Zombie's List of mods good enough to EAT!!!
Still not quite finished with my thoughts (hard as they are for a zombie to form). List is no particular oder other than Released and Coming Soon(ish).
Released
7DS is one of the original mods for Sins of a Solar Empire. At one time it was the most popular mod downloaded for the game.
7DS also includes a lot of of the original sins mods as well as many new enhancements over the last couple of years including all new custom HUD displays by Rick Hughes.
Currently in Beta 6, downloads can be found by following the instructions on the Sins forum topic.
Distant Stars is likely one of the most widely played mods for Sins of a Solar Empire currently.
Enhancements include: Sound replacements for music and effects, new electronic warfare and gunship strikecraft, game optimizations, skyboxes, double research, planetary defenses, pirate enhancements, and rebalanced capital ships.
DS also includes several popular "original" enhancement mods: Celestial Bodies, Bailknight's Graphic Mod, Sins Plus, Volumetric Explosions, Multiple Stars and Gurkoz Sins Sounds.
One of the best things about Distant Stars is the almost daily support given by it's members.
Stargate Invasion is a total conversion mod for Sins of a Solar Empire.The mod will be built in 2 halves. The first is the Pegasus side, I.E. Humans, Wraith and Asurans, with the Pirates being a classified race at the moment. The second part of the mod, will add in the Asgard and Goa'uld races to the mix.
Holy shit!!! why so many goddam folders!!!
Really this is my mod so it's hard to write something serious. The first part of this mod comes from my general fascination with the supernatural while the second comes from my interest in transhumanism and associated works.
Add in the colonials and cylons and you round out my scifi interests.
Sure it's a lot of folders, but the levels of combinations and changes in scenarios are un-rivaled by any other mod.
Special thanks to everyone past and present who worked on mods for SoaSE.
Also, this isn't intended to be a complete list of all mods, but more of a nice review of mods I think are complete or have had or will have a significant impact on the Sins gaming community. These are soft reviews too, so don't expect anything negative.
Brainszzz... *shuffle*... *shuffle*...
I'm dying over here.
On the real side though, DoV's section deserves quite a few of those feature badges.
Probably, I haven't looked at their pages in quite some time and really only pulled the links to post in here. Same with Invasion. Unfortunately SwissMiss sorta likes to take that approach on his posts here. My plan was to take some time going through Invasion and DOV and sprucing them up some more, but I lost some desire after that.
Zombie, thank you for putting up that I made the BK's GM mod compatible for Rebellion. They took it down, because they thought I stole the mod, and I PM'ed someone, but they never bothered to put it back up, so put on the OP that it has no DL link.... yet.
newb here asking a question. I wanna install my first mod and I was gunna go for something easy. I don't want to effect the game play much yet, just the graphics. I was gunna try for Bailknight's Graphic Mod but TotalEffects Complete Particle Conversion under it says "Building on top of Bailknight's Graphic Mod" so does that mean I should just install that one alone or both? lol
I'm gunna go read the how to install mod section while i wait for a reply. lol
hahaha. I read Swiss Knight's comment and laughed hysterically, he is obviously butthurt.
You don't need Bailknights with total effects. It is its own mod, it just contains some influence and perhaps directly barrows things from it (though the author is replacing it with his own stuff over time).
Thanks GoaFan77. I installed both but it glitched the game so I only installed Totaleffects and it works good. I've been playing for like 5 hours straight. lol
Future Wars tactical simulator
https://forums.sinsofasolarempire.com/357147
Hi all,
this is the English string for Future Wars - Tactical Simulator
Enjoy
http://www.gamefront.com/files/21871294/English.str
This is to replace the string file in the mod folder
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.193\Future_Wars_Tactical_Simulator_a0_41\String
Please tell me if you find any errors in the spellings or you think that there is a better way for the description to be said.
This mod was made by the FLAM modding team and all credit goes to themplease thank them for making this amazing mod
@noing That's pretty awesome of you to do that for their mod. That must have been a lot of work if you hand converted all those entries. The German part was a bit of a turn off for this mod as well as a couple of other nagging items.
yeah it took a bit of time
btw i just updated it
and im not sure if its just my pc or not but the game crashes about half an hour into a game, i checked the string to make sure i didnty screw anything up and sure enough i found some things, but after i put those changes into effect it still crashed
any advice?
I wasn't aware that a string issue could even cause I crash...I thought there was a catch or something that simply had it display "String not found" (or whatever it says)...
i didnt think it was the string either but its the only thing i changed
maybe the mod is unstable with 1.193 of sins
it was made for 1.191
how would i go about making this mod for diplomacy?
That isn't a simple question. I would suggest visit Zombie's topic on how to add a fourth race here on the forums. Then try to convert them by comparing the differences. It's a lot of work.
are the textures or mesh different in diplomacy than original sins?
I know vanilla Sins differ from Diplomacy and Rebellion is also differnt than both. In each case--some will work and some will not. Meshes in particular.
There are some Strings that support Enumerations, which if not defined mini-dump the game. I can't recall which ones specifically and when it causes the mini-dump, but they do exist.
I'd have to ask, why? or what do you expect to gain from converting to diplomacy?
It would not be a trivial task to convert from vanilla to diplomacy.
On the meshes and textures, there is no differences. They are normalized between all versions. The main difference between vanilla and entrenchment or diplomacy is the structural changes to various entities, additional research trees and additional ship types.
What exactly do you mean by this? There are strings that have numbers in their ID (such as capital ship, SB, planet, AI player, and star name strings), but I'm guessing you mean something else...other than the initial stringCount, there is no "numCount" or anything like that in the string file that you use like you do in entity files to declare how many instant buffs or meshes or whatever you'll be including...
I mean they have Enumerations in the code that the engine looks for specific String entries to correspond with them. If the Engine can't find them it mini-dumps.
The ones I can think of right now are the strings that display "Flagship (insert capital type here)" on the capital info card, and the ones that display "(insert faction name here) offers a (peace treaty, trade alliance, etc)" (or whatever, I don't remember exactly).
No idea if it's related to your issue or not, but your string count is off by one (add +1) and there is an error on line 1274 (missing left double quote on Hull".
StringInfo ID "IDSBottomEntityInfoWindowInfoCardNameShipHull" Value Hull"
updated it
thanks
SotYR, last, yet listed... Thanks ZombiesRus5.
Darvroth
First and last are best place
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