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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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July 11, 2012 9:15:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ScarecrowWS,
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.

Whoops, not sure if that's something I did or left over from AHA.

I'm not quite sure what I want to do with the ships in the Alliance with Rebellion. This faction may get scrapped and re-purposed, just haven't decided yet.

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July 12, 2012 10:39:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So Zombies, who are the Hypercorp Rebels and Loyalists going to be?  Scum as Rebels?

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July 12, 2012 11:50:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
So Zombies, who are the Hypercorp Rebels and Loyalists going to be?  Scum as Rebels?

Not sure really... Rebel/Loyalists is an ok breakdown but something I'll probably move away from.

I'm thinking about redoing the factions and collapsing TEC, Advent and Vasari back into a single faction. From their each faction will have it's own faction specific paths. I'd like these to be represented as choices with possiblity some sub-paths once you initially choose your path. I might come up with sub-choices to each path, but this is a rough idea of what I'm looking at. 

These of course will unlock different technology from ships to titans to abilities and will take some time to complete.

 

TEC

Isolationist / Militant

Advent

Assimilation / Purification

Vasari

Mobilization / Alliance

 

Nephilim

Cleansing / Indoctrination

Plague Docrines

Hunger / Mainstreaming

 

Hypercorp

Syndicate / Megacorp

Rogue Trader

Marketeer / Criminal

Archailect

Retribution / Ascension

 

Colonial

Negotiation / Hardliner

Cylon

Extermination / Rebellion

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August 15, 2012 5:16:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm thinking about changing my overall mod name for my move to rebellion. 

Good idea? Bad idea? Any ideas?

I'm leaning towards

Sins of the Cosmos

also consdering...

Cosmos Ad Infinitum - currently my planet sub-mod name

Cosmic Sins - not sure why I wrote this

 

 

Races supported

Sins of a Solar Empire: Advent, TEC and Vasari

Sins of the Fallen: Nephilim and Plague

Eclipse Phase: Transhumans: Rogue, Hypercorp and Archailect (if archai happens)

BSG: Blood and Chrome for Colonial and Cylon

Future Integration of other races possible.

 

Addons supported

TBD, I'm going to re-evaluate what I want to port to rebellion or possibly redo.

I may also move around or re-purpose assets with the move to rebellion.

Planet mods supported

All

 

Sins of the Fallen for Diplomacy won't be affected and will basically be frozen except to support patching when needed or when issues are found.

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August 15, 2012 5:23:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sins of the Cosmos sounds good.

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August 15, 2012 8:20:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lots of great mod work here.  I jut realized you have made like a million so far.  Yikes.

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August 16, 2012 11:46:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

See you've been busy in my absence Zombie, any updates on the Nephilim textures?

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August 16, 2012 11:49:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting EternalRequiem,
See you've been busy in my absence Zombie, any updates on the Nephilim textures?

Texturing sucks worse than most of Sinperium's replies here

 

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August 17, 2012 12:05:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting EternalRequiem, reply 1108See you've been busy in my absence Zombie, any updates on the Nephilim textures?

Texturing sucks worse than most of Sinperium's replies here

 


Jeez... that's pretty bad... 

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August 17, 2012 12:35:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Zombie, any chance of you releasing the Cosmos Ad Infinitum mod for Rebellion on its own? Or is it already out? Sorry, I am not a big mod follower but I came across your sub mod yesterday and it seemed awesome.

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August 17, 2012 5:05:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ibnpatuta,
Hey Zombie, any chance of you releasing the Cosmos Ad Infinitum mod for Rebellion on its own? Or is it already out? Sorry, I am not a big mod follower but I came across your sub mod yesterday and it seemed awesome.

All I can say right now is maybe but no guarantees. I have them converted to stack with my Rebellion mods but they aren't standalone. 

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August 18, 2012 1:40:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I heard that.

