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.
Perhaps, if spamming them is that viable, reduce the things to 1/4 or 1/5 of a regular trade port, and/or reduce their culture spread? Or increase their resource cost or even their logistic slot value?
Not entirely related, but I've been looking at ways to turn planet bombing into an ability so that regular frigates can planet bomb without hardcoding kicking in. I have an idea which on paper, and in very rudimentary ingame testing, seems to work, though the ability needs to be fleshed out more. Odds are the AI will very sparingly, if ever, use these ships for planet bombing, but at least humans will be able to do so with relative ease and this won't break the AI.
Regarding minidumps, is there a maximum number of planets I can have before it's likely to break? I can't seem to play anything over 80 planets, crashes after a while. I did get 3hours into a "Vast" large map (about 170 planets), but it crashes 20seconds after my save point, no matter how low I set my graphics.Any helps would be appreciated, cheers.
Odds are you're hitting the 2GB ram limit at that point...
Yes! it works well, thanks a lot for your help.
generally harpo is correct. Artifacts ships work a bit differently in my mod though. It requires modification to the galaxy scenario def and entity manifest at a minimum. The artifact ability for capture needs to be used to. I'm on a cell phone so can't give much more in terms of details.
I can't tell
It hasn't gone over 1.5GB anytime I've checked, it crashes around 1.45GB...So I dunno what I've done =/http://prntscr.com/1v4aoq < Thats the mods I've got running at the moment, I did read the instructions, would be lying if I said I understood all of it lol. But the game started and assumed it was ok.
I have already noted for galaxy scenario def by searching alien battleship.
For try, i take plague capital ship and convert to a news artifacts, it's fantastic !!
the possibilities are so great !!! *__*
I can take ship of star trek, or stargate, or star wars, or ... mouahahahah so cool !
I very like your mod and i want add few vessels of other universe only as an artifact.
Question: i play with planet sinsplus, I should only change galaxyscenariodef of this?
What the heck happened Sins of the Fallen made it into the top 100 this year!
Thanks everyone.
Congrats Z
Where's my Nephilim update?
Is it intended that the Plague titan can capture enemy cap ships and even their titan with its lvl 6 ability?
In a old post you said you were going to release unfinished versions of the incomplete races you were working on. But i've never seen the Archailect, and i know you discontinued totally their development. Are you going to release them or the material for this race is so few it's impossible to play them?
Can i get help modifying one of the gameinfo files? Im trying to increase the capital ship limit, but when i open it on anything, i get something similar to this:
BIN R e s e a r c h S u b j e c t - H U D I C O N _ R E S E A R C H S U B J E C T _ M A X C A P I T A L S H I P S C Y L O N 0 - H U D I C O N _ R E S E A R C H S U B J E C T _ M A X C A P I T A L S H I P S C Y L O N 0 / I D S _ R E S E A R C H S U B J E C T _ C Y L O N _ M A X C A P I T A L S H I P S 0 _ N A M E 6 I D S _ R E S E A R C H S U B J E C T _ C Y L O N _ M A X C A P I T A L S H I P S 0 _ D E S C R I P T I O N F l e e t ÿÿÿÿ ðA @ –D –B ÈB ÈA C a p i t a l S h i p M a x S l o t s €? €? C a p i t a l S h i p M a x S l o t L e v e l €? P
Any help would be great, thanks.
use one of the bin to txt conversion methods, eg my text bin gui OR batch files.
the clue is the first THREE characters of the file being BIN for BINary mode (faster loading but not human editable) and TXT for TeXT mode(slower loading but easily editable by humans)
harpo, the ghost NON-subscriber
Does it work with mods? because I'm trying to change a mod, and I don't understand how any of this stuff works. I just want to increase the capital ship limit in Sins of the Fallen Fall of Kobol mod.
It does work with mods, and you should learn how this stuff works because you changing those things is *gasp* modding.
Which version do I use? The instrustions are not comprehensive on the page, and there is no readme, and the 12 different applications is confusing. No I am not a modder, thanks for noticing.
the convertdata to use is the one for the expansion AND version the mod is for, and will fail if you attempt to use a expansion or version different to the one used to convert TO bin as the bin codes change in each expansion AND version. and as my collection is the main source for the many older convertdata's you could use the textbingui.exe with the mod it the correct mods EXPANSION vVERSION folder and the gui will use the correct convertdata.
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