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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
 

 

 

4,035,670 views 1,320 replies +8 Loading…
Reply #826 Top

I'm still wondering tough, the Cylon and Colonial faction have shield upgrades but no actual shield.. Is it a bug or was it intended? (maybe there are more but so far I only played with those two)

Reply #827 Top

Quoting Snarf312, reply 826
I'm still wondering tough, the Cylon and Colonial faction have shield upgrades but no actual shield.. Is it a bug or was it intended? (maybe there are more but so far I only played with those two)
End of Snarf312's quote

Colonials and Cylons are not yet completed. My goal is to start on research trees and abilities after this next release. 

Also, R6 is a WIP so I'll be uploading updates periodically to fix issues or add new features.

 

Reply #828 Top

Quoting ZombiesRus5, reply 827

Quoting Snarf312, reply 826I'm still wondering tough, the Cylon and Colonial faction have shield upgrades but no actual shield.. Is it a bug or was it intended? (maybe there are more but so far I only played with those two)

Colonials and Cylons are not yet completed. My goal is to start on research trees and abilities after this next release. 

Also, R6 is a WIP so I'll be uploading updates periodically to fix issues or add new features.

 
End of ZombiesRus5's quote

 

Okay ;) i know it's a WIP, I probably should have mentions "In development" as one of the probability's to =p

Reply #829 Top

Btw how much are you gonna change the research tree? I hope a lot, 'cause I love new features :3

Reply #830 Top

Feedback R5

I have been playing wiht my mate R5 (Multiplayer) without any problems.

I only noticed that the Galactica does not drop a misslebattarie. 

In my opinion the Colonial are op (in particular the battleships) at the moment. If I play Colonial I haven't got any problems to wipe out the  Militia (Cylon). With other fractions I have.

We have a lot of fun playing your mod. Thank you for your great work.

 

 

 


 

 

 

 

 

Reply #831 Top

Quoting theJian, reply 825
How did i miss your work????  Downloading now will dl Blood and Chrome after i play this one.

 

Im a little pissed you never said anything about your own work man, i only seen you your work for the DS mod....Well nice to find your things.
End of theJian's quote

I "try" to talk about other peoples mods when I'm in their threads and not advertise my own. 

No reason to be pissed though ;) My mod is on moddb and is readily advertised in that context. The sins forum just isn't real great for know what projects are active or not.

 

Reply #832 Top

Quoting Snarf312, reply 829
Btw how much are you gonna change the research tree? I hope a lot, 'cause I love new features :3
End of Snarf312's quote

A lot hopefully. They're just cloned off an existing race to start for stability reasons. Check out my other races for Plague, Nephilim, Rogue and Hypercorp to get a sense of how research trees will be different.

Quoting luschetk, reply 830
Feedback R5

I have been playing wiht my mate R5 (Multiplayer) without any problems.

I only noticed that the Galactica does not drop a misslebattarie. 
End of luschetk's quote

Glad to hear your having fun.

Galactica current has colonize, flak shield, deploy bomber and missile burst. Confusing part is the icon which hasn't been changed yet.

Quoting luschetk, reply 830
In my opinion the Colonial are op (in particular the battleships) at the moment. If I play Colonial I haven't got any problems to wipe out the  Militia (Cylon). With other fractions I have.
End of luschetk's quote

Agreed. Cylons aren't balanced yet.

Reply #833 Top

Ok this mod is amazing i love how the plague and rouge face off against the colonial fleet however idk if this is me but i keep having difficulties playing this mod the game sometimes collapses on me while a massive battle or models would suddenly either be lose there texture and just be red or blue or grey its really odd. i only have all the ad dons and three factions available.

Reply #834 Top

I'm guessing one of those Rogue Bugs you mentioned happened to be their disappearing Culture Center *was rather embarrased to get two hours in, only to realise I couldn't build them/access the 'professional' ships.

Reply #835 Top

Quoting Holybeast, reply 833
Ok this mod is amazing i love how the plague and rouge face off against the colonial fleet however idk if this is me but i keep having difficulties playing this mod the game sometimes collapses on me while a massive battle or models would suddenly either be lose there texture and just be red or blue or grey its really odd. i only have all the ad dons and three factions available.
End of Holybeast's quote

This kinda stuff happens when your running out of memory for the game. Make sure your effects settings are set appropriately especially for extras (medium) and bump (low). A big memory gain is made keeping these two settings lower.

Quoting Sucal, reply 834
I'm guessing one of those Rogue Bugs you mentioned happened to be their disappearing Culture Center *was rather embarrased to get two hours in, only to realise I couldn't build them/access the 'professional' ships.
End of Sucal's quote

Can't say I didn't warn ya ;) I hope to release the current set of patches either tonight or tomorrow.

