ZombiesRus5 ZombiesRus5

[SotF] Sins of the Fallen

[SotF] Sins of the Fallen


 

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

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Frequently Asked Questions

What version of Sins of a Solar Empire is supported?
Sins of the Fallen is a modification for Diplomacy and Rebellion. 

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.

  Fall of Heaven: Plague and Nephilim
Fall of Transhumanity
Fall of Kobol
 

 

 

4,035,720 views 1,320 replies +8 Loading…
Reply #576 Top

Tried out Hypercorp against tec, was pretty fun despite the accurately described wonky research tree x3 no real problems. All addons, Sol, and just hypercorp and tech mods on.

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Reply #577 Top

Okay... update... new titan model... is... very... HIGH poly count... but omg it looks fantastic. The size of it from my previous models done pretty much dwarfs all ships. I'm rather pleased with the outcome, although I have yet to do turret platforms yet on the model. I'm damn sure there is enough real-estate on the thing to put gun placements LOL.

Only major thing that needs doing... is polygon reduction.

Edit: forgive the 4th pic, the model was upside down when I took it :grin:

Reply #578 Top

Those models do look pretty sweet.  Can't wait to see some texture on them.

 

Thanks for the +1 Zom. 

Reply #579 Top

I'm just trying to figure out how to get rid of those visible lines you see in that pic. Those tend to show up when you texture the ship which concerns me considering roughly all the models I've made have them. :(

Reply #580 Top

@EternalRequiem - Looks cool... Hopefully it survives a polygon reduction ;)

 

Reply #581 Top

Hypercorps are another step closer. I now have the research tree's laid out in the source code. Need to fill in the Strings and Icons and code the referenced abilities.

Combat tree won't be changing much other than utility designs are now part of the PsiOps branch. 

The Psionics branch now looks like this

PsiOps (Tier 2) -> Unlocks Psionics Operations Star Base, Required to unlock other Psionic techs

Wraith PsiOps (Tier 5) -> Deploys with Dimensional Anchor -> Unlocks Etherealness (Tier 6)

Shadow PsiOps (Tier 3) -> Deploys with Inertial Barrier -> Unlocks Telekinetic Thrust (Tier 5)

Agitate AntiMatter (Tier 4)

Remote Viewing (Tier 3) -> Precognition (Tier 4) -> Enhanced Precognition (Tier 5)

Teleportation (Tier 3) -> Teleportation Network (Tier 6)

Mind Link (Tier 3) -> Antipathy (Tier 5)

 

PsiOps Upgrades:

Weapons (Kinetic Bolt)
Defense
Remote Viewing
Mind Link
Block Colonize
Block View - Prevents probes
Destabilize Hyperspace
Teleportation Network
Antipathy

 

Reply #582 Top

Quoting ZombiesRus5, reply 580
@EternalRequiem - Looks cool... Hopefully it survives a polygon reduction

 
End of ZombiesRus5's quote

 

Indeed I'll send it your way then.

 

Even with poly reduction I believe it'll still look far better then the current one. Granted I like the current one still but it looks more like a kit bash between something else and the battleship. For my thoughts and ideas I believe each ship class should definitely look different and not similar or look almost exactly like another ship class unless they were variant classes. That different model look of course might work when Rebellion rolls around though.

Reply #583 Top

Quoting ZombiesRus5, reply 581
Hypercorps are another step closer. I now have the research tree's laid out in the source code. Need to fill in the Strings and Icons and code the referenced abilities.

Combat tree won't be changing much other than utility designs are now part of the PsiOps branch. 

