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.
Sorry I haven't been on much lol RL stuff... lol you know how it is
I figured as much. No worries, just trying to occasionally keep you in the loop over email.
You should post that thing you sent me in Email in the OP
Ya, I figured i would upload that as an add-on. Was letting the main dowload burn it a little first and taking a small break this last week from the mod other than posting on moddb.
Overall in all the mod is looking pretty good. I still have some silly issues with exhaust alignments but nothing too major with the Nephilim race. The Alpha 0.2 release pretty much replaced all the obvious stock advent stuff including minor things like the empire tree, research buttons for trees such as Bliss and Wrath, dialogue sounds and ship icons.
Plague still needs some TLC but I've been working through the growth based abilities and it's coming together pretty well. I still need to create a few ship models to fill out the plague lineup: at a minimum the long range, antifighter, utility and carrier frigate models. Lets see where I am at a week from now
heh, all will be fine, got this far and so far so good besides some bumps in the road (bugs and minidumps)
I found out about this MOD about a week ago. It sounds like a really awesome idea, keep up the good work.
Thanks much! I think this is going to be a fun mod for people to play. The Nephilim race in the Alpha 0.2 release is already worth playing and it will get even better with the Plague race in.
I also have plans to encorporate mods like Sins Plus which adds additional planet types and planet abilities as well. And I know my partner would like to add Dynamic movement for some of the ships in the future. So fun things down the road too hopefully.
A Patch for Sins of the Fallen (D) Alpha 0.2.1 has been uploaded to moddb.
See the link in the OP for the dowload link.
Movement for all ships is what I prefer but of course movement for cap ships would be rather slower compared to cruisers and frigates. Fighters and bombers would be the quickest, moving on up frigates would be slower to a degree, cruisers slower then frigates as they are the main battle fleet ships that can take punishment and support larger and smaller ships, capital ships of course being the slowest with combat movement. Will have to somehow incorporate the way ships will be able to fire then if this is implemented as a add-on... or we could simply do a optional complete merge and host two separate files one without the dynamic movement and one with dynamic movement that way everyone wins.
Good example I think I've pointed out for the movement would be the Star Trek mod
So small status update.
I was able to import the following ships and am testing locally now.
CapitalShips: Carrier, Support, Siege (lineup is complete now)
Frigates: Colony, Scout, Utility0, Siege and Carrier (already had Light and Heavy loaded).
Thanks alexrose for the Carrier model!!!
Still need an antifighter, constructor (maybe!), longrange, utility1 (liche) and cargo ship. I think I'll skip a starbase constructor and anti-module to save on models at this time.
I also need to start designing modules for the plague. Have some concepts rolling around in my head I need to put to 3d.
@EternalRequiem, I uploaded all the latest code and models to the private alpha test share folder.
I've also found a couple other ships with missing polygons that aren't in that build. And, found hopefully the bug that was causing mini-dumps with the plague race.
Might also have someone who wants to test on the mod too, so we'll see how that goes. I need to replace windows live sync though before I do that as it goes away at the end of this year and is replaced with Windows Mesh.
Hahaha, I made the AI puke today setting up the plague frigate spawning process. I had "nearly" identical looking entity files for all the frigates and cruisers for the AI to build, except the number of weapons was set to zero and the weapon lines removed. All good and syntactically correct right. Well, the AI wouldn't build anything locked up and went into a memory spasm chewing up ram until it was put down! At the time I didn't know it was the weapons lines so I went into troubleshooting mod and eventually found the problem. Now on to creating leveled frigate stats
ZombieRus5 and mod team,
Just like to say i'm very impressed with this mod, especially with the time its been created. I'm sure you must of had many sleepless nights lol.
I've been playing as the Plague race recently and i've noticed after a saved game the capital ships stop firing (apart from the abilities ie plague battleship). Not sure if this has been noted before but I can send you a auto save if you want to have a look.
Keep up the great work
Barn0
Uh oh... case of the weapon null points issue... I've run into it plenty of times before the release of the alpha of the game with the Nephilim Plague are less complete compared to the Nephilim need to remember that
@Barn0 Thank you, this is our first mod to ever create in any game. My wife is not very happy with my time spent on this hobby But I enjoy it I've definately spent some sleepless nights lol.
And Eternal's right the not firing after save games appears to be directly related to if there are null points or not on the model. I know for sure that the Plague battleship was missing nulls which is most likely the issue.
A Patch for Sins of the Fallen (D) Alpha 0.2.2 has been uploaded to moddb. Also, you will need to apply Alpha 0.2.1 prior to applying 0.2.2.
Thanks - ZombiesRus5
Knew right off the bat that it was a null point issue having tested the mod enough times and finding it happening a lot of the Nephilim ships. I seem to have a knack for finding bugs and other sort of issues but alone I am not anymore, just wish I had more time to test and play, as well as make more models for the remaining ships for the Nephilim
ZombieRus5 have to say for your first mod it's outstanding the quality and speed you and EternalRequiem are releasing patches. Just played a 3 hour game with the plague and no bugs! Really like what you've done with the research tree for the plague adds a hole new feel to the gameplaym not to mention the new models!
And i noticed you've sorted the null points out!
I'll have a blast with the Nephilim tomorrow let you know if I come across any bugs, as of right now I need sleep early start for work.
Thanks Barn0... I think we are onto a fun mod that will hopefully get even better as it ages.
You might have noticed I'm having a hard time deciding on team colors for the Plague race. Let me know if there is a particular scheme or schemes you like as I'll be reworking the textures on both races with the Alpha 0.4 release. The 0.3 release will be the Plague race completed to the same state as Nephilim is currently.
Right people. I have tried everything I could think of but I can't get this to play for me. I downloaded the links in the right order and did everything I thought you had to do. could someone please give me a miniguide on how to get this working for me please?
Sure, lets see if we can figure out your problem.
What version of Sins of a Solar Empire: Diplomacy do you have?
Here is a link to the guide I referenced in the readme.txt: http://soase.weebly.com/placing-mods.html.
Did you follow this guide for placing the mod?
Does the mod show up as an available mod?
If so, what happens when you try to enable the mod?
Is the checksum 0 (zero)?
Any other information you can provide?
http://soase.weebly.com/placing-mods.html
Sins of the Fallen (D) Alpha 0.2 1st - Mod is folder inside Mods-Diplomacy v1.011
Sins of the Fallen (D) Alpha 0.2.1 Patch choose overwrite or replace
Sins of the Fallen (D) Alpha 0.2.2 Patch choose overwrite or replace
Edit: 2 slow, cant beat a zombie
Except with a headshot!!!
lolz funny's
eh Zombie is the one who does all the patch work, me I just made the models and supplied them to Zombie, he really likes the way I do the ships I guess even though my skills are amateur at best (still can't texture and skin, thank zombie for the good texture jobs on the ships.) Still I'm proud to supply them as they look so fantastic in a game. Other thing I do is test the game when I'm not too busy and see if I can find anything that is broken
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