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Battlestar Galactica - Sins of the 13th Tribe v0.96 Released 2/13/10

Battlestar Galactica - Sins of the 13th Tribe v0.96 Released 2/13/10

A mod for Entrenchment v1.05

This is the official thread for the Sins of the 13th Tribe mod.

Please note that it only works for Entrenchment v1.05

This is a total conversion mod, so the TEC, Advent, and Vasari are no longer playable

The Colonials and Cylons are now playable races

Download Sins of the 13th Tribe v0.96:

MegaUpload: http://www.megaupload.com/?d=ABORTM4L

Original Sins Version by Larkis:

MegaUpload: http://www.megaupload.com/?d=N0DA2GR0

*Note* I am not responsible for the OS version. Direct all comments, questions, concerns, etc, at Larkis.

Credits:

Coding by: kyogre12

Models by: Kreeargh, Coxxon, Unknown Warrior, Dnkids, Major A Pain, Koobalt, Larkis, and the members of Cloak & Dagger Studios.

Textures by: Kreeargh, Coxxon, Fallen Warrior, File'o'soft Koobalt, larkis, and others

Special Thanks to ManshOOter, Bailknight, Tenhunter, rjhughes, Danman, the Distant Stars Team, and the sins of Alethia Team. 
 
Distant Stars: Nacey, Skyling, Uzii, Gurkoz, Boshimi336, Solitaire, Titan, Nataku, -Ue_Carbon, Ryat, & Madeiner

 

Known Bugs:

  • Some ships do not have names or are improperly named
  • Colonials still glow occasionally

If you have any ideas for abilities, or want to report a bug, please post here. I will try to keep you up to date on progress.

v0.96 Changes

  • Entrenchment v1.05 compatability
  • Fixed String not found errors for the Galactica's colonize ability and the Worldstar's extra squadrons ability
  • Temporarily removed the custom static defense structures, so there will not be any more bug reports about the meshes reverting to the unmodded forms
  • The Cloud 9 is now correctly called the Cloud 9
  • New weapon sound effects for the Galactica+Mercury

Please, if you play this, report back here any balancing problems, particullarly in terms of research.

Additional Forums: http://danmangames.com/forums/index.php

Wallpapers: Click the thumbnail to view the full size (all are 1024x768)

                         

    

         

More Wallpapers, thanks to Unikraken:

    

3,367,848 views 1,489 replies
Reply #1076 Top

I would suggest replacing as many vanilla models as you can though with Major Stress's Optimized ones.

Reply #1077 Top

Quoting SpardaSon21, reply 1076
I would suggest replacing as many vanilla models as you can though with Major Stress's Optimized ones.

Yeah, that's what I'm doing.

Reply #1078 Top

Cool.  Hopefully you can find someone *cough*Fileosoft*cough* to do some serious optimizations on the fighters, since when a few Basestars worth of Raiders start flying around that's a lot of polygons.

Reply #1079 Top

Quoting kyogre12, reply 1074
Also, a little update on progress. I found a way to convert the meshes back into something I can edit, so many ships are getting new hardpoints. More specifically, the Battlestars are finally going to be the gun-heavy monsters they are in the show.

 

Am I right in assuming this means the Galactica will now actually be the Galactica, and not some cheap chinese knockoff that fires a ton of missiles? (No offence meant there). That has to be the one thing about this mod that disappoints me personally, dont know about anyone else, the rest I fully understand the concept of WIP :)

 

Great job so far though, between this mod and SoA2 Sins has recieved a whole new breath of life from my perspective.

Reply #1080 Top

Quoting SpardaSon21, reply 1078
Cool.  Hopefully you can find someone *cough*Fileosoft*cough* to do some serious optimizations on the fighters, since when a few Basestars worth of Raiders start flying around that's a lot of polygons.

Haha, I think he is just a little too busy to do that...:P

Quoting kyogre12, reply 1074Also, a little update on progress. I found a way to convert the meshes back into something I can edit, so many ships are getting new hardpoints. More specifically, the Battlestars are finally going to be the gun-heavy monsters they are in the show.



Am I right in assuming this means the Galactica will now actually be the Galactica, and not some cheap chinese knockoff that fires a ton of missiles? (No offence meant there). That has to be the one thing about this mod that disappoints me personally, dont know about anyone else, the rest I fully understand the concept of WIP

Yes:cylon:

Reply #1081 Top

Well, not necessarily File, but someone to shave polies off the Raiders and Vipers.

Reply #1083 Top

Quoting kyogre12, reply 1075
Ok, I've decided to put the planets+effects back in, because SpardaSon is right, it isn't the same without them.

