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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
 

 

 

4,035,646 views 1,320 replies +8 Loading…
Reply #876 Top

Quoting Cheif50, reply 874
Oh zombie forget to put in last post last time i tried moons they just had the build button for starbase but it wasnt click able like in V6 they just started out as bases will test again to see if it was a one time thing but just lettin ya know just in case it isnt,
End of Cheif50's quote

Which faction? This usually means the moon base isn't in the Player[Faction].entity file as an available star base.

Edit - I'm going to assume you were playing Cylon as they didn't have the moon or artifact addons integrated yet. It really helps when you are pointing out issues if you put as much relevant detail as you can in the message. I'm usually able to narrow down an issue pretty quickly if this is done.

Reply #877 Top

Ill remember that for next time. apologies for missing the info on that but i kinda forgot what i did when i tested just remembered moons weren't workin.

 

Reply #878 Top

Quoting Cheif50, reply 877
Ill remember that for next time. apologies for missing the info on that but i kinda forgot what i did when i tested just remembered moons weren't workin.

 
End of Cheif50's quote

No worries, just letting you know. It's sometimes frustrating trying to track down an issue when it's stated generically.

Reply #879 Top

Another small update to R6.1...

SotF R6.1b
  • Cylons support moon addon (moon ideas?)
  • Cylons support artifact addon (i.e. can deploy artifact bases)
  • Build icons added for all capital ships
  • Build icons added for some frigates and modules
  • Cylon hud added code added (need better texture)
  • Artifact research re-balanced. Idea is all planets will support at minimum a low level artifact with some planets having access to higher level artifacts. The idea of artifacts is more about planet exploration now that may provide useful materials that improve your empire or possible alien relics that are less common. This may or may not get scrapped in the final release depending...
    • Asteroids - Improve weapon damage/range
    • Ice - Improve AM reserves/regen
    • Desert - Improve culture/allegiance
    • Terran - Improve trade
    • DeadAsteroid - Improve bombing survivability
SotF R6.1b (SotF Cylon R6 and patch to SotF Core R6).
Reply #880 Top

Could also be using one of the stargate races, but then we don't want to see the Anicents getting an Atlantis as a free flagship, as funny as that would otherwise be.

For the Cylon moon idea, could always be a giant 'fake' or deathstar style moon, based namely around packing plenty of long range guns... yes, I just want a deathstar, sue me. or a blasted/dead asteroid style moon (they are robots aren't they'). Also with the dead asteroid bonus, not sure how it would improve bombing survivability... perhaps population size or similar, due to finding better ways to live in the ruins.

 

Also do the homeworld artificats stack/will there be artifacts based on the alternate worlds?

Edit: Also, by minor alien artefacts, do you mean an event type thing similar to the Pirate base, which allows you to summon Alien ships?

Reply #881 Top

@Sucal first I didn't disregard you alliance ideas... just haven't had a chance to really dig into them.

Quoting Sucal, reply 880
Could also be using one of the stargate races, but then we don't want to see the Anicents getting an Atlantis as a free flagship, as funny as that would otherwise be.
End of Sucal's quote

I actually want to integrate flagships with dolynicks mod. I just need to pick out which ships are flagship eligible. I could also hook in the moon bases too.

Quoting Sucal, reply 880
For the Cylon moon idea, could always be a giant 'fake' or deathstar style moon, based namely around packing plenty of long range guns... yes, I just want a deathstar, sue me. or a blasted/dead asteroid style moon (they are robots aren't they'). Also with the dead asteroid bonus, not sure how it would improve bombing survivability... perhaps population size or similar, due to finding better ways to live in the ruins.
End of Sucal's quote

Ya, the fake moon idea might work. Problem as always is meshes and textures :(

Quoting Sucal, reply 880
Also do the homeworld artificats stack/will there be artifacts based on the alternate worlds?
End of Sucal's quote

Artifacts won't stack. Also, only one artifact per planet.

Quoting Sucal, reply 880
Edit: Also, by minor alien artefacts, do you mean an event type thing similar to the Pirate base, which allows you to summon Alien ships?
End of Sucal's quote

That's one idea. basically I'm thinking of two tiers of artifacts. The basic low lying fruit that can be on any planet and the upper echelon artifacts that are more rare. Artifacts could be used to summon alien ships. Maybe add abilities to ships or structures. Basically stuff that gives new toys sounds more fun for these while the everyday artifacts will just boost some stats.

Reply #882 Top

Its cool, I got bored and ended up going into far too much detail really, plus you have the final choice anyway.

 

For the fake moon thing, worse comes to worse you could always see if Maelstrom will let you use some of his planets. A dyson sphere or one of those mining worlds might be rather interesting in some ways. Then again you might want those for a future planet set... just don't make the ringworlds quite as overpowered if you use them.

 

Also have you considered randomised DS style planet abilities?

Reply #883 Top

Quoting luschetk, reply 875

I had problems with mindumps as well.

