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[SotF] Sins of the Fallen

[SotF] Sins of the Fallen


 

Sins of the Fallen

Sins of the Fallen


Overview

Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.

Major Features

New Races with new strategies
New Planets
Gameplay Enhancing Addons
AI Enhancements

Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum

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Frequently Asked Questions

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.

  Fall of Heaven: Plague and Nephilim
Fall of Transhumanity
Fall of Kobol
 

 

 

4,031,463 views 1,320 replies
Reply #1026 Top

Quoting ZombiesRus5, reply 1023
Any ideas for a secondary affect considering it's main purpose is as a worm hole generator?

Could disable phase jumping by targets in the hostile gravity well for a while, due to the gravitational pull of the wormhole, so only your rogues could enter/escape. Or perhaps a chance to hit debuff from interference?

Also Zombie I'm not exactly sure how your string files are set up, but the medium random encounter random maps had some string not found errors with Plague first, as did some other minor things in game but I'm afraid I can't remember what they were. X|

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Reply #1027 Top

Quoting GoaFan77, reply 1026
Could disable phase jumping by targets in the hostile gravity well for a while, due to the gravitational pull of the wormhole, so only your rogues could enter/escape. Or perhaps a chance to hit debuff from interference?

That's kind of cool actually.

Quoting GoaFan77, reply 1026
Also Zombie I'm not exactly sure how your string files are set up, but the medium random encounter random maps had some string not found errors with Plague first, as did some other minor things in game but I'm afraid I can't remember what they were.

Sure, I'll take a look. Sometimes an extra line or typo gets in my string templates and throws off the final English.str.

 

Thanks

Reply #1028 Top

Working on R6.3.4 after getting a chance to play this MP with Goa and Boshimi. I'm also in the process of scanning through the convertxsi results to see if any meshes have errors that can be cleaned up.

R6.3.4

  • Hypercorp: Weapon-2 rear weapons properly oriented to face back
  • Hypercorp: Weapon-1 weapon points added
  • Plague: Summoning should only cast when in combat
  • Plague: Leveled Light Frigate now has 200 AM and 0.5 restore same
  • Plague: Missing side Weapon-1 mesh points added to Colony and Support Capital
  • Plague: Long Range shield mesh errors fixed
  • Plague: Fixed missing on start phase jump for colony, siege and support capital
  • Plague: No longer using PlanetResourceOutput which appears to not work. Switch to Tec spawn resource extractor until new buffs can be designed.
  • Rogue: Orbital cannon can now target any planet
  • Rogue: Raid resources now supports 3 levels as original intended
  • Rogue: Shield generator now correctly shields planets at level 2 and 3
  • Rogue: Siege Capital removed back damage for lasers and increased forward damage.
  • Rogue: Added missing weapon mesh points to hangar
  • Artifacts: Fixed major balance issue where artifacts had MaxNumResearchLevels > 1. Resulted in the research modifiers being stacked together multiple times.

 

SotF R6.3.4 (Core and races, should be compatible with previous addons and planets and B&C)
Reply #1029 Top

Also random Plague question, are all of their frigates supposed to spawn without shields? They can pump out ships really quickly but that makes them pretty vulnerable while defending and making new ships.

Reply #1030 Top

Quoting GoaFan77, reply 1029
Also random Plague question, are all of their frigates supposed to spawn without shields? They can pump out ships really quickly but that makes them pretty vulnerable while defending and making new ships.

Ya, the idea was they start out immature after the spawning process. Plus as you stated they have the ability to pump out frigates really fast, they're just not as good until they mature a bit. Even the growth stages aren't immediate as by design. 

I could see adding some small starting shield value as a post buff with each level of improved spawn though.

Reply #1031 Top

R6.3.4 uploaded.

Reply #1032 Top

With the new AI enhancements starbases are a bit tougher to crack.

I went ahead and added a fairly standard anti-module unit to hypercorp. Nephilim already had an anti-module unit and Plague have the moving starbase.

For the Rogue, I'm not quite sure what to add. I bumped up the damage timed charges can do to modules for Rogue, but this won't affect Starbases.

Reply #1033 Top

Quoting ZombiesRus5, reply 1032
For the Rogue, I'm not quite sure what to add. I bumped up the damage timed charges can do to modules for Rogue, but this won't affect Starbases.

Well when Rebellion comes around you could give them the tech that makes them immune to phase destabilization so they could just go around non-moving starbases. Then there's always that anti module homing mine idea that we talked about a couple of time.

Reply #1034 Top

I'm still alive and sometime will be free to play--I just don't know when.  Mother's Day this weekend so hard to say.

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Reply #1035 Top

hi!

 

For rogue,

the planetary shield don't protect "pirate outpost", "phase jump inhibition" and don't protect any vessels.

Starbase it should benefit from the effect of the planetary shield?

For the rogue super weapon, it would be good to put a good description of power ( currently "fire novalith cannon").

Reply #1036 Top

Quoting Yupa59, reply 1035
hi!

 

For rogue,

the planetary shield don't protect "pirate outpost", "phase jump inhibition" and don't protect any vessels.

