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.
Hehe. Yeah i understand Zombie. You have been very active on the forums and have achieved many things, nobody can say you have unfinished work. If i thought it would get you to complete archailect and get the other over i would say "you still got unfinished work to do, get to it" but i doubt it would work, and it would be a lie so, hehe.
Ill be happy if you get what you outlined above into rebellion. And if you suddenly get the long lasting urge to complete archailect well that would be awesome.
Sinperiun just offered to make the models for you so that would cut down on the time, and if needed i could do the research trees as i just barely learned how to edit them last time.
I pulled out the compatibility prior to uploading the final release to moddb. Is this something people are still interested in?
That's mostly the problem. I have a plethora of untextured models I could use.
hehe... might have worked except for the many many ideas I had already scrapped that no one ever heard about.
Thanks. I'll gladly take up peoples help when I get something playable.
I need to scrub all references to Archailect and act like they never existed
Or...
Rename Cylons Archailect
Hehe.
Hey guys, first i want to say that this one of my favourit mods and realy enjoying playing sofar. My question is, is this game rebellion 1.04 compatible?
when i start this mod everything is fine for around 4h than it crashed, but it didnt show me the "mini dump" window. It was a long text, not sure what it said as i accidently exit the window. But the thing i never seen befor is,when i started the last savegame it freezes after 1-2 sec and i got a fleet utility of -212, when i should have had around 190 and the rates for crystel and metal in the upper right side showed also a - with a couple of millions.
Would you say it is still the 2GB minidump problem (personally i dont think it is as i just played with 5 races in a 100 star system game) or is it because its somehow not entirely compatible to rebellion 1.04?
Maybe there is someone who experienced something similar.
Personally i loved blowing away plague ships with the late tier caps in dolynick's mod. is there just something i can copy and paste from the previous version of SotF to the latest to bring back the compatibility? I don't want to distract you from working on Rebellion though.
That's cool. Hard to gauge whether people actually like the combo or not. I also pulled it out for other reasons eluded to earlier. Fortunately my build framework is pretty flexible now allowing me to easily push and pull parts in or out of the final mod.
I can regen a new version of SotF Core R6 that includes the necessary Dolynick SGRaces references easily as a result.
I'll see if I can get a quick verification and upload a new SotF Core R6 with the SGRaces integration.
100 stars? and 5 races can still exceed 2GB with mods depending on what all you loaded and what effects settings you are at.
And, I'm assuming this must be the BSG mod for Rebellion as SotF isn't converted yet to Rebellion. In either case I haven't patched anything to work with 1.04 but can only assume it breaks mods based on the amount of changes they made.
I have noticed Rebellion is a lot more "sensitive" about new large mods installed. Sometimes it two or three restartes before they are running normally here for me.
I'm finding that 1.04 is loading a lot more smoothly now for some reason.
This.
Nice. Hopefully I see the same when I update my mod(s).
Rename or backup your current SotF Core R6 in case this doesn't work...
I regen'd the mod with SGRaces integration and it appears to work with the basic testing I did. Here is the updated SotF Core R6.
https://dl.dropbox.com/u/5790092/Temp/SotF%20Core%20R6%20%28SGRaces%29.7z
Yes you are probably right...there was just Sotf in the intro window after starting the mod, so i assumed its the same.. but you're right its just the BG mod.
Its just strange that it worked fine for quit some time and than it crashes..like the minidump but with a different error message. But maybe you are right and its still the 2 gb problem.I'll try it again with half the planets
THANKS ZOMBIE!!! New core seems to work just fine, only one bug found and it wasn't anything gamebreaking
Hi ZombiesRus5,It's the small things,but...
for Addon Bonus Density of SotF R6,
planetArtifactDensity and planetBonusDensity don't increase in all Random Encounters Maps though the addon is applied.planetArtifactDensity increases too mach to 1.00 in Huge Single-System Random Map.
Thanks, I'm looking at putting out a diplomacy patch so I'll try to include this.
The artifacts are done a bit differently though in fallen right now anyway so artifact density is sort of moot. I went with a more balanced approach in that every planet has an artifact, or more like a mined resource. Though I'll admit I didn't make a big deal out of this idea.
Cool, what bug though?
It was weird, all of the sudden my screen went black, and i had to alt-tab to the desktop and back to the game, then planet names and weapon ranges were on and i couldn't turn them off, and i couldn't select my fleet by clicking the symbol over the lead ship and nothing was shown next to planets when they were minimized in the empire tree to show what was in the gravity well. only happened once so far though
Interesting, my first thought is always memory constraints, especially if your loading up SGRaces too since it's all or none. It'd be nice to split those out into individual factions if it were really to be supported.
I have a few more models I've found lately that fit with the Archailect theme. Who knows maybe.
On the subject of fallen in general though I have decided to go with a straight port to rebellion adding in the titans I have planned and some support for Corvettes.
I want to finish this up because I've been designing something else for sins that I won't call quite a total conversion because I will be using some of the models from the game along with other assets I have. I am excited about working on it and trying some different approaches as well as creating my own universe with the sins engine. Should be fun to make my own rules after being locked into the core game mechanics up to this point.
That's what holding the Alt key does. That happens if you alt-tab sometimes. the game thinks you have Alt held down when it minimizes so it sticks in-game. all you need to do is tap the alt-key again to put it back to normal.
I am very much looking forwards to this new mod. Not that your current mod (whatever you new name for it is ) isn't enjoyable, I just find sticking to the basic Sins gameplay and balance tends to restrict modders in their available options. 7 Deadly Sins started off in a similar fashion: radically alter gameplay, add a crapload of new content, use Sins models where needed.
I'm designing what will hopefully become a slightly more hard scifi space exploration and combat mod.
I don't want to go to much into it at this point as I need to do some fact checking on a few things to make sure they work. In general I can say I'll be using dynamic movement, dumping magic'y type abilities and will have a different scheme from vanilla for how resources should be acquired optimally. There will also be important fleet roles and concepts that will vary wildly from vanilla sins. Expansion will also be changed quite a bit with less emphasis on colonization (It will be ALOT more expensive) and more emphasis on exploitable resources.
Basically, the combat model, exploration and research will be completely changed from vanilla sins.
Now whether the AI will completely balk at some of this is up in the air, but I'm willing to give it a go and expand or contract as needed.
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