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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:

    

3,370,720 views 1,489 replies
Reply #301 Top

I am pleased to announce that I am taking over as administrator of the Sins of Alethia mod (the other BSG mod) I plan to merge SoA into Sins of the 13th Tribe, taking the best of both mods to hopefully create one, single, better BSG mod.

Reply #302 Top

I certainly wish you the best.  I was hoping that SoA would be released a long time ago.  13th is good progress.  My hats off to those that made it happen.  Still needs a couple of tweaks, but I am enjoying smashing toasters. 

Reply #303 Top

I was hoping that SoA would be released a long time ago.

Well, now you will (kind of) get your wish:grin:   Speaking of which, because of the merger, the release might be delayed a little, so I can integrate the two mods.

Reply #304 Top

I seen a video on youtube about SOA, at least I thought it was that.  They had some good sound bytes for the colonial ships from the show...  I really liked that, would be cool to work it in.

Reply #305 Top

Quoting Vulturev4, reply 4
I seen a video on youtube about SOA, at least I thought it was that.  They had some good sound bytes for the colonial ships from the show...  I really liked that, would be cool to work it in.

Odds are good that it was SoA, and yes, the sound bytes are one of thing things I was planning on adding in.

Reply #306 Top

Yep, I think this was what I seen..

 

http://www.youtube.com/watch?v=G2a_bYLT85Y

Reply #307 Top

Quoting kyogre12, reply 1
I am pleased to announce that I am taking over as administrator of the Sins of Alethia mod (the other BSG mod) I plan to merge SoA into Sins of the 13th Tribe, taking the best of both mods to hopefully create one, single, better BSG mod.

Great news! It's amazing how much you have done so far considering the amount of time this has been in development.

The video was very good to watch in terms of the soundbytes that it provided. Although I must admit I did chuckle every time they moved the Galactica to a new position and you heard the voice of Adama saying "My pleasure". That's got to be taken from one of the scenes with President Roslin.

Reply #308 Top

Hmmm, where do I begin?  I will certainly start by giving credit where credit is due...great job on the 13th Tribe.  I am a avid Battlestar fan and I have been since '78 (yeah, I'm old, damn near 40).  One of the things I missed in the recent BSG production was more captial ship battles, such as during the destruction of the colonies, maybe a valient counterstrike with multiple Galactica and Mercury class battlestars ending with the events of the first season.  With that said, my only outlet for great BSG capital ship battles are mods like this.  Agian, great job.  Cload Nine as the colonization frigate, outstanding!

After several days playing the mod, I would like to see a couple of tweeks.  IMO, I do not believe that the Galactica Class should belong in the utility class.  They are great warships and probably should be the battleship.  The Mercury Class should occupy the carrier class.  Furthermore, the Mercury should probably have the Galactica class' weapon stats and should start with 2 squadrons up to 6 since it has the over and under dual flight pods.  Galactica class should be slightly pulled back and allow 2 starting squadrons up to 3 and have access to battleship's normal items under SoSE.  Vipers and raptors (as bombers) are the mainstay of the new series and probably should be here, too.  Mercury should still be able to ram if possible.  Warstar, may bump up its autocannons, but "bombs away."  The other two classes should occupy utility.  Flak cannons are devastating to the Cylons; leave them alone fun to watch.  They get bonuses from sheer numbers of raiders and frigates/cruiser that the AI builds.  Not sure if it is possible to tweek the number of capital ships that the AI builds for the Cylons, but it wouldn't hurt.  All of this is said not knowing how the mods and the engine works.  I just don't have the time to mod anymore with my career and all of the reports I write; so please excuse the ignorance.  I also have a sweet gig with a certain old strategy francise that I cannot mention due to legal reprisals, but everyone wants to see brought back occupying some of my time.  Frigates/cruisers still look like "work in progress." 

Agian, I do not want to take away from this noble effort.  Please keep up the great work and I only wish I had the time to help mod.  Maybe this will spur a few more good ideas.  Thanks.

Reply #309 Top

I very much enjoy the mod, hats off!

I had been following SoA too and am excited that it will merge with 13th!

Yes, I do like the soundbytes from SoA, very nice. I also like the weapon annimations from SoA too--the way autocannon fire is handled. Pretty cool.

Best of luck and well wishes as you fold in SoA with 13th!

Reply #310 Top

First off, thanks for all the compliments! It's very much appreciated:thumbsup:

@LuckyLindy: As I add new abilities (which is a very slow process, btw) hopefully the "battleship", "carrier", "utility" etc distictions will become less apparent. However, I think that the Mercury, of the three battlestars actually shown in the show (well, show+Razor) fits the "battleship" title best. It doesn't seem to be able to handle quite as much punishment as the Galactica, but it seems to be much stronger offensively.

Raptors will be the Colonial bomber, but I am waiting for Danman to finish resizing the current model, because it is just way too big to be the bomber (seriously, it looks rediculous to see 20+ giant raptors flying around;P )

Gettins the AI to build more capital ships, unfortunetly, is out of my control. All I can do is change the limit on how many you an have. Although, if you wait long enough, they should have quite a few.

I also have a sweet gig with a certain old strategy francise that I cannot mention due to legal reprisals, but everyone wants to see brought back occupying some of my time.

