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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

  Addons   Factions  
  Cosmos Ad Infinitum Logo







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
 

 

 

4,033,249 views 1,320 replies
Reply #1001 Top

yo zombie! u havnt been on MSN lately o.o

Reply #1002 Top

Quoting Alexrose, reply 1001
yo zombie! u havnt been on MSN lately . 

I'm hiding. I'm working long hours lately and don't feel like talking to anyone online.

Reply #1003 Top

i see.

 i email you my dev. art page later. and you can look at a few of my projects and such

 

Reply #1004 Top

@Alexrose

Remember this one?

I'm switching around some models to finish out Hypercorp. This will be the new frigate antifighter.

Reply #1005 Top

ehh..... i can make a better one. give me a little while. thats my beginner stuff . 

Reply #1006 Top

Quoting Alexrose, reply 1005
ehh..... i can make a better one. give me a little while. thats my beginner stuff . 

well, it's textured my friend. My free time is not very high lately.

Reply #1007 Top

i see. but still i will make one and you can change it around when u have free time. which i hope come soon. soon like u need a break

 

Reply #1008 Top

Hello,

first of all i want to thank you for your great work Zombie. SotF is a great mod and i play it often with a friend. We played the R5 Version for a very long time until i discovered this thread and we downloaded the newest version. Most of the new version works very well (exept the minidumps sometimes) but i can't capture neutral bases (Moons or alien spaceships per example) with the vasari. If i try to capture it with a scout, it just says, that the (capture) ability can not be used on this target. Also if i just send the scout near the moon or ship nothing happens but the ability is set on autocast. I want to ask if this is intentionally or a bug and if it's a bug how can I fix it.

Sry for my bad english.

Kind regards, Lutheren

Reply #1009 Top

@Lutheren

Thanks for the comments. R5 was definitely pretty stable, hopefully R6 will get there too. Squashing mini-dumps can be exhausting since we don't really have the tools as modders to help identify what really is the problem.

On the artifact/moon capturing. I'm only allowing colony frigates to capture these entities as I feel it's far to much an advantage for scouts to capture them. As such the Vasari colonizer frigate should have the ability to capture any neutral unit. Vasari scouts will still be able to capture neutral extractors though.

I'm pretty sure R6.3 has this setup for the vasari colonizer. I have added frigateRoleType "ResourceCapturer" to the vasari colonizer since I uploaded R6.3. I think this might help the AI actually use the ability to capture correctly.

 

Let me know if you encounter anything you think might be a cause of a mini-dump, though I know it's tough to isolate things down.

Reply #1010 Top

Great Mod, love the work.  I really like the hypercorp and looking forward to the other trans humans.  I did notice that several of the hypercorp "negotiations" tech tree don't seem to function.  Also both star bases seem to be able to have a third level of weapons yet, it claims the research isn't done.  i had all of the weapons and science levels completed. 

 

Thanks again for the mod.

Reply #1011 Top

hey zombie u check out my dev page? and i'll be working on that model soon lol xD

Reply #1012 Top
Thanks for your fast reply. I tried the colonizer but he only has the colonize ability. So I tried every other ship, but none of them have the ability to capture and even when I sent them to a moon, nothing happened. So, maybe my Version is damaged. I will ask my friend, if he can test it. We will pay attention in future what can cause the minidumps. MfG Lutheren
Reply #1013 Top

Also noticed with the alliance that the flagship doesn't appear.  Thought it might be the maps so I tried a random map and a designed map with the rogue and flagships showed up but when I tried the same two maps with the Alliance the flagship did not show up.

 

Thought it might be helpful.

Reply #1014 Top

Quoting walkercubed, reply 1010
Great Mod, love the work.  I really like the hypercorp and looking forward to the other trans humans.  I did notice that several of the hypercorp "negotiations" tech tree don't seem to function.  Also both star bases seem to be able to have a third level of weapons yet, it claims the research isn't done.  i had all of the weapons and science levels completed. 

 

Thanks again for the mod.

If your using R6.x the extra weapons upgrade would be for the AI only. I need to change the text that shows to be more indicative of that. Basically it less the AI purchase one extra upgrade you can't that makes the starbase a bit harder to take down.

Quoting Lutheren, reply 1012
Thanks for your fast reply. I tried the colonizer but he only has the colonize ability. So I tried every other ship, but none of them have the ability to capture and even when I sent them to a moon, nothing happened. So, maybe my Version is damaged. I will ask my friend, if he can test it.
We will pay attention in future what can cause the minidumps.
MfG Lutheren

I'll run through all the colonizers again before the next release (hopefully this week).

Quoting walkercubed, reply 1013
Also noticed with the alliance that the flagship doesn't appear.  Thought it might be the maps so I tried a random map and a designed map with the rogue and flagships showed up but when I tried the same two maps with the Alliance the flagship did not show up.

 

Thought it might be helpful.

Yep, I need to add the code for alliance so they can have their own flagships. Thanks for reminding me :)

Reply #1015 Top

Quoting ZombiesRus5, reply 976
Death of the Archailect?

Honestly I'm not sure if I want to support a 5th race at this point.