The Psionics branch now looks like this

PsiOps (Tier 2) -> Unlocks Psionics Operations Star Base, Required to unlock other Psionic techs

Wraith PsiOps (Tier 5) -> Deploys with Dimensional Anchor -> Unlocks Etherealness (Tier 6)

Shadow PsiOps (Tier 3) -> Deploys with Inertial Barrier -> Unlocks Telekinetic Thrust (Tier 5)

Agitate AntiMatter (Tier 4)

Remote Viewing (Tier 3) -> Precognition (Tier 4) -> Enhanced Precognition (Tier 5)

Teleportation (Tier 3) -> Teleportation Network (Tier 6)

Mind Link (Tier 3) -> Antipathy (Tier 5)

 

PsiOps Upgrades:

Weapons (Kinetic Bolt)
Defense
Remote Viewing
Mind Link
Block Colonize
Block View - Prevents probes
Destabilize Hyperspace
Teleportation Network
Antipathy

 
End of ZombiesRus5's quote

 

Any chance of seeing the turret get a texture? :3 

Reply #584 Top

Quoting Doshka19, reply 583
Any chance of seeing the turret get a texture? :3 
End of Doshka19's quote

Yes ;)

Reply #585 Top

yeeessssssssss  :drool:  im growing very fond of hypercorp. 

 

I had a minidump with hypercorp vs plague. It happened when it played the voice for a capital ship (the siege one i think..the one with a voice that sounds female. or the one that heals.)

 

However, I'm pretty sure this is because I had set the game speed to x6  x_x  

Reply #586 Top

Quoting Doshka19, reply 585
yeeessssssssss   im growing very fond of hypercorp. 

 

I had a minidump with hypercorp vs plague. It happened when it played the voice for a capital ship (the siege one i think..the one with a voice that sounds female. or the one that heals.)

 

However, I'm pretty sure this is because I had set the game speed to x6   
End of Doshka19's quote

Hmm, hopefully that can be narrowed down. Mini-dumps suck to track down.

The new research tree will help Hypercorp feel much more complete too. I'm really happy with how they turned out considering they all the ships share one texture.

Reply #587 Top

me and my friend just finished 2 vs 2 with Pirate/Tec against 2 plague, no problems at all, so I'll be playing as Hypercorp now. If I run into more minidumps I'll try to narrow down what exactly was going on

Reply #588 Top

Quoting Doshka19, reply 587
me and my friend just finished 2 vs 2 with Pirate/Tec against 2 plague, no problems at all, so I'll be playing as Hypercorp now. If I run into more minidumps I'll try to narrow down what exactly was going on
End of Doshka19's quote

Excellent.

Here's a new version.

It adds several of the targetting fixes for the stock races I identified previously as well as some of the wip modifications for Hypercorp. The Hypercorp's research tree is still incomplete in addition to the starbase abilities not being implemented yet but it does show some progress.

I'm sorta on the fence right now if the PsiOps will be a starbase or a tactical structure. It's a starbase right now, but my thoughts may change.

Other new stuff:

Fallen Planets SinsPlus - Adds Sins Plus planets

Fallen Addon Gurkoz - A repackage of Gurkoz's sound mod. Can be used with or without Sins of the Fallen.

http://dl.dropbox.com/u/5790092/Temp/Sins%20of%20the%20Fallen%20R5.3.7z

* Warning: This mod is not compatible with the debugger *

In addition to my eclipse tool I have separate test mods I use with the debugger to isolate issues. Part of the incompatibility with the debugger is due to the fact I'm taking advantage of the Sins Engine to make a more plugin-in-play approach to the mod. Running the debugger will result in many warnings being issued that do not affect the stability of the mod.

 

Reply #589 Top

Zombie...I was just about to go to bed, now I need to download this and play it. I'm so gonna be late to work tomorrow, your killing me @_@

Reply #590 Top

Hey Zombie, think you might want to know that even trying to apply Sins Plus and the moon addon causes a minidump. Though the minidump only occurs when Sins Plus is above moons.

Edit: Fixed it. Seemed to be a problem of another mod causing a minidump in the mod selector.

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Reply #591 Top

Quoting mushkiller, reply 590
Hey Zombie, think you might want to know that even trying to apply Sins Plus and the moon addon causes a minidump. Though the minidump only occurs when Sins Plus is above moons.