Starbase it should benefit from the effect of the planetary shield?

For the rogue super weapon, it would be good to put a good description of power ( currently "fire novalith cannon").

Thanks, I'll look into all of these.

Reply #1037 Top

Okay, so i know you're probably more asking for help on TYPES of research rather than the setup of it, but i've made a small diagram in MSPaint (and i know it's awful, bear with me please...) of the Cylon Military tree, and it's got maybe two fresh ideas for consideration. If anything, i'm hoping it may spark a discussion about the tree itself, maybe take some research ideas and add to it, which i can do.

This would, at least, give a preliminary visual to how things would look, and give a better idea of what tier things are at or where they should go.

 

Reply #1038 Top

@NHD-151 I'm alive basically... 

Personally, I like flow charts like that. I find them easier to follow. We can start with some standard trees like that. Eventually I'd like to differentiate the way Cylons and Colonials research technology and upgrades. I'm just not sure exactly what form that will take place yet.

 

Reply #1039 Top

Quoting ZombiesRus5, reply 1038
@NHD-151 I'm alive basically... 

Personally, I like flow charts like that. I find them easier to follow. We can start with some standard trees like that. Eventually I'd like to differentiate the way Cylons and Colonials research technology and upgrades. I'm just not sure exactly what form that will take place yet.

 


Alright, cool. I can take a look at the other cylon trees, remove what doesnt fit, and change what does, and give you a basic tree like that one to start working with. I'm all for discussion in this way about more abilities or researches that you could add to each tree, it'd show what spots are open or what currently-shown researches can be moved. 

Reply #1040 Top

Hi, after a long break, I played yesterday a a game (the newest Version 6.3.4) with a friend. First he minudumped just at the loadingscreen, but atfer a restart the games works very well. We played for about 3 hours with no problems, but I still can't capture moons/artifacts with the vasari. The colonizer still has only the ability to colonize plantes. Do only I have this problem or also somebody else? Contain the version 6.3.4 the AI Improvement? We played at the same difficult as usual, but it was way more difficult (which is good) to play against the AI. (Maybe because they played Hypercorp, their ships are very strong) Also their starbases, I needed a whole damn fleet to bring one down. Very challenging!

Keep up the good work!

Reply #1041 Top

Is there any recommendation on which addons not to combine? The readme is quite ... "alpha" >_>

I'm trying to get 6.3.4 stable. Have already cut down effects to "recommended". It runs about 1h singleplayer, medium map, with 5 AI with this setup:

enabledModName "SotF Planets Tenorias R6"
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Bonus Density R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Effects R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Militia Rogue R6"
enabledModName "SotF Race Hypercorp R6"
enabledModName "SotF Race Nephilim R6"
enabledModName "SotF Race Plague R6"
enabledModName "SotF Race Rogue R6"
enabledModName "SotF Race Alliance R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"

as other people have no problems with the races I assume it is the combination of addons!? Debug log gives no hint.

 

EDIT: I'm confused now, did a new installation and now it doesn't even start :S

EDIT2: The Militia has stopped working. Thinking very hard it could be that the first time I accidentally merged with an old installation of the mod.

Reply #1042 Top

Where can I download the R6.2 Core? I would like to try the blood and chrome races but I can't find a download link for the R6.2 Version.
Thanks for your help.
@Quiet_Man I play with a friend without the milita mod and it works very well. Maybe the milita causes some problems/minidumps but sometimes the game won't start with the mods activated.

Reply #1043 Top

Quoting Quiet_Man, reply 1041
Is there any recommendation on which addons not to combine? The readme is quite ... "alpha"

Hey Quiet_Man, glad to see you poking around :)

To answer your questions...

The readme "should" be more a conglomeration of what is in the mod and who has contributed. I need to scrub out all those references to the old alpha stuff and point them at the more current links ;)

The install guide is currently on moddb's site as a feature which is also hyperlinked above for R5. This document is still valid for R6 though, I plan to update it and include a pdf version in the released zips for R6.

How To Install Sins of the Fallen R5

Quoting Quiet_Man, reply 1041
EDIT: I'm confused now, did a new installation and now it doesn't even start

EDIT2: The Militia has stopped working. Thinking very hard it could be that the first time I accidentally merged with an old installation of the mod.

It's possible the militia broke with the last updates with R6.4. I'm planning on doing a full version of R6.5 this week which may be close to release ready. This should fix any issues with militias. 

Quoting Lutheren, reply 1042
Where can I download the R6.2 Core? I would like to try the blood and chrome races but I can't find a download link for the R6.2 Version.
Thanks for your help.

Hi Luthern, thanks for the comments. I'll also include a compatible version of B&C with the next release of SotF this week. I'd recommend looking for that (hopefully mid-week).

I'm not having any issues with militia's in my internal build so I suspect it's an incompatibility introduced with many of the fixes I've made since the last militia update.