If you use Win 64 with 4 GB RAM or more ... than try this:

After I used the CFF-Explorer and gave "Diplomacy.exe" more than 2 GB RAM (only possible OS 64 bit) I haven't gotten any minidump.

Look here:

https://forums.sinsofasolarempire.com/403315/


My mate and me have been playing the mod (R5/ R6) for hours (Multiplayer) without any problems. Both change diplomacy.exe with the CFF-Explorer. We have all fractions enabled without problems.

 
End of luschetk's quote

That worked. thanks a bunch. though i do have some sort of strange double texture planet issue now. and i have tried it with sol, rigel, and sins plus. again these are the only mods i have installed.

Reply #884 Top

Quoting sereus_alpha, reply 883
That worked. thanks a bunch. though i do have some sort of strange double texture planet issue now. and i have tried it with sol, rigel, and sins plus. again these are the only mods i have installed.
End of sereus_alpha's quote

What do you mean? If you mean the planet sphere that overlays the home planet icon, there's not much I can do about that.

If it's something else post a screenshot.

Reply #885 Top

Feedback 6.1b

1.) The changes on Rogue are great. I really like the ability "Mutiny".

2.) I have found one issue "String not found" on Plaque and Nephilim. In the menu there is no name of these fractions!

4.) If you play Rogue and you have a planet where is tax -1 than you won't have a chance to get the break even point.

3.) Colonial and Cylons are your masterpiece. Only a little  balancing needed and solving the texture-problems @ Cylons.

Both fraction are very very good designed. 

Playing your mod is really fun :D !


My order:

TXT
Version 0
enabledModNameCount 11
enabledModName "SotF Militia Cylon R6"
enabledModName "SotF Planets SinsPlus R6"
enabledModName "SotF Race Advent R6"
enabledModName "SotF Race Colonial R6"
enabledModName "SotF Race Nephilim R6"
enabledModName "SotF Race Plague R6"
enabledModName "SotF Race Rogue R6"
enabledModName "SotF Race Tec R6"
enabledModName "SotF Race Vasari R6"
enabledModName "SotF Race Cylon R6"
enabledModName "SotF Core R6"

 





 

Reply #886 Top

i've been having trouble using the Tenorias planets, whenever i go to use them i get an minidump when its applying the changes.

 

Enabled Mod list

SotF Addon bonus density

SotF Addon Moons

Sotf Addon Effects

SotF Planets Tenorias

SotF Militia Plague

SotF Race Advent

SotF Race Alliance

SotF Race Cylon

SotF Race Colonial

SotF Race Hypercorp

SotF Race Nephiliem

SotF Race Plague

SotF Race Rouge

SotF Race TEC

SotF Race Vasari

SotF Core

Reply #888 Top

Quoting luschetk, reply 885
1.) The changes on Rogue are great. I really like the ability "Mutiny".
End of luschetk's quote

Thought people might like that :P

Quoting luschetk, reply 885
2.) I have found one issue "String not found" on Plaque and Nephilim. In the menu there is no name of these fractions!
End of luschetk's quote

Happened with some changes to my string building scripts (will be fixed next release)

Quoting luschetk, reply 885
4.) If you play Rogue and you have a planet where is tax -1 than you won't have a chance to get the break even point.
End of luschetk's quote

Planet with negative bonuses? Yes this can be a detrament to Rogue. I like the tax penalty personally because you have to research extortion techs or attach with your pirates which steal credits or resources.

Quoting luschetk, reply 885
3.) Colonial and Cylons are your masterpiece. Only a little balancing needed and solving the texture-problems @ Cylons.
End of luschetk's quote

Thanks, a lot different people's work is represented in the mod as you may or may not know. I've included Sot13t's readme as well as updates in my readme for those who should be credited.

Quoting luschetk, reply 885
Playing your mod is really fun !

My order:
End of luschetk's quote

Sweet, it's always interesting to me to see what people load up. I like the Cylon as militia too ;)

Reply #889 Top

Quoting Afrojason, reply 886
i've been having trouble using the Tenorias planets, whenever i go to use them i get an minidump when its applying the changes.
End of Afrojason's quote

Tenorios is borked again for some reason. Not sure if my change got backed out as I had some issues with my repository. I'll do some compares and hopefully have it fixed in a later update.

Quoting sereus_alpha, reply 887
here is a picture of what is going on. its over all planets, dwarf, but not giant. its like there is a second planet ontop of each planet i start a map with.

http://imageshack.us/f/43/doubletexture.png/

that is suppose to be a volcanic planet.
End of sereus_alpha's quote

lol, ya that ain't right. Have you tried deleting and re-installing the mod?

Reply #890 Top

deleted and re installed. still not working correctly. also when i have any of those installed it decides it wants to convert volcanic planets to grass dwarfs, ice planets to water planets, and for the most part just randomizes what planets were designated in galaxy forge. other than ones set to the mod planets. (and just colonizable planets)

Reply #891 Top

Quoting sereus_alpha, reply 890
deleted and re installed. still not working correctly. also when i have any of those installed it decides it wants to convert volcanic planets to grass dwarfs, ice planets to water planets, and for the most part just randomizes what planets were designated in galaxy forge. other than ones set to the mod planets. (and just colonizable planets)
End of sereus_alpha's quote

Are you making your own maps or is this happening with the stock maps?

