiser we could make that into a the planetary siege/anti-structure ship instead. So we don't have to replace the other ship instead we get rid of the siege frigate all together cause those are fairly easy to kill off while the anti-structure ship itself wouldn't be so easy to kill off. Obviously either way the enemy knows which ships to go after first for KOS (kill on sight) currently the kill on sight ships are the colony ship, the siege frigate and the anti-structure ship. The anti-structure cruiser as this choice is for two reasons, it's bigger and more expensive and it has more armor and a bit more teeth so it can survive a fight. Simply put it's no so fragile but still needs the support of a fleet in order to make a bigger impact. Only thing that we'll need to do is to upscale the siege frigate model into a more cruiser sized ship, which brings me to something else... lol siege frigate current is rather small, think you forgot to scale it properly. Though it won't matter if you agree with this idea as all we'll need to do is scale it up to size for a cruiser sized ship.
Heheh, it seems that I have infected you...
I had a cold two days ago.
Sounds great, just remember that I am working on other people's mods too...
I can probably tell you when I have the time to make effects.
Well, I do hope you feel better soon. I had fought a summer cold and allergies for over 3 weeks recently so I have empathy.
In regards to the siege ship, the idea is not too far off from some email conversations we had about merging the siege and anti-structure role. I'm good with moving this to the cruiser page and upping the research cost and survivability values to match a cruiser.
I also have the Hybrid culture center and trade port structure working. So now our nephilim people can go on pilgrimages between the various holy shrines.
Here's are shot of the current modules (excluding the starbase). I created one of the structures based off what the two triangle (Divine Charity Angel Mythology shape). I was originally going to use this shape for the Starbase but adapted it for one of the laboratories.
I'm finishing up some unit testing before I promote these up to you. What you'll see when you get them is we are still missing a frigate factory and a refinery (if we choose to keep this with the race). Main view and info card icons are still missing too, however, I do have the research buttons created for the modules.
The other remaining models I need to address is the Nephilim Utility Templar Elite, Combat Fighter and Bomber, and Pilgrim Vessel. I have models for the Combat fighter and bomber and possibly the utility vehicle. After I get those in I'll need to restructure the Bliss research tree to reflect the changes for the Culture Center and associated research upgrades. I'll also start working on the weapons and general balance and abilities now that the majority of the models are in place. I need to dust off my balance spreadsheet so I can keep an eye on ships not getting to far out of balance.
I understand. It's one reason I'm not hitting you up now. I want to re-iterate through all of the abilities and Weapons and identify what I will want custom particles for in the future and then prioritize what is the most important.
I just finished the first texture iteration for the Nephilim frigate factory...
WHOA that came out better then I expected
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