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
 

 

 

4,035,845 views 1,320 replies +8 Loading…
Reply #1051 Top

Ok so i redownloaded the whole mod and did it again and well its gone but when i zoom out its still noticable

Reply #1052 Top

Quoting Holybeast, reply 1051
Ok so i redownloaded the whole mod and did it again and well its gone but when i zoom out its still noticable
End of Holybeast's quote

The homeplanet addon may be a bit flaky on some video cards. I may or may not even release that addon in the end as a result. My only suggestion is don't activate it if it isn't work right on for you.

 

Reply #1053 Top

Turns out to be the Homeplanets addon everything else is now working amazingly

Reply #1054 Top

Quoting Holybeast, reply 1053
Turns out to be the Homeplanets addon everything else is now working amazingly
End of Holybeast's quote

Sweet... I may do some more tweaking on the home planet addon to see if it can be resolved a bit more. It has potential, but it was tricky to get displaying right on my machine at points too. Even still there's a couple more "glitches" that need ironing out ;)

Reply #1055 Top

Hi, I downloaded SotF R6.4 and play now. It's very fun and I love it!

I noticed about some matters.

for Plague:
BaseArmorPoints and ExperiencePointsForDestroying of leveled light frigate are lower than light frigate.
Weapon damage and ExperiencePointsForDestroying of leveled scout are lower than scout.
Ability of light frigate (and leveled) "Infect AntiMatter" is not unlocked though research is finished.

for Rogue:
Research subjects' names and descriptions unlocking two support cruisers are reversed to really unlocking cruisers.
Research subject's name and description unlocking envoy cruiser is "String Not Found".

for Galaxy:
Descriptions of galaxy "Random Encounters - Medium" and "Random Encounters - Medium/Large" are "String Not Found".
(.galaxy files may have problems.)

+1 Loading…
Reply #1056 Top

scarecrowws the galaxy string errors ARE using lines in the string file for the STOCK maps.

harpo

 

Reply #1057 Top

Thanks for pointing these out. I'm trying to stamp out any nagging little issues and this helps a lot.

Reply #1058 Top

The Plague scout's explore and resource capture do not work in the "baked" R6 build you gave me.  Either clicking them manually or placing on autocast.

Reply #1059 Top

Quoting Sinperium, reply 1058
The Plague scout's explore and resource capture do not work in the "baked" R6 build you gave me.  Either clicking them manually or placing on autocast.
End of Sinperium's quote

I can't recreate your issue with the bake version, these abilities work fine for me. Explore is not a modified ability, it is the standard AbilityExplore from the vanilla game.

Reply #1060 Top

Hmmm...very strange.  My Plague scouts can neither capture resource asteroids or explore.  Both abilities are compltetly function less.

I'll try redoing the mod.

Reply #1062 Top

Quoting Cheif50, reply 1061
uh quick question is the current blood and chrome compatible with 6.4?
End of Cheif50's quote

Hey Cheif, I have uploaded a R6.4 compatible version of Blood and Chrome. The links are in the OP now.

Thanks

Reply #1063 Top

Quoting ZombiesRus5, reply 1059

Quoting Sinperium, reply 1058The Plague scout's explore and resource capture do not work in the "baked" R6 build you gave me.  Either clicking them manually or placing on autocast.

I can't recreate your issue with the bake version, these abilities work fine for me. Explore is not a modified ability, it is the standard AbilityExplore from the vanilla game.
End of ZombiesRus5's quote

Ok, I think I have these fixed in my internal build. Now to decide when I'll release them...

Reply #1064 Top

I see how you are.  The dead have no need of thinking.  Release theeeeeem!

Reply #1065 Top

Quoting Sinperium, reply 1064
I see how you are.  The dead have no need of thinking.  Release theeeeeem!
End of Sinperium's quote

I still have no idea why your stuff behaved that way.

Reply #1066 Top

Haven't I told you that, "I'm always the lucky one"?  It's like some nighmarish gift.

Reply #1067 Top
Sins of the Fallen Logo


Compatibility:
Diplomacy 1.34

Feature: How To Install Sins of the Fallen R5 & R6

Please fully read the feature How To Install Sins of the Fallen R5 & R6  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).


