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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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March 25, 2012 11:14:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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March 27, 2012 3:10:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

decisions decisions eh? lol oh hai by the way long time no see

how's everything? any new improvements with the original 2 races we started with Zombie?

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April 4, 2012 12:47:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting EternalRequiem,
how's everything? any new improvements with the original 2 races we started with Zombie?

Lots of bug fixes. I'm just trying to clean up what I have before I look at adding new models or textures.

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April 6, 2012 2:18:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,


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.

 

if u port this to rebellion would u do loyalist and rebel factions?

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April 8, 2012 11:30:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Afrojason,

Quoting ZombiesRus5, reply 976

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.

 

if u port this to rebellion would u do loyalist and rebel factions?

Probably not as there is no real difference between loyalists and rebels other than a handful of techs. In many way the split is already in this mod as Nephilim->Plague, Hypercorp->Rogue Traders, Colonial->Cylons.

I plan to support more than two Titans for a couple of the races (BSG for sure) if allowed and appropriate models and ideas are present (only 1 buildable, and may require making a research choice).

 

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April 8, 2012 1:36:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i read somewhere that the Titans are hard coded as one per faction

but i'm not sure and perhaps i'm wrong. 

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April 8, 2012 1:39:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If I recall correctly you can have multiple types of Titans per faction, but only a single Titan no matter the type built at a time.

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April 8, 2012 1:56:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
If I recall correctly you can have multiple types of Titans per faction, but only a single Titan no matter the type built at a time.

That is correct as of the latest beta. There appears to be no way to spawn them by ability either (though this maybe a bug rather than intentional). You'll only be able to get more than one titan by spawning it with the Dev.exe or having more than one spawn at the start of the map.

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April 8, 2012 2:46:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
If I recall correctly you can have multiple types of Titans per faction, but only a single Titan no matter the type built at a time.

Correct, that is all I meant.

In other words I want to support multiple titans per faction without the rebel/loyalists split currently done by Rebellion with of course only one buildable, which may get locked in with research.

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April 8, 2012 10:36:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Then that's what the game allows.

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April 16, 2012 5:35:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

R6.3 is uploaded. See OP for release notes. 

For the BSG crowd this release was more about fixing some issues with my other mod and polishing up a few items.

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April 18, 2012 5:04:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you for your great work. Downloading !

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April 18, 2012 6:31:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting luschetk,
Thank you for your great work. Downloading !

Thanks luschetk, 

Let me know if you run into anything. I'll likely have one more build before I release it on moddb to fix any remaining issues I know about.

 

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April 18, 2012 1:20:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well i love the mod always have! However ever since you change your mod into separate folders compared to having a single folder i still having graphical issue like planets disappearing, ship, buildings. idk why this occurs i have most of the settings low and still disappearing acts sometimes i have minimize and enlarge the game to have atleast some models appearing so im hoping there will be a way to fix this plz

 

thanks for making thesee amazing mods

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April 18, 2012 1:24:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
Well i love the mod always have! However ever since you change your mod into separate folders compared to having a single folder i still having graphical issue like planets disappearing, ship, buildings. idk why this occurs i have most of the settings low and still disappearing acts sometimes i have minimize and enlarge the game to have atleast some models appearing so im hoping there will be a way to fix this plz

 

thanks for making thesee amazing mods

are you loading things in the right order?

Plus, you could copy it into one mod you folder you know Just copy in the reverse order of how it should be activated. I'm just not going to do this on my end.

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April 18, 2012 3:05:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yah the mod are loaded properly and can you explain a little more in what you mean about copying in one folder?

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April 18, 2012 3:18:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
Yah the mod are loaded properly and can you explain a little more in what you mean about copying in one folder?

Well disappearing stuff makes me think your not activating stuff right or your activating more stuff than you should.

But on to the single folder thingy

  1. Start with SotF Core R6 as the base folder
  2. Copy SotF Core Flagship R6 into SotF Core R6 (This has to be next or some flagships show as flying boxes).
  3. Copy SotF Race Vasari R6 into SotF Core R6
  4. Copy SotF Race Tec R6 into SotF Core R6
  5. continue copying desired races (If you copy too many in you may either exceed the 2GB ram limits or sins hard coded limits for textures and meshes). I can't be held responsible for your inability to hold back here.
  6. Copy SotF Militia (ONE ONLY) into SotF Core R6. Personally I'd recommend not copying in a militia as it will still stack with your single folder.
  7. Copy the SotF Addons you want into SotF Core R6. You can still stack these if you want, up to you.
  8. Copy the SotF Planet (ONE ONLY). Personally I'd recommend not copying in a planet as it will still stack with your single folder. Copying more than one planet package in is not following the directions.

 

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April 18, 2012 3:37:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i tired doing that but when i enable it i get a crash

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April 18, 2012 4:01:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
i tired doing that but when i enable it i get a crash

Modding is not for you then my friend, because this should be as easy as apple pie.

In fact this is exactly what I did when I used to release my mod as the entrenchment and diplomacy folders, as my actual development structure was nearly like what I'm releasing now.

 

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April 18, 2012 6:04:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

lol i guess not i usually have the folder in atleast 1.99GB or 1.88 GB but when enbaling it DUmps on me

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April 19, 2012 4:54:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
lol i guess not i usually have the folder in atleast 1.99GB or 1.88 GB but when enbaling it DUmps on me

Let me know what features you want and I'll create a one off for you and load it to my dropbox.

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April 19, 2012 5:02:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yep, I will do .

Zombie, I have tried to improve R5 (only to see how modding works --> It was fun )!

Your instructions were very usefull !

I could improve R5 well but I finished the work now.

The Ai is a good opponent  on unfair now. I could force the Ai to build more support units, I decrease the capital ship slots and many more.
Maybe you could use some things of my ideas for R6.4.
Thus you can download my changes here:
www.nosterscrew.de/Lusche/R5-AI-Patch-Final-V06-FULL.7z

Installation:

R5 + Patches + Blood and C.
Better you give Sins more than 2 GB RAM !
I hope you can use some things of the stuff to improve your mod further.

Take care,

Lusche

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April 19, 2012 5:58:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting luschetk,
I hope you can use some things of the stuff to improve your mod further.

Nice, I'll check it out.

Thanks,

Zombies

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April 19, 2012 6:04:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Let me know what features you want and I'll create a one off for you and load it to my dropbox.

Maybe you should include a default enabledmods.txt file with the best configuration for new players in the main download, so that people who have difficulty getting it to work have at least one configuration that will work.

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April 19, 2012 6:52:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I actually have a text example in the install guide that could be pasted in the EnabledMods.txt. I'm guessing people look at it as much as they would find an example EnabledMods.txt.

All in all 99% of the people that have tried it appear to have little issue. 

I'm considering a combined version once I'm done with diplomacy though.

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