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August 18, 2012 1:16:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I like Sins of the Cosmos best of the alternatives outlined. But then i like Sins of the Fallen aswell. Sins of the fallen seem like it fits better with nephilim and plague while sins of the cosmos fits with every race youve added.

Anyway, good to see the mod still going strong.

 

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August 19, 2012 11:43:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That was sort of the idea with the cosmos theme, but it is indeed hard to move away from fallen. I'm just of the desire to change some names up and possibly some content in the mod as well.

I'm toying with a new variation that keeps Fallen or Fall as the main theme and maybe just using Cosmos Ad Infinitum to describe my framework for scripting in new factions, planets and mini-mods. I just personally find organization via package names adds value and structure to what I design.

 

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August 20, 2012 5:27:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well you should do what works for you offcource. I think the new variation would be fine without having all the info. What content are you wondering abouth changing up?

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August 20, 2012 12:02:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Fall of the Cosmos, maybe? Because i like the idea of you taking different races that have something to do with eachother and grouping them under different titles (such as Blood & Chrome is separate to the rest of them), that can allow many different "expansions" to the main group once you've neared completion of the other races, like if you somehow (doubtfully =P) paired up with SoGE and made the star wars universe another facet, or SoA 2, you might be able to compete with 7 Deadly Sins.

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August 20, 2012 12:31:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Malanthor,
What content are you wondering abouth changing up?

Pretty much anything is on the table at this point. Models may get scrapped or repurposed. Some things are getting scrapped all together. I'm treating Rebellion as a new mod versus a straight port over, though in the end the core parts of the mod that survive will still be mostly the same. Things that were planned and never implemented will likely stay dead and not mentioned in rebellion (sad to say Archai fit this).

I don't see myself doing any new models and getting what I have to work in rebellion will be challenging. Plus it needs to be worthwhile and fun for myself to do.

Also, if the in game faction declare and rpg styled paths don't work out I may lose interest all together as that's the main new feature I'm building out for rebellion.

Quoting Malanthor,
I think the new variation would be fine without having all the info.

I'm just a bit bored with Sins of the {x} at this point  

 

Fall of a Solar Empire - TEC, Advent and Vasari

Fall of Humanity/Fall of Transhumanity - Hypercorp and Rogue

Fall from Grace/Fall of Angels - Nephilim and Plague

Fall of Kobol - Colonial and Cylon (going to dump blood and chrome to distance from nbcu)

 

Doesn't cost me anything to dink around with names until I start plastering on stuff. 

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August 20, 2012 12:44:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, how about Fallen Cosmos?

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August 20, 2012 1:09:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
Well, how about Fallen Cosmos?

Nice! 

Two birds/One stone

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August 20, 2012 8:16:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Example sub-paths off of Loyalist and Rebel. Each sub-path will have specific perks associated with them making it desirable to go down a particular path. Once the initial path is started it can't be changed.

Loyalists

Diplomat->Alliance

Your empire believe disagreements can be resolved politically. You are more likely to build alliance with the majority of factions making it easier to reach cease fires and pacts.


Indoctrination->Assimilation

Your empire is about the conversion or assimilation of other factions to your cause. This may be accomplished through alliances with friendly empires, or through outright conversions of enemies. Empires focused on assimilation will occasionally convert ships or even Planets to their cause during battles. Your desire to assimilate other empires is so powerful, culture is generated directly from your capital ships and titans.


Xenophobia->Isolationist

Xenophobia Your empire has a distinct hatred and distrust for any faction different from my own. I have anti-Xeno bigotry that focuses on the destruction of all factions different from my own.

Your empire is hesitant to become involved in the affairs of others and chooses to close of my empire in an attempt to isolate itself. Your empire is able to deploy an extra starbase in each gravity and ability to defend your system is enhanced.

Marketeer->Megacorp

Your empire is adept at manipulating economies and control the Black Market removing any penalties with trading credits, metal and crystal.

