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.
yo zombie! u havnt been on MSN lately .
I'm hiding. I'm working long hours lately and don't feel like talking to anyone online.
i see.
i email you my dev. art page later. and you can look at a few of my projects and such
@Alexrose
Remember this one?
I'm switching around some models to finish out Hypercorp. This will be the new frigate antifighter.
ehh..... i can make a better one. give me a little while. thats my beginner stuff .
well, it's textured my friend. My free time is not very high lately.
i see. but still i will make one and you can change it around when u have free time. which i hope come soon. soon like u need a break
Hello,
first of all i want to thank you for your great work Zombie. SotF is a great mod and i play it often with a friend. We played the R5 Version for a very long time until i discovered this thread and we downloaded the newest version. Most of the new version works very well (exept the minidumps sometimes) but i can't capture neutral bases (Moons or alien spaceships per example) with the vasari. If i try to capture it with a scout, it just says, that the (capture) ability can not be used on this target. Also if i just send the scout near the moon or ship nothing happens but the ability is set on autocast. I want to ask if this is intentionally or a bug and if it's a bug how can I fix it.
Sry for my bad english.
Kind regards, Lutheren
@Lutheren
Thanks for the comments. R5 was definitely pretty stable, hopefully R6 will get there too. Squashing mini-dumps can be exhausting since we don't really have the tools as modders to help identify what really is the problem.
On the artifact/moon capturing. I'm only allowing colony frigates to capture these entities as I feel it's far to much an advantage for scouts to capture them. As such the Vasari colonizer frigate should have the ability to capture any neutral unit. Vasari scouts will still be able to capture neutral extractors though.
I'm pretty sure R6.3 has this setup for the vasari colonizer. I have added frigateRoleType "ResourceCapturer" to the vasari colonizer since I uploaded R6.3. I think this might help the AI actually use the ability to capture correctly.
Let me know if you encounter anything you think might be a cause of a mini-dump, though I know it's tough to isolate things down.
Great Mod, love the work. I really like the hypercorp and looking forward to the other trans humans. I did notice that several of the hypercorp "negotiations" tech tree don't seem to function. Also both star bases seem to be able to have a third level of weapons yet, it claims the research isn't done. i had all of the weapons and science levels completed.
Thanks again for the mod.
hey zombie u check out my dev page? and i'll be working on that model soon lol
Also noticed with the alliance that the flagship doesn't appear. Thought it might be the maps so I tried a random map and a designed map with the rogue and flagships showed up but when I tried the same two maps with the Alliance the flagship did not show up.
Thought it might be helpful.
If your using R6.x the extra weapons upgrade would be for the AI only. I need to change the text that shows to be more indicative of that. Basically it less the AI purchase one extra upgrade you can't that makes the starbase a bit harder to take down.
I'll run through all the colonizers again before the next release (hopefully this week).
Yep, I need to add the code for alliance so they can have their own flagships. Thanks for reminding me
This saddens mean b/c with all my time playing and following this mod, they were the most unique concept. I am a writer if the lore or concepts is something that needs dealt with but sadly im only novice when it comes to the main problem you have with trying to make this race: time to texture and make models.
Though there may be more hope if time frees up in Rebellion cuz the Vasari (Rebels was it?) have a Homeworld Ship thing going on.
Great mod and keep the updates coming
hey zombie. you still got my old models right?? any way you could convert them to a blender file and send them to me?
I was a little depressed when I wrote that... I'll agree a lot of the Rebellion features make the Archai desirable to do. I have what I consider 2 really good models that fit the look and feel of what I think the Archai look like.
I may always revisit them, but for now my focus is getting other stuff done.
I'll have to look, not sure if I do or not anymore.
Updated OP for some fixes with R6.3
Updated OP for a BAKED version of R5. Sorry no R6 baking until I deem it's stable.
SotF R6.3.3 uploaded (in zip format for Sinperium )
Hello, i'm french and sorry for my bad english
I just wanted you to know that i like this mod, you do a very good and hard work, i love the rogue.
I don't use moon, i prefer starbase and don't use other nation because i don't like vessels of this ^^. (and i have too many minidump with them unlike rogue)
(I don't read previous posts before my questions)
The artefacts vessesl are good idea but i think are too weak and very slow, if they can gain xp and level up, i think are more interesting. is that you prepare an improvement of this?
The capacity of rogue spécial weapon (novalith shoot) are really effective? i don't see any difference on enemy planet after impact of this.
For rebellion, do you think an adaptation of this mod? (giant vessel for rogue? *__*)
Thank you again for you excellent work and if i don't disturb you with my opinion, i say you if i see a bug or if i have idea.
No worries, your English is fine.
Thanks, me too!
I understand, this is partly why things such as Moons are optional features. I'm trying to shore up mini-dumps which is incredibly hard to do, but I have made some progress.
The actually did start as capitalships but I found taking away from capital slots was not as fun at the time. I might be more apt to increase their durability and stats. I also want to add more artifacts to the world, but this will take time.
It is effective in that it opens a phase node between two worlds as it's a worm hole generator. I am tweaking it's target constraints though so it can target any planet. Any ideas for a secondary affect considering it's main purpose is as a worm hole generator?
I'm thinking through superweapons in general and may be making some overall tweaks especially in light of the ability to limit superweapons with Rebellion.
Model/Texture by: SolCommand
Sounds Great! Thanks Again!
Thanks for your response.
For titan vessels, you don't need two models?
If you want a idea (if you have not yet), the SDF-1 of Macross would look like the well has a rogue ship.
I'm very impatient for the mod of rebellion !
Nope.
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