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.
Quick update on Hypercorp/Psicorp factions.
I've had a hard time coming up with ideas for Hypercorp, but feel I have something that fits with the factions. If all goes well they should be playable in the near future.Hypercorp (Loyalist)Hypercorp have embraced space colonization with new research technologies to back them up.
Research:
Masivny Vel'ka lod' class Titan
Abilities
Disassembler Nanoswarm Class CorvetteAbilities
Psicorp(Rebel)
Psicorp have embraced their psionic powers unlocking devastating new research and abilities.
Myslienka Vel'ka lod' Class TitanAbilities
Protean Nanoswarm Class CorvetteAbilities
Does this work for Rebellion? The ModDB page says Diplomacy in the description and Rebellion in the sidebar.
Edit: Nevermind, found it
*edit cause i was on wrong account*
Playing hypercorp now, been excited to see them in rebellion for a long time.
possible bug(?) the trade port upgrade to the economy starbase does not seem to generate income. Mousing over my credits to open the drop down menu shows no income coming from it, and it does not become part of a trade chain.
Aye, I'll check that out...
On the Plague, that was a mistake... but they should work fine. Their titan and corvette will be vasari though.
Hey its been a while Zombie. Tried to get the latest part working, but it always minidumps?Was there any particular change in the installation process with the QA files?
A few research ideas for Hypercorp:
1. Replace the current Skilled Diplomats research with Sylph Morphs: "The use of persuasive Sylph Morphs in difficult negotiations gives you greater rewards for completing missions and reduced penalties for failing missions." Same effect and levels as Skilled Diplomats.
2.Tier 8, Negotiations: Memetic Control: "Control of the cultural memes used by your citizens increases the maximum allegiance possible on your worlds." Two levels, +5%, +10% maximum allegiance.
3. Tier 3, Science, Transhuman Science: Neotenic Morphs: "The use of child-like Neotenic Morphs on Asteroids and Asteroid-like worlds increases the maximum population cap possible on those worlds." Two levels, grants +25%, +50% population.
Hmm...
Always loved this mod. Can't wait to test the Yamato out in combat.
Yamato's still the world's biggest battleship to date, according to the Guinness Book of World Records.
Just wanted a reason to post here.
Does this work for Rebellion? All I ever see is diplomacy...
Most of my updates are on moddb. However 1.5 broke the mod so it won't work until the issues are addressed.
I'm pleased to be able to give a quick update on the Plague faction.
My journey with the Plague began in 2010 when I like many others decided to make a mod for Sins of a Solar Empire. I wanted to be different from most of the other mods and create custom factions not based on any existing game, movie or book. What would that be I thought? What am I interested in? Well the first thing to come to mind was the Supernatural. But how could I fit that into a space game? Would it even work? Would I even be able to learn how to model and texture well enough to pull it off?
So many questions at the time for something that is purely a guilty pleasure hobby. I started my research into the occult, angelology, reading various other sources on supernatural to fit together my concept. Then I started putting it together and posting on some forums, building a small team of modellers and continuing the quest through all the expansions.
Was I successful? For a mod I hope so!
I've had people tell me the Plague are creepy and other's say they can't play Nephilim because it's too religious That's high praise for what I was hoping to accomplish.
Add in the Transhuman factions based loosely off Eclipse Phase and Fall of Kobol and the mod has a ton of custom content.
I'm not quite done yet as you've seen if you follow the forums (quite a bit of activity with FoK). After the factions are finished up I hope to continue refining the mod including enhancing or adding to the addons supported as well as supporting any patches or new DLC from Stardock.
Thanks to everyone that helped me get here and are still helping out now!
Now to the Rebellion Stuff...
Firstly, there will be no Rebel or Loyalist version for Plague as they are already the Rebel counterpart to the Nephilim faction. Similarly Nephilim will also not have a Loyalist or Rebel tilt.
PlagueThe rebellious fight amongst the TEC, Advent, Vasari, Hypercorp and Rogue have caused the Plague to mutate in vile ways.Research:
Plague Titan Factory Moloch class Titan
Defiler Class CorvetteAbilities
When do you expect to have the Plague rolled out, and how far along are you with the Nephilim?
I still need to do some testing of the new Titan abilities so maybe not too much longer. Everything is coded, rigged, textured, iconized, stringified, etc.
I found a model I'm going to try and use for Nephilim. I have to uv-map and texture it though so not sure how long that will take.
Zombie,
Love the mod. But have a question.
I play different mods. I am trying to figure out how to make them spawn more cap ships.
I need a detailed ( very because I am winging it ) way to do this. I know you have added something that makes the cap ships start at level 3. And that seems to make the ai make more cap ships. Would you mind explaining it to me, on how you did this.
again I need it detailed.
Thank you.
Are you just wanting the AI to auto-level or all players?
I want the ai to spam build caps. And have read you figured out how to do it.(by making them level on build to three) My games with most mods have the ai building 2 caps ( give or take ) and for me it is not enough. I have tried everything in my knowledge ( very limited)
Both can have it I suppose though. Does not really matter to me.
Thank you for responding.
Who added "best expansion mod" in the title? LOL the ego.
That was spotted quick... lolz.
One way is simple, but you would get it too. You could add these three lines to the first capital ship upgrade research file and tweak their bonuses to your liking. This would give the Player and the AI the increases.
researchModifier modifierType "ExperienceConstantGainRate" baseValue 0.000000 perLevelValue 0.916666researchModifier modifierType "ExperienceConstantGainLevelCap" baseValue 0.000000 perLevelValue 2.000000researchModifier modifierType "ExperienceAwardedAdjustment" baseValue 0.000000 perLevelValue 0.250000
You could also add it to the max buy level research files and hope the AI researches it.
The most complicated way is to create a NotOnPage frigate and not visible research file that does those three lines. This is the AI only approach as you are unable to start the research with it not being visible to the user. This is the higher level modding stuff here.
Heh good to see this is still alive.
LOL. Call me stupid ( because I am) Which is the first capital ship upgrade research file. ( I.E. may I have an example)
Sorry to be bothering you with this. I have searched everywhere and did not find a detailed way of doing this. Which I need.
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entityRESEARCHSUBJECT_MAXCAPITALSHIPSPSI0.entityRESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity
That is what I thought.
Thank You.
What version of Rebellion is this for?
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