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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  
  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
 

 

 

4,035,973 views 1,320 replies +8 Loading…
Reply #751 Top

I'm using 1.34, i just noticed that the download file was missing a few. I dont know why the download seemed to stop earlier than it wanted.


Thanks for looking into it. The fighter seem to be working better than before.

Reply #752 Top

Quoting Keyman1848, reply 751
I'm using 1.34, i just noticed that the download file was missing a few. I dont know why the download seemed to stop earlier than it wanted.


Thanks for looking into it. The fighter seem to be working better than before.
End of Keyman1848's quote

Ah, very good. Glad you got it sorted.

Reply #753 Top

I get the minidump error when ever I try to enable the mod... what is the old reinstall trick? reinstall the game or the mod?

 

Well I reinstalled the game and the mod and still get the minidump error with using only enabling the SotF Core...

Reply #754 Top

Quoting ZarX88, reply 753
I get the minidump error when ever I try to enable the mod... what is the old reinstall trick? reinstall the game or the mod?

 

Well I reinstalled the game and the mod and still get the minidump error with using only enabling the SotF Core...
End of ZarX88's quote

The mod requires at least one race to be activated. Why? I want to control what races are available by Random AI's which means the mod will mini-dump if no selectable race is found which occurs if only SotF Core R5 is enabled.


This mod has a lot of parts which need to be activated in a specific order. It's easy to follow once you get it down, but simply activating the "parts" any way you want WILL NOT work :)

Here's a quick rundown on the order of activation:
Planets(0..m)
Addons(0..m)
Militia(0..1)
Races(1..m)
Flagships(0..1)
Core(Required)

0..m is short for 0 to many (i.e. none or all are possible)
1..m is short for 1 to many (i.e. atleast one is required)
0..1 is short for only 1 or none from the possibilities may be activated

Please check out the feature: How To Install Sins of the Fallen R5

 

Reply #755 Top

Jeez the way you activate this game keeps changing..... lol :-P

Reply #756 Top

Quoting ZarX88, reply 755
Jeez the way you activate this game keeps changing..... lol
End of ZarX88's quote

Indeed... It's always sort of been there in my local build. I just never tried it like this until myfist0 presented the idea. Then BLAMO, so many possibilities opened up.

Reply #757 Top

I was playing a game as Colonials with Vasari allies with against two Advent players with the Flagship mod, and one of them had a Salvation capital (think it was their Flagship) that gave it and all nearby vessels and structures 45% phase missile block and 200% shield mitigation.  Please tell me that's a bug and you didn't give the Advent an "I WIN" button for an invincible fleet.

Reply #758 Top

Quoting SpardaSon21, reply 757
I was playing a game as Colonials with Vasari allies with against two Advent players with the Flagship mod, and one of them had a Salvation capital (think it was their Flagship) that gave it and all nearby vessels and structures 45% phase missile block and 200% shield mitigation.  Please tell me that's a bug and you didn't give the Advent an "I WIN" button for an invincible fleet.
End of SpardaSon21's quote

I'm uploading a patch to moddb for this now. The intended affect was 1%/2%/3% per level. Given the holiday weekend I'm not sure when it will be approved for download on moddb.

Anyone not wanting to wait for the download can make the following modification to BuffPsiAdaptiveShield.entity ShieldMitigation effect in the SotF Race Advent R5 directory.

entityModifier
buffEntityModifierType "ShieldMitigation"
     value
          Level:0 0.010000
          Level:1 0.020000
          Level:2 0.030000

 

Reply #760 Top

Hey ZombiesRus5, I'm really loving the Hypercorp race.  Where did you get the inspiration for them?  Also, did you see my comments on Colonial flak in the Blood and Chrome thread?

Reply #761 Top

Quoting SpardaSon21, reply 760
Hey ZombiesRus5, I'm really loving the Hypercorp race.  Where did you get the inspiration for them?  Also, did you see my comments on Colonial flak in the Blood and Chrome thread?
End of SpardaSon21's quote

They are adapted from the role playing game eclipse phase.

My original plan was to create the Rogues, Archailect and Uplifted, but the uplifted models need a lot of work to make playable in Sins. I decided to swap Hypercorps for the Uplifted as a result.

http://www.moddb.com/mods/sins-of-the-fallen/news/sins-of-the-fallen-transhumans

http://www.moddb.com/mods/sins-of-the-fallen/features/edit/hypercorp-race

 

One interesting technical fact about the Hypercorp faction is there are only two texture sheets with all the meshes uv-mapped to one of the two.