"Thank the gods." -Roslin

 

"Yes thank the gods." -Adama

Reply #1084 Top

Btw you mentioned updating fighters? You're not taking the pilot out of the Mk II's are you? I thought that was a nice touch myself :)

Reply #1085 Top

Quoting Xak02, reply 1084
Btw you mentioned updating fighters? You're not taking the pilot out of the Mk II's are you? I thought that was a nice touch myself

It's unlikely to happen at best. For one thing I would need to find someone willing to do it, which probably won't happen any time soon. For another, the conversion process from mesh > something usable removes the UV mapping and textures, so significantly changing the model would require a new UV+textures.

I used to have a version of the MkII that had the glass cockpit on it like the MkVII's, but I lost it when my computer died back in October.

Reply #1086 Top

That's right, yeah you said that already, sorry I didn't search previous pages. :S

Reply #1087 Top

Quoting SpardaSon21, reply 1081
Well, not necessarily File, but someone to shave polies off the Raiders and Vipers.

Well the issue i "think" is The models if were useing my Tos raider the poly would be 300 my new raider was around 600 poly. But not used . My tos viper was lower than 500 same with bomber but New is needed so poly must rise to fit theme and design. A 600 poly mrk7 viper is possable but i dont have texture to map proper. <_<

Reply #1089 Top

yeah way better than the version before

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Reply #1090 Top

Quoting Kreeargh, reply 1087



Quoting SpardaSon21,
reply 1081
Well, not necessarily File, but someone to shave polies off the Raiders and Vipers.



Well the issue i "think" is The models if were useing my Tos raider the poly would be 300 my new raider was around 600 poly. But not used . My tos viper was lower than 500 same with bomber but New is needed so poly must rise to fit theme and design. A 600 poly mrk7 viper is possable but i dont have texture to map proper.

If you were still on the other forums, you'd have seen that Fileosoft got the MkII down to 420, and I think the MkVII and the new Raider are both already down around that number. The Heavy Raider though...

Quoting koobalt, reply 1088
I hope you will like it

 



Reduced 44%

Original 1280 x 770

Yes, it looks great:thumbsup:

Quoting Melik88, reply 1089
yeah way better than the version before

I assume you are refering to the Valkyrie? FYI, koobalt's new ship won't be replacing the current Valkyrie. For one thing, it isn't the Valkyrie. For another, it is going to be a new cruiser, similar to the Berzerk-class Escort.

And here are some pictures, so you can see why it isn't the Valkyrie:

 

Reply #1091 Top

Great Mod !!!  Number one mod for sin's

Reply #1093 Top

Quoting tyr402, reply 1092
From what season are those pictures???

The first pic is from the Season 3 episode "Hero" http://en.wikipedia.org/wiki/Hero_(Battlestar_Galactica)

The rest are all from the movie "The Plan," which by far provided the best pictures of the Valkyrie. "Razor" also had a scene with a pair of Battlestars of the same/similar class to Valkyrie (the scene with the attack on Scorpia Shipyards).

"Hero" was the first appearence of the Valkyrie, but it didn't provide very much detail, and the pics weren't very good. As a result, many of the attempts at modeling her got it wrong. Like this:

From the later pics it's very obvious that this isn't the Valkyrie, but at the time no one was sure. "Razor" helped a lot, but there was still some abiguity. It seemed to show a "Rollbar" on top of the engine pods (this is the model that is in the mod atm). "The Plan" was its only appearence that really showed almost every angle of the ship.

Reply #1094 Top

Hi

I know this might be a stupid question to some and I know someone posted more detail with regards to get this running on Vista/Win7, but I can't find the site it was posted on anymore (Been googling for an hour).

I've been reading a bit in this thread, but to go through 44 pages will take me forever.

I'm having some trouble with how to get this to work. I just have the game and the MOD. How do I put them together? What updates are needed if any?

 

Again, I apologize if I missed something. I not a huge gamer and I have basically zero modding experience. The last MOD I used was for Quake III :blush:

Reply #1095 Top

Quoting NeCroFire182, reply 1094
Hi

I know this might be a stupid question to some and I know someone posted more detail with regards to get this running on Vista/Win7, but I can't find the site it was posted on anymore (Been googling for an hour).

I've been reading a bit in this thread, but to go through 44 pages will take me forever.

I'm having some trouble with how to get this to work. I just have the game and the MOD. How do I put them together? What updates are needed if any?

 

Again, I apologize if I missed something. I not a huge gamer and I have basically zero modding experience. The last MOD I used was for Quake III

First, make sure you have the option "Show hidden files" turned on. Then go to c:\Users\(Name of your user)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment 1.051

You need Entrenchment patched to v1.051. Extract the mod using something like 7zip or Winrar to the Mods Entrenchment 1.051 folder, and you should be good to go.

