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

  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 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
 

 

 

4,035,716 views 1,320 replies +8 Loading…
Reply #727 Top

Quoting Aramil75, reply 726
Causes a mini dump on the new 1.33 version
End of Aramil75's quote

When? 1.33 didn't really change anything related to modding....

I'm able to activate and play the mod ok.

What is your EnabledMods.txt?

What is your effect settings?

 

Reply #728 Top

nothing

Quoting ZombiesRus5, reply 727

Quoting Aramil75, reply 726Causes a mini dump on the new 1.33 version

When? 1.33 didn't really change anything related to modding....

I'm able to activate and play the mod ok.

What is your EnabledMods.txt?

What is your effect settings?

 
End of ZombiesRus5's quote

Nothing it wont enable anything the mini dump happens when i try to apply the mod (even one mod option)

 

Going to try the good old reinstall trick later

 

reinstalling worked thanks

Reply #729 Top

Quoting Aramil75, reply 728
Nothing it wont enable anything the mini dump happens when i try to apply the mod (even one mod option)

 

Going to try the good old reinstall trick later
End of Aramil75's quote

Just curious... did you ever enable the mod with Diplomacy 1.32?

Reply #730 Top

Quoting ZombiesRus5, reply 729

Quoting Aramil75, reply 728Nothing it wont enable anything the mini dump happens when i try to apply the mod (even one mod option)

 

Going to try the good old reinstall trick later

Just curious... did you ever enable the mod with Diplomacy 1.32?
End of ZombiesRus5's quote

 

yeah worked fine. the reinstall sorted it though, strange how that seems to work?

Reply #731 Top

Quoting Aramil75, reply 730
yeah worked fine. the reinstall sorted it though, strange how that seems to work?
End of Aramil75's quote

glad you got it sorted at least.

Reply #732 Top

Hi There

I think my version is being retarded, it likes to crash ALOT if im zoomed in to see the fight (i have tried reinstalling both the game and the mod, as well as lowering settings) even if it's just one race on the map at any one time

Reply #733 Top

Quoting longbow11, reply 732
Hi There

I think my version is being retarded, it likes to crash ALOT if im zoomed in to see the fight (i have tried reinstalling both the game and the mod, as well as lowering settings) even if it's just one race on the map at any one time
End of longbow11's quote

Race?

What parts did you have activated?

Even if you only had one race in the game but all parts loaded it's fairly easy to exceed the 2GB limit.

Also could be an issue with a model related to that particular race.

Point is I can't do much with what you said unless you provide more information/details.

 

Reply #734 Top

Quoting ZombiesRus5, reply 733

Quoting longbow11, reply 732Hi There

I think my version is being retarded, it likes to crash ALOT if im zoomed in to see the fight (i have tried reinstalling both the game and the mod, as well as lowering settings) even if it's just one race on the map at any one time

Race?

What parts did you have activated?

Even if you only had one race in the game but all parts loaded it's fairly easy to exceed the 2GB limit.

Also could be an issue with a model related to that particular race.

Point is I can't do much with what you said unless you provide more information/details.

 
End of ZombiesRus5's quote
sorry, wasnt sure what to write so i didnt put much on

 

was playing as the colonials with all the races and addons activated, sinsplus planets, though i did switch them around but the sol one also crashed it, militia cylon (did happen without them too) and the flagship mod

 

seems to happen when something happens, if ships are just flying around it dosn't crash, mostly gunfire/level ups create a minidump

Reply #735 Top

Quoting longbow11, reply 734
was playing as the colonials with all the races and addons activated, sinsplus planets, though i did switch them around but the sol one also crashed it, militia cylon (did happen without them too) and the flagship mod
End of longbow11's quote

Sounds like a 2GB limit being hit...

I've tried to make it clear that activating everything is not the intent of this approach as the whole idea is to provide ALOT of content without having to worry about exceeding the 2GB limit. This means you need to use some constraint when you activate parts of the mod. Activating ALL the races is a really bad idea no matter what affect setting. Further even if you are only playing with that one race activating ALL races will still push you towards the 2GB dump. Try reducing the number of races down to what you actually want to play against and see how it performs.

Reply #736 Top

Quoting ZombiesRus5, reply 735

Quoting longbow11, reply 734was playing as the colonials with all the races and addons activated, sinsplus planets, though i did switch them around but the sol one also crashed it, militia cylon (did happen without them too) and the flagship mod

Sounds like a 2GB limit being hit...

