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[SotF] Sins of the Fallen (R6.5 released to moddb)

By on July 21, 2010 3:10:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus5

Join Date 02/2009
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Sins of the Fallen R6

Sins of the Fallen R6 (Baked)

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 will be ported to Rebellion. (Currently Diplomacy 1.34).

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.

 
Sins of the Fallen Nephilim Logo

A mysterious race of giant men possessing miracle like abilities (claimed to have been gained from the fallen angels that originally sired them).

Sins of the Fallen Logo

A vampiric race capable of infecting others with their taint.

Rogue Traders Logo

Cybernetically enhanced humans fashioning themselves as pirates will be the first to pass through Pandora's Gate.

Hypercorp Logo

Hypercorps were behind the initial push into space and were able to survive much of the Fall when the Titans began trying to exterminate all life.

Archailect Logo

A refugee group of infomorphs escaping endentured slavory planning revenge on an epic scale for their enslavement, the Infomorphs refashioned themselves as Archailects with the intent on uploading their enslavors and torturing them for an eternity.

A homage race to the beta release of alliance hidden agenda mod.

A Battle Star Galactica Mod

 

 

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October 25, 2011 8:41:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Peter1x9,
Something in your latest updates 5.1a and 5.1b broke compatibility with Fallen Addon Effects. 

Ya, not really sure what happened with the patch. I'm going to upload a full version in a day or two... Going to try and get a basic Cylon militia in.

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October 25, 2011 10:41:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have downloaded your Patches and tried to just use patch b. But every time I try to activate the Colonial, Plague, and Nephilim plus the Flagship and core mod I got a mini dump. When I played just the straight up R5.1 (no patches) mind you this was before I downloaded the patches. The game played perfectly.

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October 25, 2011 11:33:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Going to try and get a basic Cylon militia in.

Can't express how happy this makes me.

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October 28, 2011 3:09:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just did a 5+ hour game with my friend, I was Hypercorp (love em, love em!) and he was tech, against an advent/Nephilim hard AIs. Only minidump that occured was after I built a LRF frigate, when I zoomed into actually look at it, then it would cause the dump. 

 

Upon further reading, I notice you put up a small patch since what I downloaded to fix the missing militias and such, hope this wasn't already known and fixed cause  I would feel quite silly.

Edit: Just for the record, Zombie is cool.

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October 28, 2011 4:11:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Doshka19,
Just did a 5+ hour game with my friend, I was Hypercorp (love em, love em!) and he was tech, against an advent/Nephilim hard AIs. Only minidump that occured was after I built a LRF frigate, when I zoomed into actually look at it, then it would cause the dump. 

 

Upon further reading, I notice you put up a small patch since what I downloaded to fix the missing militias and such, hope this wasn't already known and fixed cause  I would feel quite silly.

Thanks for letting me know about this. That was one of the early models for hypercorp I converted to mesh and apparently forgot it had an error in the conversion which most likely caused an issue with sins. I'm building a new version 5.3 now and will start uploading it soon. It will contain the hopeful fix to this mesh as well as several other fixes.

Quoting Doshka19,
Edit: Just for the record, Zombie is cool.

We're typically scary 

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October 28, 2011 5:09:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is a clean upload, please delete any previous installation prior to installing SotF Core R5.3. Failure to do so may result in mini-dumps. Note for R5.3 I split the upload into three files to make it easier on me. You will need at a minimum SotF Core R5.3 and then you can optionally download the BSG races and/or the Fallen races.

SotF Core R5.3 (download) ~ 170MB, Download me first!

SotF Races R5.3 (uploading now) ~350MB, Contains Plague, Nephilim, Rogue and Hypercorp

SotF BSG Races R5.3 (download) ~225MB, Contains Colonial and Cylon (as militia).

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October 28, 2011 5:42:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

All three are uploaded now.

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October 28, 2011 6:04:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
We're typically scary

 

I was gonna  go with undead...but...*shurgs*

 

EDIT: Does this newest version have your intended balacing changes you mention some time ago....Ive not been a good kid and been keeping up like I should.

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October 28, 2011 6:24:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting -Ue_Carbon,
EDIT: Does this newest version have your intended balacing changes you mention some time ago....Ive not been a good kid and been keeping up like I should.

The plague have had some balance changes as well as Hypercorp. Most the other factions are pretty much the same.

 

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October 28, 2011 6:38:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Alrighty,

Guess I just have step up my game.

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October 28, 2011 8:48:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Zombie,

 

Thanks for the new build!

Just gonna ask real quick did you get a chance to fix the Rogue Support Capital in this patch? I dont mean to harass about it just asking, as i love playing the Rogue faction!