Edit: Fixed it. Seemed to be a problem of another mod causing a minidump in the mod selector.
End of mushkiller's quote

Thanks anyway... It reminded me I didn't have the SinsPlus planet mod added to my master build script which I have that resolved now. Feel free to point out anything that looks borked or might be borked (excluding the known unfinished stuff around alliance, archailect and hypercorp).

Reply #592 Top

Hi I know what Sins Plus planets look like, but can we have a comparison image between the Sol, Rigel, and Sins Plus planets addons?  I'd like to visually see which one I prefer. 

Reply #593 Top

 Fictional SOL

Fictional Sol System Preview

 

Rigel 

Rigel System

Reply #594 Top

Thank you so much!  Both systems look amazing!  I'm gonna have to try multiple games with these, this is a feast for the eyes!

Reply #595 Top

Zombie I notice there are two research unlocks for starbase constructors for hypercorp. The one in the military tree with the picture unlocks building starbases in the colonizing frigate, and the normal one in defense tree does the usual. I'm curious, is the colonizing frigate supposed to get that? Or is it just unfinished work? Cause its kinda cool :D

Reply #596 Top

Quoting Doshka19, reply 595
Zombie I notice there are two research unlocks for starbase constructors for hypercorp. The one in the military tree with the picture unlocks building starbases in the colonizing frigate, and the normal one in defense tree does the usual. I'm curious, is the colonizing frigate supposed to get that? Or is it just unfinished work? Cause its kinda cool
End of Doshka19's quote

Ya, still a work in progress, but the idea is to have a more civilian oriented star base deployable through the colonizer and the Psionics star base deployable through a dedicated Heavy constructor.

 

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Reply #597 Top

Hey ZombieRus5, first of all I'd like to say that it's incredible that your doing all of this + Blood and Chrome by yourself.  A couple of things from a game that I was playing as Nephilim against 6 Hard AIs. 

       -The Babylon Destroyer on the Nephilim is missing appropriate player colors like the rest of the ships.

       -The Ascension Shrine is missing the ability Icon for the culture bombardment.

       -The Holy Ships do not have a UI Icon.

       -Alien Battleships can spawn in Magnetic Clouds, where you cannot use abilities.  I recommend making a script that   doesn't       

        spawn them there, because they just become useless stage pieces.

       -Some Militia and Pirate frigates were missing their UI Icons, specifically the Guarda Flak Frigate.

 

Overall I had a lot of fun with the Nephilim.  The abilities on the Capital Ships are insane, in all honesty the Nephilim felt pretty OP.  Armageddon has the be the coolest yet creepiest looking Sins ability I have ever seen.  I recommend increasing the fleet supply for the Babylon Destroyer to 75.  With level 3 Power Surge, a Babylon Destroyer can do as much single target damage as a fully offensively upgraded Starbase.  Those are my observations, now on to a Plague game!  Oh, and are you going to make custom maps for the SoTF Universe? 

     

Reply #598 Top

Thanks, I'll take a look at these and respond back when I'm able.

On the maps... I'm not really a map maker but have some thoughts I might try and implement down the road. Generally speaking any custom map should work with Sins of the Fallen as I try to keep things fairly plug-in-play.

 

Reply #599 Top

Hey Zombie just wondering on the last ship I sent you, were you able to reduce the poly count to a good enough point where it doesn't destroy the model? if not I can send you a lower poly version because I still have the blocky version of that ship, basically the base file I use before I apply the smooth function to most of the ship.

Let me know so I can do what's needed and I'll send the lower poly model your way.

Reply #600 Top

Quoting EternalRequiem, reply 599
Hey Zombie just wondering on the last ship I sent you, were you able to reduce the poly count to a good enough point where it doesn't destroy the model? if not I can send you a lower poly version because I still have the blocky version of that ship, basically the base file I use before I apply the smooth function to most of the ship.

Let me know so I can do what's needed and I'll send the lower poly model your way.
End of EternalRequiem's quote

Not yet, though I promise too sometime this year.