I've tried to make it clear that activating everything is not the intent of this approach as the whole idea is to provide ALOT of content without having to worry about exceeding the 2GB limit. This means you need to use some constraint when you activate parts of the mod. Activating ALL the races is a really bad idea no matter what affect setting. Further even if you are only playing with that one race activating ALL races will still push you towards the 2GB dump. Try reducing the number of races down to what you actually want to play against and see how it performs.
End of ZombiesRus5's quote
yeah, reducing the races down worked, thought it was for systems that couldnt handle it, didnt realise it was a game restriction lol

Reply #737 Top

I was playing a game as Colonials and noticed that the fighters were just waiting but had targets locked. I don't know if this is some error im having or a bug just letting you know.

Reply #738 Top

Been playing for two weeks now, and no crashes.  But, I do have to point out I have followed the instructions.  I'm a science teacher so to me step one IS step one, then you do step 2.  I do have the following notes:

1- The hypercorp seem to falter just a little with the Vasari their phasic missles realy do rip past the Corps shield and tear up the hull.  I really needed to watch my tactics when advancing on them.  The races w/o shielding (colonials, plague) seems to fair better.  More armor, I know.

2- The colonial interface appears even if the colonials are not the first race.  The music of the first race still played but the interface was always BSG. Is that suppose to happen?  Are we going to see unique interfaces with the other races as well? 

 

Thanks for all the hard work!!!!!!

+1 Loading…
Reply #739 Top

Quoting walkercubed, reply 738
Been playing for two weeks now, and no crashes.  But, I do have to point out I have followed the instructions.  I'm a science teacher so to me step one IS step one, then you do step 2.  I do have the following notes:
End of walkercubed's quote

Cool, thank you for your teaching service.

Quoting walkercubed, reply 738
1- The hypercorp seem to falter just a little with the Vasari their phasic missles realy do rip past the Corps shield and tear up the hull.  I really needed to watch my tactics when advancing on them.  The races w/o shielding (colonials, plague) seems to fair better.  More armor, I know.
End of walkercubed's quote

Vasari is the UBER race still very much in regular un-modded Sins and are largely un-modified in SotF. Phase missiles are definitely the main issue as you've pointed out. That said the Hypercorp is much newer and may need some more balance tweaks. 

Quoting walkercubed, reply 738
2- The colonial interface appears even if the colonials are not the first race.  The music of the first race still played but the interface was always BSG. Is that suppose to happen?  Are we going to see unique interfaces with the other races as well? 
End of walkercubed's quote

Yes, the plan is to do something similar to what you've stated, though getting custom UI's for each race may prove challenging. My plan however is to replace the UI (if available) similar to the music adjustment noted above. Also, I wanted to get rjhughes67's UI for BSG into the mod so people could start enjoying it now.

Another thing to consider is this mod is in many various states of Work in Progress. This of course means some aspects are more well defined than others with the R5 version currently available highlighting that to an even greater extent.

This is a WIP article I'm putting together for the moddb release I'm planning. Note: BSG, Archailect and the Alliance won't be in the moddb release. I'll post the BSG for download separately on this forum. 

http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen-r5

Reply #740 Top

I'm honored to help in any way.  I like this approach (turn on/off what you want) to mega mods.  I wait with baited-breath for the release of the Cyclons, Archailect and Alliance.

As a WIP I'm guessing that planet type advantages/defects will come later.  Such as Industrial planets doing ship construction faster; City planets increasing trade, etc.  it will be interesting to see what will happen with the Rigel planets.

Congrats on a job well done, again anything I can do (testing-wise) just ask.

Reply #741 Top

Quoting Keyman1848, reply 737
I was playing a game as Colonials and noticed that the fighters were just waiting but had targets locked. I don't know if this is some error im having or a bug just letting you know.
End of Keyman1848's quote

I'll keep an eye out for this... The colonials are still very much a WIP so there might be some oddities right now. Also, check if you were playing against a vasari faction that has the ability to phase out hull on their structures. This can show a similar result.

Reply #742 Top

Quoting Keyman1848, reply 737
I was playing a game as Colonials and noticed that the fighters were just waiting but had targets locked. I don't know if this is some error im having or a bug just letting you know.
End of Keyman1848's quote

If you mean the fighter's icon was just standing still, this is an issue with the game engine. At times, if you zoom in, you will see the fighters themselves moving, but not their squad icon.

Reply #743 Top

Archiving the text in the original post...

Hey guys,

I have need of some testing help. Nothing real complicated I'd just would like you to activate the mod and try starting a couple of games.

This is a diplomacy 1.32 version only (I won't be supporting any new content in Entrenchment).

Basically I have 4 mod parts that can be activated with Sins of the Fallen.

Fallen Planets [System]

Used to activate different celestial systems. These systems currently include the stock Sins planets though these may be removed in future releases.

