(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


100,942 views 31 replies
Reply #1 Top

Changelog for 1.2

 

  1. Many more string fixes
  2. Balancing
  3. All planet bonuses removed for a new system inspired from a couple of other mods
  4. Re-added Cap-ship factory for pirates
  5. All Capital ship complete, 3/5 abilities done/changed and balanced.
  6. Pirates now have 3 weapon classes of their own, Ion Beam, Gamma Ray Cannon, and Anti-Matter Missiles
  7. Research trees for all factions have been modified
  8. Pirates are capable of using between star travel and wormhole(probably inacted in a previous version)
  9. New maps
  10. All artifacts will have modified effects, some may have technological unlocks

 TBD for 1.25

  1. Finish the Capital ships
  2. Rebuild the maps
  3. Add more research to the all tech trees
  4. Add starbase plus constructor and all starbase upgrades and their respective researches.
Reply #2 Top

  • Sins of the Past

     will be ceased immediately as kcirtap has asked that the project be shut down due to lack of progress and I have no idea how to take it further, he may continue its creation later.

    Sins of Pirates

     will be ceased as I have no more vision for the mod and am working on a new secret project.

    Details of new Project

    The plot for this new mod is the Ancient Ones have Returned.

    Contest

    If you can figure out what this mod will be about from the details you will be selected to be a beta tester for the mod, testing period will start once the project is revealed. 

    Need Positions

    I do need Modelers, Texture Artist, Particle Editors, and Icon Creators.
    The models needed are from a Sci-Fi show so they should be easy to created and have many references.

    Also anyone who wants to be a P.R. person are welcome as well.k.
Reply #3 Top

Sins of the Past News:

Reply #4 Top

Sins of the Past Changelog

Reply #7 Top

Forgive all the *Taken* but I wanted some good real-estate for the posts.

Reply #8 Top

sounds good, and all the 1st posts are a great idea I do myself to keep the op short. I would even put the change log in 1 and put a link to it in the op.

Welcome to the mod community :grin:   k1

 

+1 Loading…
Reply #9 Top

Quoting myfist0, reply 9
sounds good, and all the 1st posts are a great idea I do myself to keep the op short. I would even put the change log in 1 and put a link to it in the op.

Welcome to the mod community  

 

Thanks for the idea with the change log, myfist0.

Reply #10 Top

Dont forget the version and game it is compatible for, ie
Rebellion 1.1
Diplomacy 1.37

saves a lot of questions

 

 

Reply #11 Top

Whoops better have that done.

Reply #12 Top

create a link to the 1st post or whatever by right clicking reply #1 above your avatar and copy link address. When you are on the 20th page, it will make it an easy jump

I will stop buggin ya now  :grin:

Reply #13 Top

IF you have more tips keep them coming, I love constructive criticism. 

Reply #15 Top

I was trying for that, took awhile to get it right.

Reply #17 Top

My laptop has been taken offline so, for now 1.2 is the most current release, all work towards next version may have been lost.

Reply #18 Top

Quoting Drian117, reply 18
My laptop has been taken offline so, for now 1.2 is the most current release, all work towards next version may have been lost.

 

 

Crap.... :O

 

Well... at least I can text test 1.2.... this mod sounds very interesting.

Reply #19 Top

Can anyone volunteer to work with me on model/texture rigging as well as making of the icons for the research and ships.

 

Drian

Reply #20 Top

Sins of Past 1.5 is out on MediaFire and on Moddb shortly

Reply #21 Top

I keep getting sent to a zip 1.2. download and not the Mod download you might have to check your download links

Reply #22 Top

Quoting BloodDragoon, reply 22
I keep getting sent to a zip 1.2. download and not the Mod download you might have to check your download links

 

The download was called 1.2, that is what you want to download.

Reply #23 Top

I am running this mod right now and I am just wondering if you are going to do more with the research tree to allow the pirates to gain more knowledge or even give one of there ships the ability to steal knowledge from an enemy that has the tech already say like star base technologies.

Reply #24 Top

Quoting BloodDragoon, reply 24
I am running this mod right now and I am just wondering if you are going to do more with the research tree to allow the pirates to gain more knowledge or even give one of there ships the ability to steal knowledge from an enemy that has the tech already say like star base technologies.

 

The next version will have a bunch of new tech for all the factions and a bunch of new goodies, about the tech stealing, as far as I can tell that is impossible with the Iron Engine the game runs on, while that is a good idea, its not feasible.

Reply #25 Top

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.