 

Reply #762 Top

Quoting SpardaSon21, reply 760
Hey ZombiesRus5, I'm really loving the Hypercorp race.  Where did you get the inspiration for them?  Also, did you see my comments on Colonial flak in the Blood and Chrome thread?
End of SpardaSon21's quote

They are adapted from the role playing game eclipse phase.

My original plan was to create the Rogues, Archailect and Uplifted, but the uplifted models need a lot of work to make playable in Sins. I decided to swap Hypercorps for the Uplifted as a result.

http://www.moddb.com/mods/sins-of-the-fallen/news/sins-of-the-fallen-transhumans

http://www.moddb.com/mods/sins-of-the-fallen/features/edit/hypercorp-race

 

One interesting technical fact about the Hypercorp faction is there are only two texture sheets with all the meshes uv-mapped to one of the two.

Quoting ZombiesRus5, reply 761
Also, did you see my comments on Colonial flak in the Blood and Chrome thread?
End of ZombiesRus5's quote

Yes, I actually was aware of this one but hadn't really decided how to address it yet. ANTILIGHT is really what you want to combat bombers, but I kinda see the point of ANTIVERYLIGHT to combat enemy fighters and let your own strikecraft take out the bombers. I kinda just hedged and left it the default damage type for that class until I came back to it. The other ships have similar situations with their "flak" matching the default for that type like Composite for the Heavy that will need changed too. 

I may just change it to ANTIVERYLIGHT for the next release to see how that goes.

 

 

Reply #763 Top

Quoting ZombiesRus5, reply 762
Yes, I actually was aware of this one but hadn't really decided how to address it yet. ANTILIGHT is really what you want to combat bombers, but I kinda see the point of ANTIVERYLIGHT to combat enemy fighters and let your own strikecraft take out the bombers. I kinda just hedged and left it the default damage type for that class until I came back to it. The other ships have similar situations with their "flak" matching the default for that type like Composite for the Heavy that will need changed too.

I may just change it to ANTIVERYLIGHT for the next release to see how that goes.
End of ZombiesRus5's quote

Well, my point was long-range frigates have Light armor, so Anti-Light flak would allow the Colonial capitals to do greatly increased damage to them.  Of course, that may not be a bad thing considering long-range frigates tend to be useful against almost everything.

Also, thanks for the links.

Reply #764 Top

Quoting SpardaSon21, reply 763
Well, my point was long-range frigates have Light armor, so Anti-Light flak would allow the Colonial capitals to do greatly increased damage to them.  Of course, that may not be a bad thing considering long-range frigates tend to be useful against almost everything.
End of SpardaSon21's quote

Yep, I understood. It's the unintended consequence of making them use ANTILIGHT which would indeed make them better against LRF. I've also always found it somewhat strange that capital ships do 75% damage to LRF as it is...

I had also considered tweaking CAPITALSHIP:VeryLight and CAPITALSHIP:Light to reflect more realistic damage and modifying the ChanceToHitTargetType to reflect the change. Composite already has good modifiers against VeryLight and Light and would really only need a change to ChanceToHitTargetType.

Reply #765 Top

Quoting ZombiesRus5, reply 764
I had also considered tweaking CAPITALSHIP:VeryLight and CAPITALSHIP:Light to reflect more realistic damage and modifying the ChanceToHitTargetType to reflect the change. Composite already has good modifiers against VeryLight and Light and would really only need a change to ChanceToHitTargetType.
End of ZombiesRus5's quote

That sounds like a good idea.  I was pondering on it for a while before I finally realized the ability to target fighters is done on a per-weapon basis instead of a per-ship basis, so the main cannons wouldn't be shooting fighters.:P

Although, there is a benefit to changing the flak damage type, and that is with the proper damage modifiers they will preferentially target strikecraft instead of ships, keeping the skies clear while the main batteries take out the warships, whereas if the flak batteries have the CAPITALSHIP damage type they'll prefer warships to strikecraft.

Reply #766 Top

Sins of the Fallen Logo

TOP 10 REASONS NOT TO VOTE FOR SINS OF THE FALLEN

10. What fell exactly? I don't get it!
 
9. Seems a little to preachy with Nephilim, If I wanted religion I'd go to church!

8. It's not as cool as the Dr. Who mod!

7. The Plague are obviously just Tyranids!

6. It's not based on the Stargate, Star Trek or Star Wars movies!

5. It's not based on a video game like the Halo or Mass Effect mods!

4. Released mods aren't as cool as un-released mods!

3. It's too difficult to activate and play!

2. It has no chance of winning anyway! 

And the #1 reason for NOT voting for Sins of the Fallen...