Supported systems: 
SotF Planets Sol 
SotF Planets Rigel
SotF Planets SinsPlus 

SotF Addon [Type]

Contains various gameplay or effect addons.

Supported addons:
SotF Addon Artifacts - Currently places a dead alien battleship in plasma or magnetic clouds.
SotF  Addon Effects - Brings Bailknights effects to Sins of the Fallen.
SotF Addon Moons - Adds moons and prototype moon bases to Sins of the Fallen.

SotF Militia [Name]

Allows SotF races to be used as militia (Tech is the default militia, hence no militia addon).

SotF Militia Advent
SotF Militia Colonial
SotF Militia Hypercorp
SotF Militia Nephilim
SotF Militia Plague
SotF Militia Rogue
SotF Militia Vasari 

SotF Race [Name]

New races and factions for Sins of the Fallen

Support races:
SotF Race Advent
SotF Race Alliance - Unfinished, new models but not much else
SotF Race Archailect - Unfinished, bairly any work done
SotF Race Colonial - See [SotF] Blood and Chrome for more details
SotF Race Hypercorp
SotF Race Nephilim
SotF Race Plague
SotF Race Rogue
SotF Race Tec
SotF Race Vasari

SotF Core

SotF Core Flagship (Optional mod, Requires SotF Core) 
SotF Core (The base mod that must be activated every time)

 

Here's the rundown of what I need tested...

In theory you should be able to activate the above mods following these simple rules and in this order (Note: R5 is the current version I'm testing)

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

  • Optionally activated (i.e. a Fallen Planet System does NOT need to be activated, instead default planets will be used).
  • Only one planetary system should be activated at a time (i.e. don't activate Sol then Rigel as you'll only get Sol).
  • Planetary systems should be the TOP mod in the list.

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

  • Optionally activated (i.e. not activating the addon simply means the features won't be present in the game).
  • Any or all of the addons may be currently activated at the same time.
  • Addons should follow the Fallen Planet System mod or be listed first in the mod activation setup.

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

  • Replaces the standard TEC Militia with the race of your choice.
  • Some races are easier due to DPS/Supply while others are badass like Colonials

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

  • Any or all of the races may be currently activated at the same time (effects should be reduced to High/Medium/Low if you activate everything). NOTE: Some systems may not be able to activate all races especially with the addition of the Colonials. Do not activate races if you don't plan to use them. This will save on system resources.
  • SotF Race Advent R5, SotF Race Tec R5, or SotF Race Vasari R5 must be activated if you want these races to be selectable or randomly selected. 
  • Races may be added in any order, however the opening theme music will be based on the top most mod.

SotF Core Flagship R5 (Optional)

  • This mod must be enabled directly above SotF Core R5.
  • Activates a revised form of my Flagship mini-mod previously released.
  • Flagships are automatically spawned at game start and you only get ONE.
  • Flagships have FOUR targets per fire-able bank and increase at double the rate of capitalships per level.

SotF Core R5 (Required)

  • This mod must be placed last if you want things to work right. This is the core mod and has all the necessary wiring to enable the various races in SotF.


Link for testing (All patches should be applied in the correct order).

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 (download) ~350MB, Contains Plague, Nephilim, Rogue and Hypercorp

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


--- I'll leave R5.1 up for a while as it's fairly stable ---

SotF R5.1a (patch) - Planet package patch for galaxy forge.

SotF R5.1 (download) - This is a clean version of the mod. You may wish to delete your previous version prior to unzipping.

Please post any feedback on mod activation or issues here.

Thanks, ZombiesRus5

 

 



Example: EnabledMods.txt

 

Quoting Unikraken,

enabledModName "SotF Core Flagship R5"


has to be directly on top of


enabledModName "SotF Core R5"


like 


enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Militia Cylon R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"

 

 


EnabledMods.txt: 

TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Militia Advent R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Hypercorp 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 Core Flagship R5"
enabledModName "SotF Core R5"

 


 

 

Reply #744 Top

 

Sins of the Fallen Logo

 

Sins of the Fallen R5 for Diplomacy Introduces many new races and features to the Sins of a Solar Empire Universe. See the "read more +" for more information and *important* installation instructions. Due to the nature of the mod please include the contents of your EnabledMods.txt when reporting issues.



Compatibility:
Diplomacy 1.34


Feature: How To Install Sins of the Fallen R5

Please fully read the feature How To Install Sins of the Fallen R5 before attempting to activate the mod.

This version of the mod has very specific activation rules that if not followed will likely result in unexpected/unsupported behavior or a mini-dump (trust me you need to read the instructions to avoid these issues).

