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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
 

 

 

4,033,398 views 1,320 replies
Reply #1076 Top

The Nephelim tech "Divine Knowledge" increases costs by 10% instead of decreasing them.

+1 Loading…
Reply #1077 Top

Quoting MrTabs, reply 1076
The Nephelim tech "Divine Knowledge" increases costs by 10% instead of decreasing them.

Thanks for letting me know.

 

Reply #1078 Top

Quoting MrTabs, reply 1076
The Nephelim tech "Divine Knowledge" increases costs by 10% instead of decreasing them.
Now that's an example of bad religion.

Reply #1079 Top

Quoting Cheif50, reply 1076
Another question zombie can i run blood chrome with the rest of Sins of the Fallen and if i can do i have to use a certain core and flagship core or it doesn't matter?

Sorry Cheif, I missed this one.

Yes, Blood & Chrome is compatible with the rest of SotF including flagships. I included the core with the BSG in case people didn't want the other stuff, but they should be identical.

This doesn't mean you can activate ALL of it at the same time though due to both the 2GB limit and several hard code limits around meshes and textures that may cause dumps. Based on the mesh counts I've done you should be able to safely activate 4 of the new factions plus the core factions for a total of 7 playable factions. The assets for TEC, Advent and Vasari are always loaded currently so your not saving anything by not loading them other than they aren't selected at random.

Reply #1080 Top

Hi ZombiesRus5,

Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?

Reply #1081 Top

Quoting soase-maelstrom, reply 1081
Hi ZombiesRus5,

Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?

Question: "Does the settings entry "SoundStreamBufferSize 2000" need to be increased also or does this setting control something slightly different?"

Answer: "That value is related to audio streaming, not the number of files. Increasing it just increases the maximum stream size that Fmod will do. Will also use more memory."

Reply #1082 Top

Quoting soase-maelstrom, reply 1081
Hi ZombiesRus5,

Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?


I did a workaround by removing extra entries from the vanilla ships.  Ended up cutting the vanilla sound total down by at least 20% (or more, I don't remember).  You barely even notice a difference because the entries I removed rarely came up (they were 3rd and 4th ones).

If you need the labor done, I'll do it.  The process is time consuming, but simple.  I'll have to redo it anyway since the ship files have changed now.

Reply #1083 Top

Quoting XATHOS, reply 1083

Quoting soase-maelstrom, reply 1081Hi ZombiesRus5,

Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?

I did a workaround by removing extra entries from the vanilla ships.  Ended up cutting the vanilla sound total down by at least 20% (or more, I don't remember).  You barely even notice a difference because the entries I removed rarely came up (they were 3rd and 4th ones).

If you need the labor done, I'll do it.  The process is time consuming, but simple.  I'll have to redo it anyway since the ship files have changed now.

They increased the number of sounds in rebellion. The question we were curious about was the rebellion.settings file.

Reply #1084 Top

Quoting ZombiesRus5, reply 1084

Quoting XATHOS, reply 1083
Quoting soase-maelstrom, reply 1081Hi ZombiesRus5,

They increased the number of sounds in rebellion. The question we were curious about was the rebellion.settings file.

What's the new limit?

Reply #1085 Top

Quoting XATHOS, reply 1085

Quoting ZombiesRus5, reply 1084
Quoting XATHOS, reply 1083
Quoting soase-maelstrom, reply 1081Hi ZombiesRus5,

They increased the number of sounds in rebellion. The question we were curious about was the rebellion.settings file.
What's the new limit?

4000 IIRC

Reply #1086 Top

Quoting ZombiesRus5, reply 1086

4000 IIRC

Sooo... we flood new game with new factions, yes?

Reply #1087 Top

Do you need to download r3 r4 r5 to make this work? I get is spammed by Failed to find data

 

I downloaded R6 from mod DB but can't get any combination of files to work

 

the "guide" says R6core can run as a standalone but...

 

Failed to find data file 'Archai_HUDIcon-Research.brushes'. (SubPath = Window)

brushFile "Archai.brushes"
brushFile "Archai_HUDIcon-Generic.brushes"
brushFile "Archai_HUDIcon-Module.brushes"
brushFile "Archai_HUDIcon-Research.brushes"
brushFile "Archai_HUDIcon-Ship.brushes"
brushFile "Archai_HUDIcon-StarBase.brushes"
brushFile "Archai_InfoCardIcon-Generic.brushes"
brushFile "Archai_InfoCardIcon-Module.brushes"
brushFile "Archai_InfoCardIcon-Ship.brushes"
brushFile "Archai_MainViewIcon-Generic.brushes"
brushFile "Archai_MainViewIcon-Module.brushes"
brushFile "Archai_MainViewIcon-Ship.brushes"
brushFile "Archai_Picture-Generic.brushes"
brushFile "Archai_Picture-Module.brushes"
brushFile "Archai_Picture-Ship.brushes"
brushFile "Archai_Research.brushes"

 etc etc etc the whole list of Ui files

 

tried activating things in order..... tried turning everything on in the correct order.... tries just a few...  Nothing.. just spammed

Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...Failed to find data file 'Archai ...