Synopsis of R6

 

Features

  • Adds extended Pact tree for all factions
  • Adds new artifacts: Origin World and Pirate King
  • Re-balanced artifacts: All worlds have an discover-able artifact now
  • Adds new cracked planet mesh replacing dead asteroid
  • All Gas Giants are now colonizable (requires faction specific research)
  • Adds Random Encounters from GoaFan77's 4x mod (Available via special galaxy maps).
  • Many improvements/fixes for all factions

Alliance

  • Adds SZO's Alliance Hidden Agenda capital ships into their own TEC based faction.
  • Beta version may have some issues with abilities/buffs

Rogue

  • Updated Heavy, Light and LongRange shield mesh
  • Buffed all capital ships DPS
  • Buffed LRF DPS
  • Rebalanced pirate ship access to plunder tree and reduced research pre-requisites
  • Rebalanced mercenary ships LRF, Carrier and Heavy down 1 tier
  • Rebalanced Economy allows -80% population control to be slowly lifted as new orbital modules are built. Up to 60% can be lifted by building extractors, frigate factory, culture center, trade port and refinery. 20% can be lifted by building a capital ship factory or starbase (does not stack).
  • Colony capital can now capture enemy extractors (1/2/3) when colonizing a newly destroyed world.
  • New research subject makes planet upgrade cost less
  • Rogue worm hole generator can now target any planet
  • Shield generator now correctly shields ships at level 2 and 3

Hypercorp

  • Adds matching shield meshes for frigates
  • Fixed issues with Nano Repair, Nano cloak and Precognition
  • Moved AntiFighter model to starbase constructor
  • Added new AntiFighter model
  • Added new Envoy model
  • Added new anti-module frigate and icons (Luc Znicenie Vel'Kost)
  • Updated descriptions for many research subject and abilities

Nephilim

  • Immortality now passive
  • Mask Presence no longer synchronized
  • Capital colonize buff time extended for planet population growth to 460/680/800 from 360/480/600
  • Adds ground armor, AM decrease on hyperspace, artifact cost decrease and research rate/cost decrease research subjects.

Plague

  • Plague Siege DamagePerBank:LEFT/RIGHT increased from 21 to 51
  • Thrall no longer synchronized
  • Infected Beam blast damaged nerfed
  • Growth stages research pre-req levels fixed to require 3
  • New Battle and Sad songs added
  • Changed Bile weapon to PLANETBOMBARDMENT weapon class type and change string entries to match
  • Adds new research for culture vision, planet health cost decrease, salvage debris and salvage efficiency

Sounds

  • New Plague dialogue and unit sounds (Thanks IskatuMesk)

Graphics

  • Added player load screen pictures for Plague, Nephilim, Archai, Rogue and Hypercorp
  • Adds new UI HUD's for Hypercorp, Rogue, Nephilim, Plague
  • Adds custom research pictures for all new factions
  • Most icons/buttons updated to be custom for new factions
  • Fixed texture on rogue fighter
  • Plague: Changed planet bombardment particle to Bile effect
  • Plague: Changes minShadow to reflect new data texture maps.

Artifacts

  • 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. 
    • Asteroids - Improve weapon damage/range
    • Ice - Improve AM reserves/regen
    • Desert - Improve culture/allegiance
    • Terran - Improve trade
    • DeadAsteroid - Improve bombing survivability
  • Adds 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.
  • Adds 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).

AI Improvements

  • Research: Hidden AI research access added which will prompt the AI to research Durability and Weapon upgrades. 
  • Star Base: An extra AI Only accessible Weapon upgrade added. This upgrade allows the AI to field more formidable Star Bases overtime. 
  • Income improvements for AI are still handled by difficulty level.
  • Some abilities AM has been normalized to allow the AI to more effectively use all abilities.
  • Some targetting conditions changed to keep AI from wasting AM on inconsequential targets (for example: Nano Dissembler will only auto target Capital Ships or Star bases, micro will be required to target frigates).