 

Reply #1044 Top

Quoting Lutheren, reply 1040
Hi, after a long break, I played yesterday a a game (the newest Version 6.3.4) with a friend. First he minudumped just at the loadingscreen, but atfer a restart the games works very well. We played for about 3 hours with no problems, but I still can't capture moons/artifacts with the vasari. The colonizer still has only the ability to colonize plantes. Do only I have this problem or also somebody else? Contain the version 6.3.4 the AI Improvement? We played at the same difficult as usual, but it was way more difficult (which is good) to play against the AI. (Maybe because they played Hypercorp, their ships are very strong) Also their starbases, I needed a whole damn fleet to bring one down. Very challenging!

Keep up the good work!

For some reason mods mini-dump during load screens, or even unloading the mod. This can also manifest as mini-dumps 5-10 minutes into the game (I have this issue with SOA2). It's sometimes good to restart Sins after activating ANY mod whether it's mine or Maelstrom. This seems to be the best way to avoid any loading issues that may occur.

The SotF Race Vasari R6/GameInfo/FrigatePhaseColony.entity should have the third ability set to: 

ability:2 "AbilityCaptureNeutralEntity"

This is a common ability that all SotF colonizers have set as an ability. I'm pretty sure it was there in R6.3.4, but if not it is in my current build.

 

And on the AI improvements, yes R6.4 has several AI improvements. The AI will focus on upgrading damage and durability making it much tougher even on lower levels. I didn't add a lot of Economy improvements because this is already mainly achieved by increasing the difficulty level of the AI. Also, watch out for AI starbases with AM ;) I had a TEC starbase Red Button my fleet after his ships high tailed it out of the system, hehe.

 

Reply #1045 Top

I'm often here, just quietly  ^_^

After removing the Militia it works fine:

enabledModNameCount 13
enabledModName "SotF Planets Tenorias R6"
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Bonus Density R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Effects R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Race Hypercorp R6"
enabledModName "SotF Race Nephilim R6"
enabledModName "SotF Race Plague R6"
enabledModName "SotF Race Rogue R6"
enabledModName "SotF Race Alliance R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"

Reply #1046 Top

I meantioned the problem with the vasari colonizer a moth ago and a week later you released the 6.3.1 fix for it but I never had time to test it. This week I had enough time to test the new 6.3.4 release but the colonizer still haven't the ability to caputre. So I just want to report it to improve the mod and help to locate errors.

A friend and I finished yesterday evening a game which had last about 5 hours. We noticed, that sometimes the flagship doesn't jump with the fleet and the problem with the vasari colonizer. Everything else worked very well. One of the best mods we ever played.

I can't wait for the new release with the B&C compatibility!

 

 

Reply #1047 Top

Quoting Lutheren, reply 1046
I meantioned the problem with the vasari colonizer a moth ago and a week later you released the 6.3.1 fix for it but I never had time to test it. This week I had enough time to test the new 6.3.4 release but the colonizer still haven't the ability to caputre. So I just want to report it to improve the mod and help to locate errors.

Yes, I remember you reporting this... Seems like a bad joke being played on both of us at this point ;) hehe.

I'm uploading 6.3.5 today which should be ready tomorrow, hopefully this resolves the issue finally :P

Quoting Lutheren, reply 1046
A friend and I finished yesterday evening a game which had last about 5 hours. We noticed, that sometimes the flagship doesn't jump with the fleet and the problem with the vasari colonizer. Everything else worked very well. One of the best mods we ever played.

Odd on the flagship... It's mainly just a specially spawned capital ship with extra stats. I can't think of what would cause it to flake out like that.

Thanks for the feedback as always and glad you enjoy the mod.

Quoting Lutheren, reply 1046
I can't wait for the new release with the B&C compatibility!

:cylon:

Reply #1048 Top

R6.3.5 is now uploaded for Fallen, Transhumans and B&C.

Delete your previous R6 installation prior to unzipping these changes.

As always, feel free to let me know if you encounter any issues.

 

Reply #1049 Top

Wow the whole mod is sooo much better :] only one i issue im having is that the planets are like mixing together with the original mesh of the planets i tired using all the variety of planet addons and still fussing up

Reply #1050 Top

Quoting Holybeast, reply 1049
Wow the whole mod is sooo much better :] only one i issue im having is that the planets are like mixing together with the original mesh of the planets i tired using all the variety of planet addons and still fussing up

Did you delete the previous directories of the mod before applying this?

It looks like somehow you have the buffs firing for the home planet addon, without the addon fully loaded. There shouldn't be any overlapping/missing of home planet errors like that if you aren't using the home planet addon. It's like you have the GameInfo files somehow included in the mod, but not the required meshes.

note: I did find a compatibility issue with the home planet addon and rigel, but that isn't what your picture is showing.

 

This works for me with R6.3.5:

TXT
Version 0
enabledModNameCount 13
enabledModName "SotF Planets SinsPlus R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Race Hypercorp R6"
enabledModName "SotF Race Plague R6"
enabledModName "SotF Race Rogue R6"
enabledModName "SotF Race Advent R6"
enabledModName "SotF Race Nephilim R6"
enabledModName "SotF Race Tec R6"
enabledModName "SotF Race Vasari R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"