Reply #836 Top

Never saw that message Zombie. Though I must admit, while we are on the subject, that I can't wait until the Colonial tech trees have been edited/fixed. Mostly because atm I see them as massively overpowered. Not only do their basic ships practically get capital grade armor, and their capitals seemingly get star fortress level weapons, (especially those pesky flagships) but they get the benefit of TEC's stellar economoy and upgrade focused tree. Not to mention those armor upgrades, on top of their already awesome stuff.

 

Haven't tried Cylons yet though, mostly because the amount of Vasari focused stuffs till there makes them less interesting to me then the broken Rogues. Well that and I'm worried about them being even WORSE then the Colonials. One other thing as well, but it seems like the Colonials have taken the Nephi's original niche. Ie the big expensive but hard to kill race. While their nice fun economy partially makes up for that, can I suggest giving them another culture based upgrade or two, either the sight one or the one based around doing even more damage in culture touched areas..


Well that or perhaps even MORE increases to loyalty, but that might be a bit much outside of the DS based research increase. 

Reply #837 Top

Quoting Sucal, reply 836
Never saw that message Zombie.
End of Sucal's quote

Well, my warnings sometimes go unread ;)


Quoting ZombiesRus5, reply 816
Rogue has a few bugs due to some restructering of their research trees. The fixes will be included in an update this week. The issues shouldn't keep the AI from playing them, just don't select them as your faction.

 
End of ZombiesRus5's quote

Quoting Sucal, reply 836
Though I must admit, while we are on the subject, that I can't wait until the Colonial tech trees have been edited/fixed. Mostly because atm I see them as massively overpowered. Not only do their basic ships practically get capital grade armor, and their capitals seemingly get star fortress level weapons, (especially those pesky flagships) but they get the benefit of TEC's stellar economoy and upgrade focused tree. Not to mention those armor upgrades, on top of their already awesome stuff.
End of Sucal's quote

Noted.

The TEC tree really does pose some problems and they will get changed eventually. I like to design out the tree fully before I implement for a few different reasons. I can make the tree more personalized to that race dropping any preconceived notion to how it's setup. It also means I modify the tree less times of which I find modifying research trees to be one of the more tedious tasks.

Balance wise the colonials supply for normal frigates is intended to offset their increased power, additionally the hull is meant to offset their non-use of shields. There's still room for balancing but I'm fine with leaving them as is currently. I have lots of other stuff with this release including getting Cylons up to the same level as Colonials are currently.

I'm curious about balance suggestions though as I may play the game differently from others.

Quoting Sucal, reply 836
One other thing as well, but it seems like the Colonials have taken the Nephi's original niche. Ie the big expensive but hard to kill race.
End of Sucal's quote

Yes, there is some similarity, except Colonials are even bigger supply wise for ships. 

Quoting Sucal, reply 836
While their nice fun economy partially makes up for that, can I suggest giving them another culture based upgrade or two, either the sight one or the one based around doing even more damage in culture touched areas..
End of Sucal's quote

I picture the Colonials somewhat similar to Tec, minus the pervasive economy and rebellion stuff. I do think more of their improvements should come from social engineering, so things like culture, allegiance, planet improvements would have more of an emphasis than trade increases.

 

Reply #838 Top

Oh I meant give the Nephi the culture upgrades I was talking about, in order to give them their own nice again (ie the cultured race that relies more on tax then trade (but gets both equally) to make their cash.  This might bring them a little in conflict with Advent (the cultured race that uses brainwashing and crap) but then advent has more tricks in its sleeves then the Nephi.

 

Balance wise, it might just be because of our different playing styles. As it is now, I tend to be a more defensive, economic player, which means the increased costs are rarely a problem, since I don't need to worry about my economy as much. Which can be a problem when deplying captiatal level, heavily armoured hulls without any real upgrades, especially considering how fast they can get around the place. I admit that I'm not the best player in the world, so it might be something ignored in high level play, but I seem to be able to do as much with a single capital and a trio of the basic light frigates that I need the entire first supply of ccaptail and frigates to do with other races. Might just be because they have mutliple guns AND what seems to be double the hp that most ships have in shield+ hp that makes them pratically a race of heavy crusiers.

 

Not saying its a bad thing, since few likely play multiplayer with this mod, just saying something I've noticed. For lack of a better term, it seems like the Colonials are out of SoA (with their multiple high level weapons and shields) taking on vanilla races. If that makes sense.

Reply #839 Top

Just another rogue bug your likely already aware of, the 80% population reduction you love so much seems to be stacking. My poor -100% planet, its not my fault I needed to kick the pirate scum off.