Random Encounters

 

  • Vasari Pirate Patrol: A small patrol of Vasari ships are dispatched to an ionic storm after their crystal shipments start disappearing, with orders to retake the extractors and eliminate the pirate forces they find.
  • TEC Training Exercise: A newly formed TEC task force is practicing maneuvers in an isolated Asteroid field. While inexperienced, they will seek to protect their training grounds from any intruders.
  • Advent Exploration Force: A powerful psionic has sensed a disturbance at this seemingly barren asteroid, leading to a small exploration group to be sent to investigate.
  • TEC Mining Colony: This TEC mining company was forced out of its home market by bribes from a competitor, forcing it to sell its assets and charter a ship to take them into deep space to begin again on this Volcanic planet. While the miners have managed to fortify this planet more than others in the system, their mining skills may prove useful if you can take the planet for yourself.
  • Vasari Military Outpost: This ice planet hosts a large Vasari military development and supply base. In addition to linking the planet to the Vasari phase network and developing new weapons, several overseers and phase jump inhibitors have been deployed in an attempt to slow down the advancing unknown Vasari enemy. The extra military infrastructure on this planet makes it ideal for your own defensive outpost should you manage to take it from the Vasari central command.
  • Advent Promise Land: Discovery of a powerful hallucinogenic spice on this desert world has lead to a massive advent colonization effort. Several trade ports have been built to export the prized substance to share with the rest of the unity, and a powerful psionic has taken residence at the planet to further develop her powers. A few proselytizers have even declared this the successor to the original Advent home world, and are keen on spreading the unity throughout the system. While difficult to take, the spice on this planet will prove to be a valuable boost to your own trade network should you be successful.
  • Civilian City Port: A hub of commerce surrounds this planet.

 

Other

  • Removed unnecessary pji, cannon shell and effect mesh copies to avoid mesh count upper limit
  • Various fixes to finish conditions on Abilities/Buffs
  • Fixed various mesh issues
  • maxSpaceMineCountPerPlayer decreased from 150 to 50 all planet entities
  • Adds quick start template for all factions
  • Normalized costs on various research subjects
  • Fixed erroneous research levels on various research subjects
  • Flagships: Support capitals removed from random flagship selection. Colony as 2/5 chance to spawn
  • Moons: Moons may spawn at Terrans, Desert, Gas Giant, Volcanic and Ice. Multiple moons may spawn at Terrans and Gas Giants. Moons spawned at neutral worlds are captured via colonizers. Moons are automatically converted to star bases once captured.
  • Moons: No longer start with weapons. Reduced to missiles only with second level upgrade increasing weapon damage.
  • Moons: Can only be captured by colony frigates (no scouts!).
  • Moons: May now appeared on uncolonized gravity wells. Terrans, Deserts and GasGiants may spawn more than one moon.
  • Artifacts: Fixed second weapon upgrade to include 2 upgrade level.

 

  
Reply #1068 Top

Hey, I was wondering, since you are part of Dawn of the Reapers, have you thought of including it as an addon of Sins of the Fallen?

Reply #1069 Top

Quoting gladiatormaster87, reply 1068
Hey, I was wondering, since you are part of Dawn of the Reapers, have you thought of including it as an addon of Sins of the Fallen?
End of gladiatormaster87's quote

No, Dawn of the Reapers is a total conversion mod that will be set entirely in the mass effect universe.

Reply #1070 Top

Will you do a Firefly mod called, "Dawn of the Reavers" afterwards?

+1 Loading…
Reply #1071 Top

Quoting Sinperium, reply 1070
Will you do a Firefly mod called, "Dawn of the Reavers" afterwards?
End of Sinperium's quote

what an odd thing to ask  x_x

Reply #1072 Top

Only if you are one of the evil parties who had a hand in the cancellation of Firefly.

Reply #1073 Top

Quoting Sinperium, reply 1070
Will you do a Firefly mod called, "Dawn of the Reavers" afterwards?
End of Sinperium's quote

It's too bad The Undying never finished his good map of 'The Verse'.

Reply #1074 Top

A 'verse map would not be hard and I have a Sins mesh for the Firefly floating around.  Just a very limited "mod".  I lost my Moya model--I could kick myself for that.

Reply #1075 Top

Another question zombie can i run blood chrome with the rest of Sins of the Fallen and if i can do i have to use a certain core and flagship core or it doesn't matter?