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.
Woo Hoo, I got it to work. I extracted it to my desktop then put it into the correct file instead of extracting it straight to the file destination. Zombie thanks for much for your replys. Have a happy new year and thanks for the kewl MOD !
HEEEEEELO all I've returned... briefly at least to check in on things, still looking for a job but I'm pryed myself away from that to do a bit of a check up. So how are things going so far Zombie?
It's going well. I've taken some time off from modding too for the last month or so. Hoping to get started back up and finish the remainging Plague structures and dialogue and then second pass at the textures.
I also have plans for an expansion that will add 3 new races to the game (and nope the sins memory limit won't be an issue as I'm a modding genious ). Been working on the back story for them and some of the research ideas while I've taken time off from the modding...
Sins of the Fallen: Transhumans
Nice to see new additions, can you pm me a list of models your needing for the Nephilim, I seem to have lost the list for the last models you needed for them
A quick view of the Rogue Traders fleet...
Cybernetically enhanced humans fashioning themselves as pirates will be the first to pass through Pandora's Gate. These pirates aren't like the pirates of Sins making occasional raids for the highest bidder. Instead the Rogues are scavengers, trash talkers, and are generally just looking for a good fight to pass the time. Don't be surprised to see them offer "protection" to nearby worlds for a moddest kick back. Their affinity for the less than honest way of living meshes well with the pirates of Sins allowing for lots of back room deals. Sporting fast ships and a criminal mentality you might find yourselves facing losses both financially and militarily before you realized what happened.
Starbase
Capital Ships Rogue Raider: Cobra Destroyer (Battleship Class) Rogue Raider: Nim's Wind (Carrier Class) Rogue Raider: Ghost (Support Class) Rogue Raider: Blue Arcadia (Colony Class) Rogue Raider: AnnaV (Siege Class) Rogue Raider: Green Arcadia (Battleship Class)
Frigates Light Long Range Colony Raider/AntiFighter Rogue Carrier Rogue Utility0 Rogue Utility1 Rogue Heavy
Interesting Zombie, I'm working on getting those last models done for you for the Nephilim so you'll pretty much have them done once the models are done. All you need to do is slap some skin on them
Here is a new skin I'm trying for your Capital Class ships...
Interesting... somehow that skin reminds me of the Star Wars Rebel ships though seems a bit unorganized. I would think the Nephilim ships would have a more organized skin design (not complaining though your probably not complete with the skin process anyways
I appreciate the candid feedback on that. The unorganized part is actually what kind of bugs me with it too. I'm kind of in the trying on new clothes phase. It does look cool, but I'm not sure if I like it for the Nephilim yet. Though it's better than the current bland texture. I have a vision in my head what I would like it to look like but can't quite put it together yet. Plus texturing on these rounded models is tough.
lol that's true the ships I did are very rounded with the semi-organic look I like with my ships. Colors I know that would look good for the Nephilim of course would probably be... gold, silver, white and possibly a light blue, could possibly have platiumn colored as well as a suggestion for hull colors.
lol dear me... seeing the new expansion and what it's coming with... well... hahaha... seems I'll have to plug out some more models with the way things are going, especially if your gonna update the mod when that expansion comes around Glad I got that altered battleship model to you for the Nephilim to be the Titan/fortress class ship
Yes it is convenient. At this point I have good models to fill the titan role for all the races I have planned. Luckily I won't have to worry about modding rebellion though until the end of the year. I'm just in a wait and see attitude with Rebellion and not too worried about it right now to be honest.
In the meantime I've got a plan on what I'm building out and will spend this year working towards that goal. Maybe by the end of 2011 I'll have transhuman completed too along with some goodies finished for the nephilim and plague.
If I get enough finished by 2012 I may get to focus on particle effects.
Sins of the Fallen 0.2.5 and Sins Plus Addon 0.2.1 have been updated to moddb and are awaiting approval.
Rogue Traders is close to a release... I'm trying to finish up abilities and research trees which are 50% complete currently. Hopefully something this Spring...
Nice textures for the new planets
Making planets is fun!
This looks cool. Downloading it now to take a look.
edit: i like it, cool concept, high quality and nicely done, im looking very much forward to the new races, Furry animals and uploaded humans fwt! Really original thinking there hehe.
regarding the abbility infected beam blast, at stage 3 according to its info it seems to be actually getting worse than at stage 2. Same damage, longer cooldown, takes more matter etc. I havent checked if it actually is better or whatnot, just thought id mention it.