Reply #840 Top

Quoting Sucal, reply 839
Just another rogue bug your likely already aware of, the 80% population reduction you love so much seems to be stacking. My poor -100% planet, its not my fault I needed to kick the pirate scum off.
End of Sucal's quote

Interesting...it seems like they can now generate zombies.  :P

Reply #841 Top

Quoting Peter1x9, reply 840

Quoting Sucal, reply 839Just another rogue bug your likely already aware of, the 80% population reduction you love so much seems to be stacking. My poor -100% planet, its not my fault I needed to kick the pirate scum off.

Interesting...it seems like they can now generate zombies. 
End of Peter1x9's quote

The buff is set to non stacking and should expire when the planet owner changes. Was there a planet bonus that reduced the population another 20%?

 

Reply #842 Top

Not that I know about, though I admit I had a couple of hypercorps super weapons on auto-fire, so I suppose that might have happened. Either way, all I know is when I took a couple of planets in that particular game they had -100% max pop or however it went, something that was annoying considering the resources I spent on taking them (the really annoying 'only planet that connects both empires' planet). Also the usual quirks about the AI seemingly giving up after one major battle, but that might have been due to the aforementioned quirky auto firing nannite cannons. What can I say, I had far too many resources, a maxed out fleet and several planets with empty tactical slots that weren't exactly in danger of being attacked.

Reply #843 Top

Quoting Sucal, reply 842
Not that I know about, though I admit I had a couple of hypercorps super weapons on auto-fire, so I suppose that might have happened. Either way, all I know is when I took a couple of planets in that particular game they had -100% max pop or however it went, something that was annoying considering the resources I spent on taking them (the really annoying 'only planet that connects both empires' planet). Also the usual quirks about the AI seemingly giving up after one major battle, but that might have been due to the aforementioned quirky auto firing nannite cannons. What can I say, I had far too many resources, a maxed out fleet and several planets with empty tactical slots that weren't exactly in danger of being attacked.
End of Sucal's quote

Problem solved. It's not the Rogue population reduction you seem to hate.

It's the Hypercorp Superweapon that basically renders a planet population inert for a very very long time (same duration of 1800 seconds as the TEC superweapon). It's sorta in the overpowered range like the TEC Novalith cannons buff that doesn't expire when the planet changes ownership.

For example if you use the TEC superweapon you decrease planet population by 40% and a 100% trade reduction (I think makes it 50% in actual reduction) for 1800 seconds.

Reply #844 Top

Ah ok. Note to self, never build/use nanite cannon again. Though i must say, one thing I love about this mod is the non colonial races are relatively well balanced against each other. Yes yes I know, you say that the colonials are balanced by the high population limits, but Hypercorp seems to have them as well but their ships aren't anywhere near as effective. Still after playing another mod that has the game decided by who can first try and find a certain type of planet, I appreciate the balance even more.

Reply #845 Top

Quoting Sucal, reply 844
Ah ok. Note to self, never build/use nanite cannon again. Though i must say, one thing I love about this mod is the non colonial races are relatively well balanced against each other. Yes yes I know, you say that the colonials are balanced by the high population limits, but Hypercorp seems to have them as well but their ships aren't anywhere near as effective. Still after playing another mod that has the game decided by who can first try and find a certain type of planet, I appreciate the balance even more.
End of Sucal's quote

Check out the R6.1 notes above. Colonials getting some balance tweaks. I may post the spreadsheet I generate from the entity files at some point to show how general balance looks per supply now, but it's much more consistent.

Reply #846 Top

Well filefront is being a bitch so I'm uploading the latest R6.1 changes to game front. I'm putting this up as a full build (minus addons) if anyone had issues with filefront. It seems game front takes a while to authorize so it might be available tomorrow even if it completes uploading today as expected. 

 

Reply #847 Top
Here's the SotF R6.1 links and changes. I've only done two zips this time, but the main zip will contain the separate parts so only unzip what you want from those. These are full files so you can overlay or dump what you had previously or just download this if you want to try it out. Let me know if you have any issues with the build and I'll try to fix it as quickly as I can.
 