Release History

Synopsis of R5

  • Provides compatibility with Diplomacy 1.34
  • Adds first playable iteration of Hypercorp (Still several work in progress pieces remaining)
  • Adds new optional planet textures: Sol, Rigel, SinsPlus
  • Adds new optional addons: graphics, moons (prototype), artifacts (prototype)
  • Adds new optional militias: Advent, Hypercorp, Nephilim, Plague, Rogue and Vasari
  • Adds new optional flagship mode

Feel free to post any issues found in this thread or the installation thread.

Due to the nature of this mod's activation please include the following when reporting issues. 

  • EnabledMods.txt contents for the activated mod (see below example)
  • What race you were playing?
  • What races were in the game?
  • What map was played?
  • Effect settings?
  • Total System Ram and Ram utilization at time of issue (can usually be captured before the mini-dump is dismissed)?
  • Save game if possible (uploaded to a file sharing service)?

EnabledMods.txt example:
EnabledMods.txt: TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Militia Advent R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Hypercorp 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 Core Flagship R5"
enabledModName "SotF Core R5"

Quick View of Release 5 (Read the news or features for more information)
Sins of the Fallen Release 5 News
(Original announcement for Release 5)

Diplomacy 1.34

Sins of the Fallen Nephilim Logo
Nephilim (Link to feature)

Sins of the Fallen Logo
Plague (Link to feature)

Rogue Traders Logo
Rogue Traders (Link to feature)

Hypercorp Logo
Hypercorps (Link to feature)

Cosmos Ad Infinitum Logo
Cosmos Ad Infinitum - Adds framework for new planetary systems based on my Cosmos Ad Infinitum mod.

Fictional Rigel

Fictional Tenorias (Planned)


Optional Addons:
 Optional addons enhance the Sins of the Fallen universe by adding additional content or effects to the base mod. Any, all or none of the addons may be activated at a time.

Flagships - Starts each race with a random flagship from the core fleet of five capital ships. Flagships increase by double the stats per level and have 4 targets per bank. Warning: Lost flagships cannot be replaced.

Alien Artifacts - Adds framework for capturable alien artifacts. Will start with various capturable alien ships but will expand as more artifacts are added.

Moons - Adds prototype moons and moon base upgrades. The current iteration is mainly a proof of concept. New moon base upgrades and abilities will be added.

Bailnight's Graphic Mod - Adds BailKnight's Graphic effects and Gurkoz sounds. Activate this addon if you like dramatic effects and explosions and have the specs to handle it all.

Reply #745 Top

Here's the blood and chrome download for R5.4 (Requires SotF R5.4 moddb release).

It does have a playable version of the cylons (i.e. selectable but really underdeveloped and basically crappy, Honestly I don't want to hear if you have any issues with them and will ignore them if you feel the need to tell me ;) ).

If you want the cylons as Militia (which are harder than hell) but not selectable then place SotF Race Cylon R5 after SotF Core R5. This will allow the militia to find the right game assets but will still keep them from being selected by Random AIs.

http://www.filefactory.com/file/cf2618f/n/SotF_Blood_and_Chrome_R5.4.7z

Reply #746 Top

@ZombiesRus, i was not playing against the vasari faction it was advent. But thanks for letting me know about the vasari faction.

@Lavo_2 sometimes the fighters would attack other times they would stand still thanks for letting me know about the squad icon.

 

 

Reply #747 Top

a problem i've had with the colonials is that the strike craft do not improve with research, or it dosn't show that they have

Reply #748 Top

Just installed the new version of the mod and i have no opinions on the start screen its just blank.

heres the text file.

TXT
Version 0
enabledModNameCount 3
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Core R5"

 

+1 Loading…
Reply #749 Top

Quoting Keyman1848, reply 748
Just installed the new version of the mod and i have no opinions on the start screen its just blank.

heres the text file.

TXT
Version 0
enabledModNameCount 3
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Core R5"

 
End of Keyman1848's quote

Let me see what I borked with the upload for BSG :(

Reply #750 Top

Quoting ZombiesRus5, reply 749

Quoting Keyman1848, reply 748Just installed the new version of the mod and i have no opinions on the start screen its just blank.

heres the text file.

TXT
Version 0
enabledModNameCount 3
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Core R5"

 

Let me see what I borked with the upload for BSG
End of ZombiesRus5's quote

Ok, so I just retested using the files extracted from the 7z and everything worked ok.

What version of Diplomacy are you using? The R5.4 version is specifically for Diplomacy 1.34. One of the changes with 1.33 and 1.34 was to the main menu screen which may have issues with earlier versions of Diplomacy.