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[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

  Addons   Factions  
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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
 

 

 

4,035,718 views 1,320 replies +8 Loading…
Reply #651 Top

Quoting MegaHammerz, reply 648
This bug is reproducible 100% of the time for me. Every time it will do the same thing late game.
End of MegaHammerz's quote

Probably a weird targetting issue on the cap. I'll recreate it and come up with a fix... Thanks for letting me know.

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Reply #652 Top

Well i test your new release, and each time i start play there is a black cube that explode shortly after the game start near my planet, the moon starbase work, and the flagship work to, nothing missing so i don't know what is it...

Reply #653 Top

Hmmmm. I had all the races activated though. when activating the militia mod. looked in the download and only the three races where showing up in the militia mod. sorry for not being very clear last night I was half asleep when I wrote that.

Reply #654 Top

Quoting Stalcore, reply 653
Hmmmm. I had all the races activated though. when activating the militia mod. looked in the download and only the three races where showing up in the militia mod. sorry for not being very clear last night I was half asleep when I wrote that.
End of Stalcore's quote

Ah, I only included 3 militia mods? Did I miss some in the upload?

Reply #655 Top

Quoting ZombiesRus5, reply 654

Quoting Stalcore, reply 653Hmmmm. I had all the races activated though. when activating the militia mod. looked in the download and only the three races where showing up in the militia mod. sorry for not being very clear last night I was half asleep when I wrote that.

Ah, I only included 3 militia mods? Did I miss some in the upload?
End of ZombiesRus5's quote

Yep, I'm seeing only 3 as well.

Reply #656 Top

Hi ZombiesRus5,

i really love your mod, with all the stuff its nearly a new game :)

 

but i miss 1 "mod" the fights between to ships are to "static" it is possible to let the ships move around while they fighting each other? ( the SoA mod has that) its look a little bit "realistic" :)

 

 

sry for my broken english, iam a german old man :)

 

cYa

Gaik

 

ps

atm i got the follow "setup"and its works fine, only a few SNF (Hypercorp)

enabledModNameCount 13
enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Hypercorp R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"

 

Reply #657 Top

Nononononnonoonoonoononn please don't do that!

Reply #658 Top

Why?

Currently you can choose between three types of planets, why not just "normal combat motion" or alternatively "moving battle" it's just an idea, if it comes in as an option I would find it good, if not also not bad at all, still the best mod in my opinion

Reply #659 Top

This game wasn't made to have ships larger than fighters fly like that. They run into each other, all kinds of stupid stuff happens because of it.

Reply #660 Top

Quoting Unikraken, reply 659
This game wasn't made to have ships larger than fighters fly like that. They run into each other, all kinds of stupid stuff happens because of it.
End of Unikraken's quote

I see someone hasn't played the star trek mod, they use the dynamic movement mod which is incorporated into the mod. It works so long as you adjust the speeds of the ships right. AND I have already suggested this to Zombie as it was one of the suggestions I made a while back when I was more active in model making. As the saying goes we'll get there when we get there. The flagship addon mod was another merge/suggested addon I suggested to Zombie and he as of recently has brought that to us.

and truth be told... I hate static fights, this isn't a freaking turned based strategy game this is a 4x RTS. In real life if we had fights in space I doubt ships would stay in one place as the saying goes your a sitting duck if you stay in one place to long, your practically painting a bullseye on yourself if you stay static in place. It's harder to hit a moving target and the fights are more interesting that way instead of the same ol' boring "Oh look we'll just stand here and get shot at and killed." like they did in the Revolutionary War.

Reply #661 Top

I posted links in the OP to the two patches that should be applied over the current contents for R5.1. These are small patches of less than 4MB but fix various issues, most notably the missing militia's and the shiny Thor texture as well as a couple gameplay tweaks.

 

On the dynamic movement I'm waiting on Rebellion to see if they make any improvements with Corvettes and then "may" see if this can be a supported addon or not.

Reply #662 Top

Cool. Working on a massive map. the fix for galaxy forge is working great. awesome Mod Z.