SotF R6.1
  • Colonial Heavy Hull decreased from 5640 to 4800
  • Colonial Heavy Kew decreased from 120/85/120/120 to 85/85/85/85
  • Colonial Heavy targets per bank changed from 2/0/3/3 to 1/1/1/1
  • Colonial Light Hull decreased from 2410 to 2110
  • Colonial Light missile decrease from 100 to 80 and cooldown increased from 7 to 8
  • Colonial Long Range forward KEW decreased from 240 to 160
  • Hypercorp long range targets per bank front increased from 1 to 2 and damage decreased from 97.5 to 48.75
  • Hypercorp shields added for frigates, capitals and starbases
  • Nephilim Long Range targets per bank front increased from 1 to 2 and damage decreased from 100.5 to 50.25
  • Nephilim culture center trade baseTradeIncomeRate decreased from 1 to 0.5
  • Plague Siege DamagePerBank:LEFT/RIGHT increased from 21 to 51
  • Plague Long Range targets per bank front increased from 1 to 2 and damage decreased from 60 to 30
  • Plague Refinery cargo ships increased from 1 to 5
  • Rogue Battleship Gauss DamagePerBank:FRONT increased from 65.5 to 165.5 cooldown increased from 5.5 to 7.5
  • Rogue Battleship Autocannon DamagePerBank:LEFT increased to 75
  • Rogue Battleship Autocannon DamagePerBank:RIGHT increased to 75
  • Rogue Battleship Autocannon DamagePerBank:BACK set to 0
  • Rogue Battleship PreBuffCooldownTime decreased from 8 to 6
  • Rogue Battleship TargetCountPerBank:BACK set to 0
  • Rogue Carrier DamagePerBank:LEFT and DamagePerBank:RIGHT increased from 25 to 45
  • Rogue Carrier added MISSILE (3rd weapon) with DamagePerBank:LEFT and DamagePerBank:RIGHT set to 48 and cooldown set to 6
  • Rogue Carrier mesh updated for 3rd weapon points
  • Rogue Colony Gause DamagePerBank:FRONT increased from 120 to 140
  • Rogue Colony Missile DamagePerBank:FRONT/LEFT/RIGHT increased from 40 to 60 and cooldown decreased from 8 to 6
  • Rogue Destroyer DamagePerBank:FRONT increased from 108 to 128 and cooldown decreased from 8 to 6
  • Rogue Destroyer Missile DamagePerBank:FRONT increased from 88 to 98 and cooldown decreased from 8 to 5.5
  • Rogue Siege Missile cooldown decreased from 8 to 6
  • Rogue Siege Laser DamagePerBank:FRONT/BACK increased from 60/50 to 80/60
  • Rogue Siege TargetCountPerBank:BACK set to 1
  • Rogue Siege TargetCountPerBank:RIGHT set to 0
  • Added new Cracked planet mesh as possible dead asteroid replacement model
  • Added prototype research tree for Colonizing gas giants (Currently only TEC/Advent/Vasari, GasGiants have not been adjust for upgrades yet).
  • maxSpaceMineCountPerPlayer decreased from 150 to 50 all planet entities
  • Added Random Encounters from GoaFan77's 4x mod (Available via special galaxy maps).
  • New RandomEncounter CityPort (WIP)
  • Militia updated to reflect balance changes
  • Tenorias planet system should now generate correctly when mod parts change (i.e. fixed build script issues).
  • Added new artifact that will only be present on starting home worlds (Origin Artifact). Controlling an origin homeworld grants a small increase to trade, ship build rate, module build rate, tax rate, culture spread and allegiance. Losing the home world loses access to these bonuses.
  • Added new artifact Pirate King. Conquer and colonize a pirate planet to become a pirate king. Pirate kings can summon pirates to their cause (via ability on frigate factories currently).
  • Supports dolynicks SGRaces mod (races only version). This may or may not stay supported, but wanted to try a merge with another mod that looked to be fairly compatible. All you need to do is stack dolynick's SGRaces mod BELOW SotF Core R6.

The downloads are split into multiple 7z. (I'll update with links when they finish uploading).

SotF R6.1 (SotF Core R6.1.7z, SotF Planets R6.1.7z, SotF Militia R6.1.7z, SotF Transhuman R6.1.7z, SotF Fallen R6.1.7z)

SotF Blood and Chrome R6.1 (Colonial, Cylon)

Reply #848 Top

Also, I forgot to mention I did some experimenting and was able to get Dolynick's Stargate mod to be compatible with Sins of the Fallen R6.1.

Now... Don't try all activating everything if you want to play this. You might be able to get away with one or two new factions against his stuff. I'll be hones it was more an experiment than anything else and I'm not sure if I'll maintain it past R6 or not but have fun if you like his stuff too.

example activation...

TXT
Version 0
enabledModNameCount 6
enabledModName "SotF Race Colonial R6"
enabledModName "SotF Race Tec R6"
enabledModName "SotF Race Vasari R6"
enabledModName "SotF Race Advent R6"
enabledModName "SotF Core R6"
enabledModName "dolynick_SGRaces-d1.06"

 

Let me know if it borks or not for you if you try it out.

Reply #849 Top

Is the compatibly only with 6.1 or can it be done with 6.0? Mostly curious because I want to experiment but running out of day time download limit.

 

EDIT: Experimented with 6.0, wasn't able to get it working... but then again that was 6.0 Downloading 6.1 now to test

Reply #850 Top

Noticed that the new version (6.1) does not have addons currently are they still on hold for download or are they part of another folder now zombie?

 

Just curious cause i loved the starbase moons from version 6.

 

EDIT: Not sure if this is a bug or not (will test further) But when started a game i had the Nephillium and Plague races show up as String is missing. V6.1