Your empire understands the importance of a viable economy and how to build it. Trade income is dramatically boosted for your empire


Mobilization->Migrant Fleet

Your empire has decided mobility is the best option for survival reducing the need for orbital structures as research and development is moved to your capital ships. Once mobilized your faction is able to research a later ability to Strip planets for income. Mobile factions have less opportunity to build alliances with other factions.
Migrant Fleet

Your empire is now fully mobile with the ability to Strip planets for income. Mobile factions have less opportunity to build alliances with other factions.


Rebel

Hunger->Bloodlust

The bloodlust has consumed your empire resulting in the mass extinction of this system.

Criminal->Syndicate

Your empire has no regard for the laws of others making it difficult for other factions to ally with you though you'll ally with anyone if it suits your purpose. It's difficult to tell the Pirates from your empire especially as you are able to purchase pirate reinforcements whenever they are needed. Stealing income and resources from other empires is a matter of pride for your empire.

Hardliner->Militant

Your empire believes your way is the only correct way. Faction relations with non-similar species is nearly impossible as a result. Your empire however, is very resolute in beliefs resulting in increased allegiance and tax income in your system. Your empire is also very aggressive in defending it's system resulting in extra damage, armor and defenses.

You're empire is focused solely on military expansion and control. Consequently investments in better military technology comes at the expense of a slower building economy. Your ships and structures however are more heavily armored and armed and cheaper to build.


Purification->Retribution

Your empire is focused on the purification of this system.

Your empire seeks retribution against those that has harmed it.

Singularity->Seed AI

Your empire is extremely gifted or advanced compared to others. Your time and cost to research technology is significantly reduced.

 

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August 20, 2012 8:56:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice concept--hurry and make it Rebellion ready.

For a name, how about "Fallen Cosmos".

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August 20, 2012 9:41:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think the rpg style paths sounds awesome. Really too bad with the archailects though, they would have been a very nice addition to the rogues/hypercorp finishing out that universe and with a very different playstyle to boot. Fall of the cosmos or fallen cosmos are okay i guess. I have always liked sins of the fallen, but i can understand beeing bored with a name hehe.

 

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August 21, 2012 7:24:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I agree, in concept making the Archai was my favorite idea. In practice it was not so easy to do, plus not having good models and textures to represent them really takes the desire out of continuing a concept I really liked. 

If I were marketing this it would probably be stupid to change the name

It's just so easy to do Sins of the Fallen: blah blah blah

I could have Sins of the Fallen: Rebellion and be done with it I suppose, plus everyone that cares would know what it is. 

I also left the diplomacy version version as a complete expansion mod with everything having custom trees, icons, UI, meshes and am left with a sense of satisfaction that I created a full mod for sins.

So what's my motivation now is the primary question? 

I want to finish the BSG mod because I think it has potential to reflect that universe and looks very good.

I'd like to pull my factions into rebellion but am plagued by the fact new models are necessary, a plethora of new abilities are necessary. And as happy as I was with finishing up the diplomacy version, I'm not real excited about the amount of assets needed to finish them off for rebellion. In fact the only faction I have a textured titan capable model for is the Rogue and Hypercorp faction. I have considered shifting a models to give Plague a titan capable model. 

It's possible Nephilim doesn't even make it to Rebellion if I can't get a consistent looking texture on all of the ships and structures in addition to a Titan capable model. For my first ever attempt at modding, texturing, etc I was very happy with the end result. Now I feel I could do better but don't have the time coupled with the desire

 

So here's what I know will make it to Rebellion: Planets, AI enhancements for vanilla factions, pact enhancements, faction enhancements, new capital ships for vanilla factions, Colonial and Cylons.

Most likely Rogue, Hypercorp and Plague will make it in that order.

The addons may or may not happen, but that will be complete last in the list to do.

 

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August 21, 2012 7:39:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

is dolynick's stargate races mod still compatible with the latest version of SotF?

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August 21, 2012 10:27:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

FYI--I can make models if you handle the tangents and textures.  Just let me know.  The one thing that's easy for me.  Go figure.

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