Also plague starbases have cosy sounding names, i dont know if its possibly to give them more evil sounding ones?
The spider shipyard, maybe making it more alien would be an idea, a spider is a great idea as many people is afraid of it, but seeing this is in space with aliens maybe its a little to earthly, how abouth keeping the essential bug aspect but making it more "alien" meh just a thought, its good as it is imo, i just threw it out there for nitpicks sake.
The descriptions for endo.. growth and the similar research abbilities are very easy to misunderstand, so maybe a little change in what it reads. From what it reads it seems to be affecting only frigates and caps at rank 3, but it pretty much affects everything buildings included.
And what abouth making each upgrade upgrade a different area, now its just 10% cooldown, 10% faster shield etc on each stage, atleast according to the info, biologically speaking if you uppgrade the extracellular its bound to do one thing and if you upgrade the endospore it will prob do another thing entirely. Also just a thought.
@Malanthor, thanks for the detailed feedback. I really appreciate it.
I've always liked things like shadowrun, so thought it would be fun to adapt a concept like that to sins.
Noted and will be fixed. I apparently missed adjusting the values for this other than AM and cooldown. I've decided to make some different tweaks here that will make the ability cause more sustained damage at level 2 and 3.
Good point. They are all names of demons or angels that fell with Lucifer. I may mix some of the names around so the starbases are a little more aptly named.
Hehe... I was bored one day and made a spider and wondered what it would look like as a module in Sins It may be a little over the top... On the flip side though the Nephilim and Plague's origin are most likely from Earth as part of their lore.
Noted. This was a difficult piece to design (see next comments). And yes it does affect module too, I'll look at the descriptions to see if there is any in game help I can provide to explain why you want this research.
This was a difficult concept to design and code to satisfaction (not redundant, I added satisfaction ). I originally started with the growth abilities working focusing on different areas, but slowly moved towards this approach for several reasons. I like what I ended up with but could probably do a little tweaking to make the levels a little different but still enticing to level up through.
It should operate similar to Meteor Shower right now and adds the "Holy Light" ability to the nephilim starbase. I want to add some different buffs to it down the road but it should work. I'll check the descriptions and make sure it still works in game though it did in my previous testing.
I'm opening up the Sins of the Fallen: Transhuman's Rogue Trader race to play tester status. If you are interested in helping this mod reach it's potential sign up
I'd help test... but RL stuff... is in the way and leaves me little time, I know how helpful I was when testing the Nephilim when you first started this mod of course. lol funny little bugs and errors I found back then
Aye i got the holy light working, it is somewhat bugged though., not the abbility in itself but the icon for the "buy this for the starbase" is a different icon (green one with missing text) but when you buy that one you get holy light and it seems to work fine.
Ill test.
edit: the link "play tester status" dont work.
Yep, I'm working on this... This was a work around ability because I couldn't get what I wanted to work at the time.
Cool, I should have a download ready tonight for those that sign up.
copy paste error. it's fixed now and should redirect to the play tester post.
About your Transhumans, are you sure the Archailects will be doable with the Iron Engine and the hardcoded AI? You can't have leveling frigates in Sins, so all their ships will have to be capitals, and the AI chokes, dies, and minidumps when it doesn't have access to frigates.
Yes, I have a way to do it that SHOULD work by making the AI think it has access to frigates in the factories. It will also play into how experience is granted back to the capitals when they are reconstructed.
But ya, I'm fully aware the AI chokes when it doesn't have certain things that it needs.
I've done some prototyping already and the solution will actually be pretty simple just need to account how it works for the lore of the race.
Cool, good news. Also, if Sins of the Fallen is Diplomacy 1.2 compatible, perhaps you should say so where the downloads are. All I see there is a Diplomacy 1.011 release.
Thanks for volunteering to check and validate 7DS out for us, by the way.
Thanks! I changed the link to the 1.2 compatible version (0.2.5) but didn't change the header. I went ahead and added back the old link for 1.011 and updated the label for 1.2.
Your welcome. Alot of the things Samaz pointed out will be reported by my tool. So atleast you can get the simple ones out of the way and spend more of your time working on the less than obvious.
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