 

a search of the directory only shows 5 files with the name Archai in it 2xPlayerArchai.entity and 3xPlanetArchaiHome.mesh

 

So I assume I need to find this Archani Module to make anything work?  where do I get it?

or.... hmmm didn't see in the installation guide where it says just go into Brushes.manifest and start.. Mashing DELETE?

Reply #1088 Top

Quoting silencedhawk, reply 1088
I get is spammed by Failed to find data

Why are you trying to run the mod with the dev.exe?

If you really feel you need to use the dev.exe to run the mod then you need to set show errors to FALSE.

Quoting silencedhawk, reply 1088
Do you need to download r3 r4 r5 to make this work?

No.

Quoting silencedhawk, reply 1088
the "guide" says R6core can run as a standalone but...

No, the guide says the Core must always be activated and last. It also says you must have atleast ONE race activated.

I'd need to see your enabledmods.txt to tell you what you are doing wrong.

 

Reply #1089 Top

I tried enabling mods like the screenshots linked in the guide.

I murdered Brushes.Manifest and Entity.Manifest and got it working :)

 

this game really needs to be able to Shadow files or Update .Manifest files with multiple mods

 

Reply #1090 Top

Quoting silencedhawk, reply 1090
I tried enabling mods like the screenshots linked in the guide.

I murdered Brushes.Manifest and Entity.Manifest and got it working

 

this game really needs to be able to Shadow files or Update .Manifest files with multiple mods

 

There's really no reason to edit the brushes.manifest and entity.manifest. Like I said if your using the developer.exe just turn off show errors in the settings file. The mod is not meant to be played in the dev.exe though due to the stacking and the plethora of warnings that are popped up as a result.

 

Reply #1091 Top

Is this ported to Rebellion yet? I saw the thread for Blood and Chrome but I'm honestly more interested in the base Sotf factions.

Reply #1092 Top

Quoting Calnus, reply 1092
Is this ported to Rebellion yet? I saw the thread for Blood and Chrome but I'm honestly more interested in the base Sotf factions.

Yes, I plan to convert all of Sins of the Fallen. So a few things are at play here...

I spent a good deal of time on R6 trying to get as complete a mod for Diplomacy as possible with the base factions. So, it's nice to take a break and look at something else.

The Colonial and Cylons already have Titan meshes created and textured making it an ideal test bed to perform an initial conversion. I also asked if they'd like the vanilla version before I start ripping the B&C research and abilities apart. Several said yes, so I'm slapping some duct tape on it and letting them play whats there. It won't become a real boy until sometime next year.

I'm also evaluating Titan and Corvette meshes for the base SotF factions (may even mix up some existing roles). Plus I'll need to design all new abilities and some additional research tree items. It's hard to say how long this will take. Sometimes things flow quickly, sometimes they don't.

 

In short though I plan to do it in stages and will most likely release beta versions of any completed content as I go.

Reply #1093 Top

Hi

I'm just hopping by to see how things are going with this mod's Particle effects...

Have you figured out how to use Particle Forge? Or are you just using default effects?

Reply #1094 Top

Quoting KrdaxDrkrun, reply 1094
Hi

I'm just hopping by to see how things are going with this mod's Particle effects...

Have you figured out how to use Particle Forge? Or are you just using default effects?

Not much really beyond what you did or from BK... Just done some playing around with animated meshes.

Reply #1096 Top

Quoting KrdaxDrkrun, reply 1096
How did that work out?

Worked fine, figured out how to do the rotating mesh type of things.

Reply #1097 Top

Yeah

though I do wish that we didn't have to resort to particle effects to do this...

They don't work as intended most of the time...

For example, when your particle count is overloaded, your ships will be missing segments...

etc.

 

Anyhow

this thread isn't here for me to complain...

sorry

I was just checking to see if I could be helpful

:D

best of luck to ya

Reply #1099 Top

Quoting ZombiesRus5, reply 1093

Yes, I plan to convert all of Sins of the Fallen.

How long do you think it'll be?


I spent a good deal of time on R6 trying to get as complete a mod for Diplomacy as possible with the base factions. So, it's nice to take a break and look at something else.

Porn helps. :fuzzy:

Reply #1100 Top

Hi ZombiesRus5,
I enjoy your Mod and its update.

For the ability "Parralizer Mine" of Alliance's Capital Ship "ASF Peresov",
antiMatterCost rises 500 in Level:2, it may be 50.