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.
The Nephelim tech "Divine Knowledge" increases costs by 10% instead of decreasing them.
Thanks for letting me know.
Sorry Cheif, I missed this one.
Yes, Blood & Chrome is compatible with the rest of SotF including flagships. I included the core with the BSG in case people didn't want the other stuff, but they should be identical.
This doesn't mean you can activate ALL of it at the same time though due to both the 2GB limit and several hard code limits around meshes and textures that may cause dumps. Based on the mesh counts I've done you should be able to safely activate 4 of the new factions plus the core factions for a total of 7 playable factions. The assets for TEC, Advent and Vasari are always loaded currently so your not saving anything by not loading them other than they aren't selected at random.
Hi ZombiesRus5,
Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?
Question: "Does the settings entry "SoundStreamBufferSize 2000" need to be increased also or does this setting control something slightly different?"
Answer: "That value is related to audio streaming, not the number of files. Increasing it just increases the maximum stream size that Fmod will do. Will also use more memory."
They increased the number of sounds in rebellion. The question we were curious about was the rebellion.settings file.
4000 IIRC
Sooo... we flood new game with new factions, yes?
Do you need to download r3 r4 r5 to make this work? I get is spammed by Failed to find data
I downloaded R6 from mod DB but can't get any combination of files to work
the "guide" says R6core can run as a standalone but...
Failed to find data file 'Archai_HUDIcon-Research.brushes'. (SubPath = Window)
brushFile "Archai.brushes"brushFile "Archai_HUDIcon-Generic.brushes"brushFile "Archai_HUDIcon-Module.brushes"brushFile "Archai_HUDIcon-Research.brushes"brushFile "Archai_HUDIcon-Ship.brushes"brushFile "Archai_HUDIcon-StarBase.brushes"brushFile "Archai_InfoCardIcon-Generic.brushes"brushFile "Archai_InfoCardIcon-Module.brushes"brushFile "Archai_InfoCardIcon-Ship.brushes"brushFile "Archai_MainViewIcon-Generic.brushes"brushFile "Archai_MainViewIcon-Module.brushes"brushFile "Archai_MainViewIcon-Ship.brushes"brushFile "Archai_Picture-Generic.brushes"brushFile "Archai_Picture-Module.brushes"brushFile "Archai_Picture-Ship.brushes"brushFile "Archai_Research.brushes"
etc etc etc the whole list of Ui files
tried activating things in order..... tried turning everything on in the correct order.... tries just a few... Nothing.. just spammed
Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...
a search of the directory only shows 5 files with the name Archai in it 2xPlayerArchai.entity and 3xPlanetArchaiHome.mesh
So I assume I need to find this Archani Module to make anything work? where do I get it?
or.... hmmm didn't see in the installation guide where it says just go into Brushes.manifest and start.. Mashing DELETE?
Why are you trying to run the mod with the dev.exe?
If you really feel you need to use the dev.exe to run the mod then you need to set show errors to FALSE.
No.
No, the guide says the Core must always be activated and last. It also says you must have atleast ONE race activated.
I'd need to see your enabledmods.txt to tell you what you are doing wrong.
I tried enabling mods like the screenshots linked in the guide.
I murdered Brushes.Manifest and Entity.Manifest and got it working
this game really needs to be able to Shadow files or Update .Manifest files with multiple mods
There's really no reason to edit the brushes.manifest and entity.manifest. Like I said if your using the developer.exe just turn off show errors in the settings file. The mod is not meant to be played in the dev.exe though due to the stacking and the plethora of warnings that are popped up as a result.
Is this ported to Rebellion yet? I saw the thread for Blood and Chrome but I'm honestly more interested in the base Sotf factions.
Yes, I plan to convert all of Sins of the Fallen. So a few things are at play here...
I spent a good deal of time on R6 trying to get as complete a mod for Diplomacy as possible with the base factions. So, it's nice to take a break and look at something else.
The Colonial and Cylons already have Titan meshes created and textured making it an ideal test bed to perform an initial conversion. I also asked if they'd like the vanilla version before I start ripping the B&C research and abilities apart. Several said yes, so I'm slapping some duct tape on it and letting them play whats there. It won't become a real boy until sometime next year.
I'm also evaluating Titan and Corvette meshes for the base SotF factions (may even mix up some existing roles). Plus I'll need to design all new abilities and some additional research tree items. It's hard to say how long this will take. Sometimes things flow quickly, sometimes they don't.
In short though I plan to do it in stages and will most likely release beta versions of any completed content as I go.
Hi
I'm just hopping by to see how things are going with this mod's Particle effects...
Have you figured out how to use Particle Forge? Or are you just using default effects?
Not much really beyond what you did or from BK... Just done some playing around with animated meshes.
How did that work out?
Worked fine, figured out how to do the rotating mesh type of things.
Yeah
though I do wish that we didn't have to resort to particle effects to do this...
They don't work as intended most of the time...
For example, when your particle count is overloaded, your ships will be missing segments...
etc.
Anyhow
this thread isn't here for me to complain...
sorry
I was just checking to see if I could be helpful
best of luck to ya
Want some... RANDOM ABILITY'S!!
Hi ZombiesRus5,I enjoy your Mod and its update.
For the ability "Parralizer Mine" of Alliance's Capital Ship "ASF Peresov",antiMatterCost rises 500 in Level:2, it may be 50.
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