I really, really hope you are talking about Homeworld:drool:

Reply #311 Top

hehehe BSG Fleet Commander, but i prefer sins over that

Reply #312 Top

Still waiting for a 1.03 entrenchment compatable version! :grin: but no pressure, I'd guess you and your team have enough work incorporating the SoA mod into yours. Glad to hear you're working with them-all. I can tell you I won't be updating anything while waiting for a version I can play.

Weee! Good luck with your work, hope real life doesn't interfere with the development too much.

Reply #313 Top

Quoting AdmiralTeridoc, reply 12
Still waiting for a 1.03 entrenchment compatable version! but no pressure, I'd guess you and your team have enough work incorporating the SoA mod into yours. Glad to hear you're working with them-all. I can tell you I won't be updating anything while waiting for a version I can play.

Weee! Good luck with your work, hope real life doesn't interfere with the development too much.

I believe that the last released version does work with 1.03. Just in case I'm wrong, you might want to back up your 1.02, but I'm pretty sure it works with 1.03.

Reply #314 Top

Yeah, it works for me.  I just had to move the mod over to the 1.03 folder, but that wasn't hard at all.

 

 

Reply #315 Top

Yup, just tried it on the laptop. Works nicely, lots of missiles and things flying around. I might say, though that when a bunch of basic cylon frigates are focussing fire it looks slightly off- you might want to increase the cool-down between shots and increase damage to compensate. From the capital ships it makes sense, but with the frigates, I just don't think it quite works. Same with the autocannon, the colonial defender sometimes looks like it's firing shells the same size as it is!

 

But minor qubbles aside, it's fun to play and has a lot of content. thanks to all for your hard work, and I'll still be hanging around for the next versions. I can't wait to see all the cool stuff to come!

EDIT: What I'm really saying about the cylon missiles is that there tend to be a really high number on-screen when you've got a bunch of missile firing ships in range, and while salvos of that size make sense from the capital ships, perhaps smaller ships should wait longer between salvoes or fire fewer missiles per salvo, reducing the number of big bloomy missiles. Just a graphics complaint, not gameplay based at all.

Reply #316 Top

:cylon:  Hey great mod , any updates to the mod's intergration?

Reply #317 Top

admiralteridoc is right. i love the effects you used for the misilles(manshooters effects mod right?) but way to many fired from cylon ships

Reply #318 Top

Quoting superfleet, reply 17
admiralteridoc is right. i love the effects you used for the misilles(manshooters effects mod right?) but way to many fired from cylon ships

Technically they're Bailknight's, but ManSh00ter includes them in his mod, which is what I merged in. I agree about the missiles, and ideally I'd like to get another missile particle so they're not all the same, but I lack the skills to do so.

As for the integration, it is going pretty well. I've got the Galactica sounds in, but most are way too quiet, and I'm trying to fix that. I'm still deciding which ships from SoA to use.

I've also made a bunch of new abilities and research.

As I said before, there will be a release before the end of the month, unless something goes horribly, horribly wrong;P

Reply #319 Top

awesome mod

its soo much fun although some models are unfinished etc

played it kinda 10h in a row with a buddy vs 4 unfair AI's but "warrior battlestar" is kinda OP :D

if u get one to lvl 6 (and thats not very hard ^^) its basically over with the cylons ^^

littl nuke explosions would also be fine if someone uses them

and is there a possibility for the cylon side to build more caps ? cuz 16 colonial caps > 16 cylon caps+fully upgraded fleet :D

Reply #321 Top

horribly, horribly wrong

omg well u got 3 more days.. :D cant wait cant wait checkin the forum every ~6hours :D

is there any non soase related homepage of this mod ?

"13thtribe.com" or anything like this?

Reply #322 Top

Quoting ru7h, reply 21

horribly, horribly wrong


omg well u got 3 more days.. cant wait cant wait checkin the forum every ~6hours

I will make no promises, but tomorrow (it being 9:30 here, too late to mess with uploading files:P ) I will *atempt* to upload the mod. After what happened with v0.5, however, it remains to be seen whether or not that means it will be available for download tomorrow;P



is there any non soase related homepage of this mod ?

"13thtribe.com" or anything like this?

No, because, to be honest, I don't really see any reason in having such a site. There is, however, a section for Sins of the 13th Tribe in the 7 Deadly Sins forums, http://www.sri-corp.com/ 

Reply #323 Top

ok, I enebled this mod but all I can get from this mod is BSG sounds, where are the ships and everething?, I have v1.05

Does someone have an idea?

Reply #324 Top

Quoting RakeRake, reply 23
ok, I enebled this mod but all I can get from this mod is BSG sounds, where are the ships and everething?, I have v1.05

Does someone have an idea?

You're using the wrong version of the game. The mod is for Entrenchmetn v1.03 ONLY

Reply #325 Top

Update: The problems with Filefront continue:'( I have tried uploading the mod twice, and both times it failed partway through. Once at about 75% done, the other at 90% It seems that Filefront hates large uploads. I continue to have problems using FTP to put it on Game Fanatics Vault, so I am trying new websites. Right now I am using File Dropper, hopefully it will work...