Reply #1096 Top

Quoting kyogre12, reply 1095

Quoting NeCroFire182, reply 1094Hi

I know this might be a stupid question to some and I know someone posted more detail with regards to get this running on Vista/Win7, but I can't find the site it was posted on anymore (Been googling for an hour).

I've been reading a bit in this thread, but to go through 44 pages will take me forever.

I'm having some trouble with how to get this to work. I just have the game and the MOD. How do I put them together? What updates are needed if any?

 

Again, I apologize if I missed something. I not a huge gamer and I have basically zero modding experience. The last MOD I used was for Quake III

First, make sure you have the option "Show hidden files" turned on. Then go to c:\Users\(Name of your user)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment 1.051

You need Entrenchment patched to v1.051. Extract the mod using something like 7zip or Winrar to the Mods Entrenchment 1.051 folder, and you should be good to go.

 

Thanks

One more question... where do I get Entrenchment 1.051? Do I have to let the game update itself for this? I don't have the net at home. I tried googling, but I keep getting links to trainers or other MODS for 1.051.

 

Thanks again.

Reply #1097 Top

Quoting NeCroFire182, reply 1096



Quoting kyogre12,
reply 1095

Quoting NeCroFire182, reply 1094Hi

I know this might be a stupid question to some and I know someone posted more detail with regards to get this running on Vista/Win7, but I can't find the site it was posted on anymore (Been googling for an hour).

I've been reading a bit in this thread, but to go through 44 pages will take me forever.

I'm having some trouble with how to get this to work. I just have the game and the MOD. How do I put them together? What updates are needed if any?

 

Again, I apologize if I missed something. I not a huge gamer and I have basically zero modding experience. The last MOD I used was for Quake III

First, make sure you have the option "Show hidden files" turned on. Then go to c:\Users\(Name of your user)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment 1.051

You need Entrenchment patched to v1.051. Extract the mod using something like 7zip or Winrar to the Mods Entrenchment 1.051 folder, and you should be good to go.


 

Thanks

One more question... where do I get Entrenchment 1.051? Do I have to let the game update itself for this? I don't have the net at home. I tried googling, but I keep getting links to trainers or other MODS for 1.051.

 

Thanks again.

You need to have Impulse installed, and use that to update the game; it's the only way to get it updated. Since you don't have internet at your home, that is a bit of a problem, although there is a way around it. On a computer that does have internet, you can use Impulse Anywhere, which will let put the game on a USB drive or something similar, so that you can take that drive home and install it on your home computer. But to be completely honest, I don't know exactly how to do that, but there are other threads around these forums that describe the process in more detail. Hopefully this helps.

Reply #1098 Top

I hate to say anything bad about such an amazing job you guys have done with this mod so far however as a design and modeling interested user I can't help but notice the less than flattering model used for the Colonial "super-battlestar" a.k.a. the Jupiter Battlestar.  Are there any plans to update/replace that model with a more (for lack of a better term) bad-ass ship that looks the part rather than a giant hangar with engines.  And on a side note I do admit i miss the auto-cannon heavy Galactica from the show rather than the missile heavy ones in the mod.  But I'm probably just being way too picky.  Great job so far and can't wait to see what new content the next update holds.

Reply #1099 Top

Quoting tarheelvic, reply 1098
I hate to say anything bad about such an amazing job you guys have done with this mod so far however as a design and modeling interested user I can't help but notice the less than flattering model used for the Colonial "super-battlestar" a.k.a. the Jupiter Battlestar.  Are there any plans to update/replace that model with a more (for lack of a better term) bad-ass ship that looks the part rather than a giant hangar with engines.  And on a side note I do admit i miss the auto-cannon heavy Galactica from the show rather than the missile heavy ones in the mod.  But I'm probably just being way too picky.  Great job so far and can't wait to see what new content the next update holds.

 

If you make a replacement maybe kyogre12 will use it

Reply #1100 Top

Quoting koobalt, reply 1099



Quoting tarheelvic,
reply 1098
I hate to say anything bad about such an amazing job you guys have done with this mod so far however as a design and modeling interested user I can't help but notice the less than flattering model used for the Colonial "super-battlestar" a.k.a. the Jupiter Battlestar.  Are there any plans to update/replace that model with a more (for lack of a better term) bad-ass ship that looks the part rather than a giant hangar with engines.  And on a side note I do admit i miss the auto-cannon heavy Galactica from the show rather than the missile heavy ones in the mod.  But I'm probably just being way too picky.  Great job so far and can't wait to see what new content the next update holds.



 

If you make a replacement maybe kyogre12 will use it

What koobalt said. But it had better be damn good, because I think the current Jupiter is quite awesome.

I belive I mentioned this a couple posts ago, the battlestars are having their hardpoints redone, so that they will be much closer to the real thing.