Reply #663 Top

After patches getting minidumps with the effects addon and the Rogue militia. Colonial race and militia install just fine, as well as the Rigel planets and core R5

Reply #664 Top

Weekends don't allow much time for modding ;)

Quoting koobalt, reply 652
Well i test your new release, and each time i start play there is a black cube that explode shortly after the game start near my planet, the moon starbase work, and the flagship work to, nothing missing so i don't know what is it...
End of koobalt's quote

It's the flagship spawner temporary mesh. I'll likely reduce it to a very small mesh with no explosion or sounds in the final version. A spawner structure is required though to get the random flagship at game start.

Quoting Gaik, reply 656
sry for my broken english, iam a german old man
End of Gaik's quote

I'm an American older man ;)

Quoting Gaik, reply 658
Why?

Currently you can choose between three types of planets, why not just "normal combat motion" or alternatively "moving battle" it's just an idea, if it comes in as an option I would find it good, if not also not bad at all, still the best mod in my opinion
End of Gaik's quote

It's not an unreasonable request so no harm done. It's more a matter of how much time and effort would I have to spend tweaking to get it to work reasonably. I'm still curious to see what is done with corvettes as I see the hybrid approach for DBS more interesting personally. 

To me it seems dynamic movement in the core game works good for bombers because they attack heavy (mostly stationary targets) and fighters then chase the bombers. Flak look confused sometimes chasing the fighters but then they have 360 damage capability. Overall it's a simple approach. It seems to break down some when many frigates use dynamic movement causing wide swings outside of the gravity well causing the majority of gameplay issues IMO or odd bumping and pathing issues. Maybe if fighter movement used the entire gravity well (z-axis too) and wasn't along the horizon only it might work better as well.

Quoting EternalRequiem, reply 660
star trek mod
End of EternalRequiem's quote

SOA2 is good but they've also had over 2 years to perfect what they have  O:)

 

Quoting Unikraken, reply 663
After patches getting minidumps with the effects addon and the Rogue militia. Colonial race and militia install just fine, as well as the Rigel planets and core R5
End of Unikraken's quote

Not really sure... I dislike doing small patches because of things like this but prefer the smaller downloads during test windows. I'll likely put a full build up by the end of the week.

Reply #665 Top

Hey again,

 

Just piping in that the Rogue support shield restore capital is challenged as I mentioned before except now I can add it is 100% of the time and 100% reproducible on 3 machines now. Movement is erratic and abilities fail to fire and it changes from being OK to bad then back again. It is the only ship in the Rogue faction that does this just fyi. As much frustrating as it is that it wont fire the shield restore ability randomly, it is nothing compared to the movement erratic behaviour.

Also it should be mentioned that although more testing is needed it may be due to the research of faster speeds and turns? just guesswork that maybe that negatively impact or some kind of mishap there but as I said this is pure speculation on my part.

 

On colonials I noticed the Capital "Galactica Class" has the ability to launch fighters but not retract them? when I click to withdraw the icon neither changes nor does fighters return.

 

Ill keep reporting what I stumble upon. I can say in hindsight the 80% cap on income from planet populations on Rogue faction is very well balanced. Rough start but nice end-game.

 

Just my 2 cents. Awesum mod is awesum.

 

 

Reply #666 Top

Quoting MegaHammerz, reply 665
On colonials I noticed the Capital "Galactica Class" has the ability to launch fighters but not retract them? when I click to withdraw the icon neither changes nor does fighters return.
End of MegaHammerz's quote

I've not seen the icon change on any of the Colonial ships, but I've never seen them have an issue with actually docking back up. I think the graphic is just the same for both launched and docked.

Reply #667 Top

Quoting Unikraken, reply 666

Quoting MegaHammerz, reply 665On colonials I noticed the Capital "Galactica Class" has the ability to launch fighters but not retract them? when I click to withdraw the icon neither changes nor does fighters return.

I've not seen the icon change on any of the Colonial ships, but I've never seen them have an issue with actually docking back up. I think the graphic is just the same for both launched and docked.
End of Unikraken's quote

 

All I can say is they refuse to dock back in on the Galactica Class when I play. Graphical icon or not.