Edit - So I'm fairly positive that's your issue or at-least part of it. I'm going to be reworking my home planets anyway, most likely as an add-on so it should affect custom maps if that's what your into.

Reply #892 Top

Quoting sereus_alpha, reply 887
http://imageshack.us/f/43/doubletexture.png/

that is suppose to be a volcanic planet.
End of sereus_alpha's quote

 

Zman...in my limited wisdom, Ive decided that you need to recreate this texture as is. And make it standard.

Reply #893 Top

idk why but im also experiencing minidumps trying to enable the modc :(

Reply #894 Top

Quoting ZombiesRus5, reply 891

Are you making your own maps or is this happening with the stock maps?

Edit - So I'm fairly positive that's your issue or at-least part of it. I'm going to be reworking my home planets anyway, most likely as an add-on so it should affect custom maps if that's what your into.
End of ZombiesRus5's quote

alright, i just have been working with recreating Sol and the Cyrannus star system (the 12 colonies of kobol) and it seems to be freaking out with sins plus. i dont know why exactly but im just troubleshooting at this point.

Reply #895 Top

Quoting -Ue_Carbon, reply 892
Zman...in my limited wisdom, Ive decided that you need to recreate this texture as is. And make it standard.
End of -Ue_Carbon's quote

Bout' time I got some razing in this thread. I almost think people are scared of zombies x_x

Quoting Holybeast, reply 893
idk why but im also experiencing minidumps trying to enable the modc
End of Holybeast's quote

You need to troubleshoot on your end. Can you enable just Tec and Core? If yes, keep adding one at a time until it dumps. If no, then you've got something installed wrong and should delete what you have and re-install R6.1, R6.1a and R6.1b only.

Quoting sereus_alpha, reply 894



Quoting ZombiesRus5,
reply 891

Are you making your own maps or is this happening with the stock maps?

Edit - So I'm fairly positive that's your issue or at-least part of it. I'm going to be reworking my home planets anyway, most likely as an add-on so it should affect custom maps if that's what your into.


alright, i just have been working with recreating Sol and the Cyrannus star system (the 12 colonies of kobol) and it seems to be freaking out with sins plus. i dont know why exactly but im just troubleshooting at this point.
End of sereus_alpha's quote

I see... My home planets are definitely causing some of the issue, but I'll resolve that in the final version.

However, my systems more follow the standard Sins approach of is it ICE, TERRAN, DESERT, VOLCANIC and doesn't quite support individual placement of a specific texture as my main goal was to support all standard built-in maps regardless of the planet textures.

That said I did want to support a BSG system that allowed for very specific planets and maps. However, no one stepped up to find textures that matched the core planets so it's on hold until either I have time or someone puts some effort into finding similar planet textures. All I would need is a 2:1 color texture file that matches one of each of the 12 colonies or even textures for other planets known. I can do all the coding around it.

I may eventually also add in specific entries for each of the Sol planets too. Right now the sol system is more of a futuristic/fantasy version.

 

Reply #896 Top

I don't have much modding experance but I do have pic's of the twelve colonies. I do have Gimp but not sure how to turn them into a texture? <_<

Reply #897 Top

Quoting Stalcore, reply 896
I don't have much modding experance but I do have pic's of the twelve colonies. I do have Gimp but not sure how to turn them into a texture?
End of Stalcore's quote

Really I mean finding existing textures that closly match pictures of the 12 colonies. For example do any of the textures in the Sol, Tenorias, SinsPlus, or Rigel resemble the 12 colonies. Are there any textures on something like celestial motherload that are similar. It's a step that needs to be done by someone and that is low on the priority list for me to do all the hunting and comparing.

Reply #898 Top

Quoting ZombiesRus5, reply 895
Bout' time I got some razing in this thread. I almost think people are scared of zombies
End of ZombiesRus5's quote

 

Careful what you wish for.

 

Besides I get razing via TS. ;)

Reply #899 Top

Quoting ZombiesRus5, reply 897

Quoting Stalcore, reply 896I don't have much modding experance but I do have pic's of the twelve colonies. I do have Gimp but not sure how to turn them into a texture?


Really I mean finding existing textures that closly match pictures of the 12 colonies. For example do any of the textures in the Sol, Tenorias, SinsPlus, or Rigel resemble the 12 colonies. Are there any textures on something like celestial motherload that are similar. It's a step that needs to be done by someone and that is low on the priority list for me to do all the hunting and comparing.
End of ZombiesRus5's quote
I'll be glad to that Z. :grin:

Reply #900 Top

Have you gotten around to reading those ideas Mr Devourer of Brains? Mostly curious for feedback and all.