Drian117 Drian117

(Discontinued) Sins of Pirates/Sins of the Past (Rebellion 1.1)(Past 1.5-Released)(Pirates 1.2-Released)

(Discontinued) Sins of Pirates/Sins of the Past (Rebellion 1.1)(Past 1.5-Released)(Pirates 1.2-Released)

This Thread is for both Sins of Pirates and Sins of the Past.


Sins of Pirates

This mod's goal is to make the pirate faction a playable one and a larger threat overall.


Changelog

News


There are currently 2 versions out there for this mod for rebellion 1.1, no Trinity or Diplomacy. 1.2 has new bonuses and 1.15 has the old ones from Sins Plus and Default.


1.15 Link:

Sins of Pirates v1.15

 

1.2 Link:

Sins of Pirates v1.2

 

MediaFire Link for 1.2 

 

 Its my first mod so give me some impressions, thoughts and improvements you think can be made.

Moddb Link

Wiki Link

 

 

 

 

Sins of Pirates Sins of Pirates

 

Sins of the Past



Sins of the Past Version 1.5 Sins of the Past (Alpha 1.5)

Media Fire 1.5


100,946 views 31 replies
Reply #26 Top

Quoting Nightshift301, reply 25

Hello Drian,

 

thanks for this mod it's really great and although I just started it I allready have a small wishlist for you if you don't mind:

 

1. I would like to start on a real 'Pirate base', I would'nt mind the decreased income, maybe just add a couple of tactical slots so you can basically have one simillar to the native pirate faction. I wanted to do it myself via Galxy Forge, but although it's working fine for Diplomacy I can't do it for Rebellion (the one provided inside the game folder just crashes on startup, but that's not your problem



 

2. Maybe have the native pirates enabled as an option so you can race for the bounty yourself before the timer runs out. Preferably I would like to be able to replace the pirates completely myself so while they are disabled, the factions can still set out bountys which I can collect - if the engine allows this.

Which leads to

3. Reenable the bounty hunter tech in the research tree, although I like the tag 'what is diplomacy' harrrr, harrr..

(maybe it's possible to change the missions factions give you so the reward will be money instead of relation bonus or a bit of both).

 

 

4. This is probably a bit more complex and maybe more of a longtime goal: Be a complete mobile faction, a bit Vasari-style, for example have a deconstructible starbase. You can only occupy one planet (preferably an asteroid a magnatic cloud- harrrr) or whatever. A couple of Vasari-techs would perfectly fit in there, like having your populations and research within your capital ships and this one homebase. Well I guess I know in what direction  I would like this to develop.

 

I know this is just a personal whishlist but maybe you like some of the ideas too and I'd suppose 1-3 would not be that hard to archive.

And I guess you are concentrating more on your other mod right now. So if there is no way you will implement any of these, please tell me, I would totally understand and had therefore undergo the hardship of learning how to mod it myself (preferably not!).

 

Anyway thanks again for the mod I love space pirates "they are like pirates - just in space!"

And good luck for Sins of the past too.

 

 

 

1. I really like that idea, though I know it can be done, I personally do not know how to do it so it may take awhile, I know a mod that implemented this and I will ask how exactly he achieved that.

2. That is already implemented for the next version, though the native pirates will be able to take the bounty also.

3. I haven't really looked at the diplomacy tree yet I have been more focused on getting the other parts of the tech tree done first.

4. While I like this idea, I cannot do it, thought it wouldn't be hard to do. I could add some aspects of mobile Vasari technology, such as  allow the pirate faction to inhabit magnetic storms, and give them mobile research and populations.

 

Currently I am more focused on school work than either mod, so I won't be doing much in the way of modding for the next  several months, or at least until my professors lighten up with all the papers.

Reply #27 Top

That's ok, I was looking a bit at how to mod the game yesterday and I think the pirate starting base is pretty easy. If I'll succeed I'll let you know.

Sins of Fallen has a new faction called 'Rogues' they are pretty much a pirate faction. Very well done with complete tech tree and nice units. If you have a chance check it out.

Reply #28 Top

for the pirate base home planet, you want a new home planet entity using to the pirate base mesh and it(the entity) in the GSD.

BUT it would not be able to be tied to a particular fation, and would only show up in your custom (galaxyforge designed) maps

harpo

Reply #29 Top

Quoting harpo99999, reply 28

for the pirate base home planet, you want a new home planet entity using to the pirate base mesh and it(the entity) in the GSD.

BUT it would not be able to be tied to a particular fation, and would only show up in your custom (galaxyforge designed) maps

harpo

 

It should be possible, I believe someone had it implemented in a mod where TEC=Terran Home, Advent=Desert Home, Vasari=Volcanic Home

Reply #30 Top

it was attempted back in entrenchment, BUT while it gave a pre-set starting planet,structures and ships, it was still possible to override it with the race to play from the player setup screen. I think it was either 7ds or or distant stars or the e4x or soa or maybe even the ancient mad scientist, and the only way that I have seen for setting up a particular home planet type was with galaxyforge maps.

harpo

 

Reply #31 Top

There is an important news update