Reply #668 Top

Quoting MegaHammerz, reply 667
All I can say is they refuse to dock back in on the Galactica Class when I play. Graphical icon or not.
End of MegaHammerz's quote

Is it that launch stealth bomber? If so it's temporary and will go away on it's own. If you don't want it to launch disable the ability.

Reply #669 Top

Really awesome mod, I have an slight issue though.  I can't seem to make the original races selectable even after adding the races to the enabled mods.  I added your custom races to check against that and they seem to add in just fine.  Any idea what I could be doing wrong?  Basically I just wanted to add the Colonials to the race list.

 

Thanks and I can't wait to try the Cylons!

Reply #670 Top

Quoting tommyth3cat, reply 669
Really awesome mod, I have an slight issue though.  I can't seem to make the original races selectable even after adding the races to the enabled mods.  I added your custom races to check against that and they seem to add in just fine.  Any idea what I could be doing wrong?  Basically I just wanted to add the Colonials to the race list.

 

Thanks and I can't wait to try the Cylons!
End of tommyth3cat's quote

Did you enable the mods in the right order?

Reply #671 Top

I didn't realize there was a specific order, is it the order in which they are listed in the original post?

EDIT: I got it working now, I was getting minidumps though with either the addons or planets.  Just putting in the races and core in the correct order seems to be working fine.

Reply #672 Top

Quoting tommyth3cat, reply 671
I didn't realize there was a specific order, is it the order in which they are listed in the original post?

EDIT: I got it working now, I was getting minidumps though with either the addons or planets.  Just putting in the races and core in the correct order seems to be working fine.
End of tommyth3cat's quote

Well, this is my test release so mini-dumps are bound to occur during this process. I'll have a full build ready in a few days to avoid an errors while patching.

 

The reason for the ordering is because of the way I am handling stacking in the mod. If the mods aren't activated in the correct order you may not override the appropriate files. Here's the summary part of order of activation and how many can be activated at once. 

SotF Planet [System] R5 (Activate 0..1 only)

SotF Addon [Type] R5 (Activate 0..many depending on preferences)

SotF Militia [Name] R5 (Activate 0..1 only, Requires corresponding SotF Race to be activated if not Tech/Advent/Vasari)

SotF Race [Name] R5 (Activate 1..many depending on effect settings and system specs)

SotF Core Flagship R5 (Optional)

SotF Core R5 (Required)

 

Failure to activate in the above order will likely result in a mini-dump.


0..1 = means only activate at MOST one or none at all.

0..many = means you can activate none or all depending on system specs and hard code limits

1..many = means you have to activate AT LEAST one or more depending on system specs and hard code limits

 

I will create a installation guide as I get closer to a formal release and decide what will be in that release.

 

Reply #673 Top

Quoting ZombiesRus5, reply 668

Quoting MegaHammerz, reply 667All I can say is they refuse to dock back in on the Galactica Class when I play. Graphical icon or not.

Is it that launch stealth bomber? If so it's temporary and will go away on it's own. If you don't want it to launch disable the ability.
End of ZombiesRus5's quote

 

It is no biggie I only mentioned it in case you didnt know for bug tracking awareness.

No post I make should be considered anything but in the spirit of helping. I do not point fingers but am just gracious others with the skills put out mods like this.

 

Great work :)

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Reply #674 Top

Quoting MegaHammerz, reply 673
It is no biggie I only mentioned it in case you didnt know for bug tracking awareness.

No post I make should be considered anything but in the spirit of helping. I do not point fingers but am just gracious others with the skills put out mods like this.

 

Great work
End of MegaHammerz's quote

Sure thing, don't read too much into how I write answers to questions. They are generally matter of fact and not intended to make fun or be irritated at the person asking. It's hard to read a persons intent or feelings through the written word ;) Well... unless they are making an ass out of themselves.

Reply #675 Top

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

 

 

I run just fine with these enabled (in this order, checksum = 602770183):

Fallen Planets Sinsplus

          Addon Artifacts

          Races Advent, Colonial, TEC, Vasari

Sins of the Fallen R5

 

The second I try to enable Fallen Addon Effects (same order as before, I enable it right below Artifacts, checksum = 750802817), I minidump.