Same question for the neutral Entity capture ability. Still dont work for me on some factions so I edit it according to your scriptures earlier in this thread manually.

 

Since there is no listed bug tracker I hope you forgive my questions, I can just barely keep the excitement down!

 

Keep up the good work!

 

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October 28, 2011 9:51:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting MegaHammerz,
Just gonna ask real quick did you get a chance to fix the Rogue Support Capital in this patch? I dont mean to harass about it just asking, as i love playing the Rogue faction!

Yes, I found the problem and it should be fixed.

Quoting MegaHammerz,
Same question for the neutral Entity capture ability. Still dont work for me on some factions so I edit it according to your scriptures earlier in this thread manually.

Let me know which files you are modifying and I'll get it done.

Quoting MegaHammerz,
Since there is no listed bug tracker I hope you forgive my questions, I can just barely keep the excitement down!

I gave up tracking all the changes right now. I might do a compare before the final release maybe

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October 28, 2011 10:00:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sorry to load you up with questions, but did you check out the effects from the TotalEffects mod? Really think you'd like them, at least for the BSG stuff. autocannon and missiles.

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October 29, 2011 12:05:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started.

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October 29, 2011 12:50:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started.

Do you also have the race activated? You need to do that regardless. I think...

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October 29, 2011 1:32:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Unikraken,

Quoting Stalcore, reply 689Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started.

Do you also have the race activated? You need to do that regardless. I think...

Yes I do. I have the cylon race activated.

 

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October 29, 2011 1:35:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums


enabledModNameCount 18
enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Militia Cylon R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Race Plague R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Alliance R5"
enabledModName "SotF Race Archailect R5"
enabledModName "SotF Race Hypercorp R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"

this is my enabled mods.

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October 29, 2011 2:03:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You might be minidumping from the shear amount of stuff you have enabled. No clue.

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October 29, 2011 2:08:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"Unfortunately we have encountered a problem locating your file. You way wish to contact the owner / uploader of the file to get it re-uploaded again"

-File Factory.

 

Can you reup on Mediafire or Filesonic?

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October 29, 2011 4:40:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,
"Unfortunately we have encountered a problem locating your file. You way wish to contact the owner / uploader of the file to get it re-uploaded again"

-File Factory.

 

Can you reup on Mediafire or Filesonic?

 

same here but only for the fallen races (core & bsg races are ok)

 

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October 29, 2011 5:57:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,

enabledModNameCount 18
enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Militia Cylon R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Race Plague R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Alliance R5"
enabledModName "SotF Race Archailect R5"
enabledModName "SotF Race Hypercorp R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"

this is my enabled mods.

Too much stuff me thinks... Try trimming it down and let me know.

I can't make any guarantees as to how many races can actually be activated.

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October 29, 2011 6:00:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,
"Unfortunately we have encountered a problem locating your file. You way wish to contact the owner / uploader of the file to get it re-uploaded again"

-File Factory.

 

Can you reup on Mediafire or Filesonic?

I'll re-upload it to firefactory.

It will go on moddb when it's blessed so I'm not going to upload it to multiple file sharing sites for this version. Thanks for the suggestion though.

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October 29, 2011 6:18:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Aramil75,
same here but only for the fallen races (core & bsg races are ok)

Well, this is one reason I split it. It was a 750MB upload all together and I didn't want to re-upload the whole thing if something borked It did have 2 downloads which was odd, but even I couldn't download from it this morning so it's uploading as I type...

 

I'll try testing the links this morning and let you know if all is working again. 

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October 29, 2011 8:30:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The new SotF Races R5.3 download link appears to be working now. After it's done downloading I'll test the activation again.

The links have been updated in the OP as well...

This is a clean upload, please delete any previous installation prior to installing SotF Core R5.3. Failure to do so may result in mini-dumps. Note for R5.3 I split the upload into three files to make it easier on me. You will need at a minimum SotF Core R5.3 and then you can optionally download the BSG races and/or the Fallen races.

SotF Core R5.3 (download) ~ 170MB, Download me first!

SotF Races R5.3 (uploading now) ~350MB, Contains Plague, Nephilim, Rogue and Hypercorp

SotF BSG Races R5.3 (download) ~225MB, Contains Colonial and Cylon (as militia).

 

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October 29, 2011 10:19:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,

enabledModNameCount 18
enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Militia Cylon R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Race Plague R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Alliance R5"
enabledModName "SotF Race Archailect R5"
enabledModName "SotF Race Hypercorp R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"

this is my enabled mods.

Have you tried Large Address Aware on your sins? worked well for me.

http://www.techpowerup.com/forums/showthread.php?t=112556

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