1. Where's the Dawn of Victory mod at? I clicked on the wrong link!

 

Mod of the Year Awards

Paid in part by "Brewster's Millions" incorporated.

Reply #767 Top

O_o I disappear again and come back to see this lolz

Reply #768 Top

Fallen Addon Research+ partially complete.

This addon at a basic level doubles the levels of research for float based research items. I'll also be adding in the support for colonizing gas giants with this addon and maybe some other custom possibilities. This will allow me to keep the main mod fairly pure to original sins.

I'll need this addon when I attempt to bring back in Distant Stars support with the mod.

Here's a sample of the script that makes this addon low maintenance.

<target name="increase_max_num_research_levels">
  <setdata keyword="MaxNumResearchLevels" value="2" rule="multiply" condition="hasFloatModifiers">
    <fileset dir="${project}/mod/GameInfo" includes="RESEARCH*.*"      
excludes="*MAXCAPITALSHIPS*,*MAXSHIPSLOTS*,*PLANETACCESS*,*STARBASEUPGRADEACCESS*,
*ARTIFACT*,*PACT*,*ABILITYACCESS*,*FRIGATEACCESS*"/>

    </setdata>
</target>

Reply #769 Top

First real test executions for the Archai capital ship only race completed. Performed a few Archai vs Archai AI only game and a few Archai versus TEC/Advent/Vasasri game.

The AI did field 20-30 capital ships, unfortunately the capital ships still have the same stats and abilities as regular advent capitals so they pretty much got mauled by the the other AI's.

Once I get their abilities in place they should be much more formidable without having to tweak their stats too much.

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Reply #770 Top

Pods, Pods, Pods, Archai need plenty of missile pod type abilities...

Gah, sorry about that, been reading lots of Honor Harrington recently.

 


Anyway, can't wait to see the Archai in action, I was getting worried that you were going to replace them with the similar background Cylons.

Reply #771 Top

Quoting Sucal, reply 770
Pods, Pods, Pods, Archai need plenty of missile pod type abilities...

Gah, sorry about that, been reading lots of Honor Harrington recently.
End of Sucal's quote

SD(P) and BC(P) for Archailects would indeed be a pretty fireworks show when all the pods launch.  Through ability coding, it would even be possible for all the pods to be single-shot launchers that self-destruct afterwards.

Reply #772 Top

Quoting Sucal, reply 770
Anyway, can't wait to see the Archai in action, I was getting worried that you were going to replace them with the similar background Cylons.
End of Sucal's quote

It was tempting, but I'm still curious to create a viable capital ship only race.

Quoting Sucal, reply 770
Pods, Pods, Pods, Archai need plenty of missile pod type abilities...

Gah, sorry about that, been reading lots of Honor Harrington recently.
End of Sucal's quote

I should really read Honor Harrington... I feel I'm missing out.

Reply #773 Top

You've really done a good job on your back story--you need a dedicated forum of your own.

I am making something awesome for you that you will like by the way--but it's a surprise.

It's straight from my brain--pure smart juice.

Reply #774 Top

Quoting ZombiesRus5, reply 772

Quoting Sucal, reply 770Anyway, can't wait to see the Archai in action, I was getting worried that you were going to replace them with the similar background Cylons.

It was tempting, but I'm still curious to create a viable capital ship only race.


Quoting Sucal, reply 770Pods, Pods, Pods, Archai need plenty of missile pod type abilities...

Gah, sorry about that, been reading lots of Honor Harrington recently.

I should really read Honor Harrington... I feel I'm missing out.
End of ZombiesRus5's quote

 

Its a relatively 'hard' space opera, if that isn't a contradiction. Starts off a bit 'lighter' at the beginning, and in the later ones has become a more hard hitting political thing, that still has battles in the background. Its a good series, and tends to be cheaper then most books over here in australia due to some quirk in how they import them. I'd highly recommend them myself, they go into quite a lot (some would say too much) of info dumps at releatively weird times, but they are still good to read, especailly since seem to like that sort of things (due to your  choice in roleplaying games). The newer books even have brought about arguements similar to that which might be discussed if the TEC and Hypercorps went to war (espceially with more then a few transhuman elements.

 

Anyway, I went a bit off track. While I'd prefer that you bought them and support the author, it is possible to legally get most of them for free as Ebooks from the Baen (the publisher) free CD website. I'd link you to it, but not sure whether or not it would violate forum rules.

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Reply #775 Top

Just google "Baen free library" - can't miss it. 

 

Now, back on topic...

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