I have a prototype for this race that is essentially a capital ship only mod with the singularity abilities stubbed out but. I'll likely repurpose the two models I have possibly as futuristic planets or starbases. Just doesn't seem worth exploring at the moment while I try to get the finishing touches on nephilim, plague, hypercorp and rogue traders.

Basically just my rambling because I'm a bit dissapointed I didn't get much further with this faction and without some inspiration suddently ocurring it's dead.

This of course still leaves 4 titans, 16 abilities, another 16-32 new research items for rebellion, 4 corvettes with 4 abilities and possibly a couple new tactical structures I've been putting off for current 4 factions. So still lots to do which is also weighing on me.

 

This saddens mean b/c with all my time playing and following this mod, they were the most unique concept. I am a writer if the lore or concepts is something that needs dealt with but sadly im only novice when it comes to the main problem you have with trying to make this race: time to texture and make models.

 

Though there may be more hope if time frees up in Rebellion cuz the Vasari (Rebels was it?) have a Homeworld Ship thing going on.

 

Great mod and keep the updates coming :)

Reply #1016 Top

hey zombie. you still got my old models right?? any way you could convert them to a blender file and send them to me?

 

Reply #1017 Top

Quoting ThelrishDeaf, reply 1015
This saddens mean b/c with all my time playing and following this mod, they were the most unique concept. I am a writer if the lore or concepts is something that needs dealt with but sadly im only novice when it comes to the main problem you have with trying to make this race: time to texture and make models.

 

Though there may be more hope if time frees up in Rebellion cuz the Vasari (Rebels was it?) have a Homeworld Ship thing going on.

 

Great mod and keep the updates coming

I was a little depressed when I wrote that... I'll agree a lot of the Rebellion features make the Archai desirable to do. I have what I consider 2 really good models that fit the look and feel of what I think the Archai look like.

I may always revisit them, but for now my focus is getting other stuff done.

Reply #1018 Top

Quoting Alexrose, reply 1016
hey zombie. you still got my old models right?? any way you could convert them to a blender file and send them to me?

 

I'll have to look, not sure if I do or not anymore.

Reply #1019 Top

Updated OP for some fixes with R6.3

Reply #1020 Top

Updated OP for a BAKED version of R5. Sorry no R6 baking until I deem it's stable.

 

Sins of the Fallen R5 (Baked)

Reply #1021 Top

SotF R6.3.3 uploaded (in zip format for Sinperium B) )

 

Reply #1022 Top

Hello, i'm french and sorry for my bad english :grin:

 

I just wanted you to know that i like this mod, you do a very good and hard work, i love the rogue.

I don't use moon, i prefer starbase and don't use other nation because i don't like vessels of this ^^. (and i have too many minidump with them unlike rogue)

(I don't read previous posts before my questions)

The artefacts vessesl are good idea but i think are too weak and very slow, if they can gain xp and level up, i think are more interesting. is that you prepare an improvement of this?

The capacity of rogue spécial weapon (novalith shoot) are really effective? i don't see any difference on enemy planet after impact of this.

For rebellion, do you think an adaptation of this mod? (giant vessel for rogue? *__*)

 

Thank you again for you excellent work and if i don't disturb you with my opinion, i say you if i see a bug or if i have idea.

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Reply #1023 Top

Quoting Yupa59, reply 1022
Hello, i'm french and sorry for my bad english

No worries, your English is fine.

Quoting Yupa59, reply 1022
I just wanted you to know that i like this mod, you do a very good and hard work, i love the rogue.

Thanks, me too!

Quoting Yupa59, reply 1022
I don't use moon, i prefer starbase and don't use other nation because i don't like vessels of this ^^. (and i have too many minidump with them unlike rogue)

I understand, this is partly why things such as Moons are optional features. I'm trying to shore up mini-dumps which is incredibly hard to do, but I have made some progress.

Quoting Yupa59, reply 1022
The artefacts vessesl are good idea but i think are too weak and very slow, if they can gain xp and level up, i think are more interesting. is that you prepare an improvement of this?

The actually did start as capitalships but I found taking away from capital slots was not as fun at the time. I might be more apt to increase their durability and stats. I also want to add more artifacts to the world, but this will take time.

Quoting Yupa59, reply 1022
The capacity of rogue spécial weapon (novalith shoot) are really effective? i don't see any difference on enemy planet after impact of this.

It is effective in that it opens a phase node between two worlds as it's a worm hole generator. I am tweaking it's target constraints though so it can target any planet. Any ideas for a secondary affect considering it's main purpose is as a worm hole generator?

I'm thinking through superweapons in general and may be making some overall tweaks especially in light of the ability to limit superweapons with Rebellion.

Quoting Yupa59, reply 1022
For rebellion, do you think an adaptation of this mod? (giant vessel for rogue? *__*)

Model/Texture by: SolCommand

Quoting Yupa59, reply 1022
Thank you again for you excellent work and if i don't disturb you with my opinion, i say you if i see a bug or if i have idea.

Sounds Great! Thanks Again!

Reply #1024 Top

Thanks for your response.

 

For titan vessels, you don't need two models?

If you want a idea (if you have not yet), the SDF-1 of Macross would look like the well has a rogue ship.

 

I'm very impatient for the mod of rebellion !

Reply #1025 Top

Quoting Yupa59, reply 1024
For titan vessels, you don't need two models?

Nope.