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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
 

 

 

4,035,663 views 1,320 replies +8 Loading…
Reply #901 Top

Quoting Sucal, reply 900
Have you gotten around to reading those ideas Mr Devourer of Brains? Mostly curious for feedback and all.
End of Sucal's quote

It's a good back story and concept for the research tree's. On the TEC, Advent and Vasari integration trees having a heavily pre-requisite based tree where you can jump advancements in integration would be interesting. This way if you could mixed bag it or focus on higher tier TEC from the factions. Though all research would be available if the game went on long enough.

Not sure how the Alliance type tech tree would fit as it seems the integration research techs would sorta fill that purpose.

plus the number of research tree's are fixed... 3 military, 1 defense, 3 civilian, 1 diplomacy and 1 fleet.

I could see the 3 civilian and military be the Advent, Vasari, Tech integration type paths. Defense might be somewhat interesting like integrating moving technology with a TEC starbase buildout, etc. There's lots of defense Technologies that could be integrated.

Diplomacy really doesn't need to change too much really.

 

Now design me out the research trees for this and I'll build it ;)

Reply #902 Top

Quoting ZombiesRus5, reply 901

Quoting Sucal, reply 900Have you gotten around to reading those ideas Mr Devourer of Brains? Mostly curious for feedback and all.

It's a good back story and concept for the research tree's. On the TEC, Advent and Vasari integration trees having a heavily pre-requisite based tree where you can jump advancements in integration would be interesting. This way if you could mixed bag it or focus on higher tier TEC from the factions. Though all research would be available if the game went on long enough.

Not sure how the Alliance type tech tree would fit as it seems the integration research techs would sorta fill that purpose.

plus the number of research tree's are fixed... 3 military, 1 defense, 3 civilian, 1 diplomacy and 1 fleet.

I could see the 3 civilian and military be the Advent, Vasari, Tech integration type paths. Defense might be somewhat interesting like integrating moving technology with a TEC starbase buildout, etc. There's lots of defense Technologies that could be integrated.

Diplomacy really doesn't need to change too much really.

 

Now design me out the research trees for this and I'll build it
End of ZombiesRus5's quote

 

This led me to a thought. Is it possible to base a research prerequisite on another research being NOT researched, in order to possibly diversify a faction through research? If so, have you toyed with the thought?

I think this could add a cool change in the way people play, in terms of techs and researches and units/buildings the players can unlock.

For instance, you could make a player more defensive than normal, or more offensive than normal, such as certain researches benefiting ship damage whereas another path could benefit defensive structures' damage, but you could only choose one path, so if you choose the first research tech in that 'tree' of researches for damage, the other path is no longer available. 

Heck, how many techs are allowed per tier? i could design that for you, and in fact i'd love to help a mod out for once. It would just take time and a list of the researches per faction (i could make that myself if you don't already have one). 

Reply #903 Top
R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2
  • Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
  • DefaultHomePlanetSetup groups for ALL races standardized in build scripts
  • Cylon hybrid sounds added (courtesy of Mord_Sith84)
  • Cylon eye sounds added for strikecraft
  • Cylon exhaust sounds added for frigates/strikecraft
  • Cylon icons, main view, infocard and buttons added for most ships and modules
  • Cylon Resurrection ship orientation fixed for some weapon hard points
  • Cylon envoy ship added
  • Cylon utility frigates switched meshes to match properly
  • Cylon resurrection hub mesh moved to superweapon (needs retextured)
  • Cylon non combat lab texture changed to resurrection ship style
  • Cylon refinery added
  • Cylon repair platform using old culture center broadcast mesh (needs retextured)
  • Cylon bounding radius fixed on boomer
  • Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
  • Cylon string names changed
  • Cylon constructor texture fixed to not be missing parts
 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).
Reply #904 Top

uh i think u replaced the Cols in Blood and Chrome 6.2 with Council. Nice race though.

Reply #905 Top

Quoting Cheif50, reply 904
uh i think u replaced the Cols in Blood and Chrome 6.2 with Council. Nice race though.
End of Cheif50's quote

Whoops! Just ignore that for now ;)

I'll re-upload with Colonials.

Edit - links are fixed.

Reply #908 Top

Hey. You may remember me, you may not. Regardless...

I LOVE the mod. It is loads of fun!

But whenever I play on any of the maps in the third category (The one with the Huge Random, Grindstone, etc), every time I play one of those maps, regardless of how many planets, or what setup I use, it minidumps.

 

I even tried on Grindstone with myself and 3 other factions only. Minidump...

My settings are High_Low_Low, and all special effects are turned off. And I know I have a good computer. I can run Bailknight's without a problem unless I take it to the extreme.

Any thoughts on what I should do? I don't really want to play again until I have something to try. All I can think of is to convert to BIN format, but I don't know if that'll do anything...

EDIT: This is how I'm feeling right now: http://nooooooooooooooo.com/

Reply #909 Top

1. I understand that you try to enable only:

faction1, faction2, core  

2. try to run the game by dev.exe (you can find them in game directory), and see what error it will show when minidumps.  

Reply #910 Top

Quoting JA_394, reply 908
Any thoughts on what I should do? I don't really want to play again until I have something to try. All I can think of is to convert to BIN format, but I don't know if that'll do anything...
End of JA_394's quote

What's your enabled mods look like?

Reply #911 Top

Running SotF with the Dev is impossible for me, I'm afraid.

Anyway:

TXT
Version 0
enabledModNameCount 8
enabledModName "SotF Planets Rigel R6"
enabledModName "SotF Addon Bonus Density R5"
enabledModName "SotF Militia Advent R6"
enabledModName "SotF Race Hypercorp R6"
enabledModName "SotF Race Tec R6"
enabledModName "SotF Race Advent R6"
enabledModName "SotF Race Vasari R6"
enabledModName "SotF Core R6"

Reply #912 Top

Quoting JA_394, reply 911
Running SotF with the Dev is impossible for me, I'm afraid.
End of JA_394's quote

Need to ensure the following is set in your diplomacy user settings when you run debug.

ShowErrors FALSE

Quoting JA_394, reply 908
My settings are High_Low_Low, and all special effects are turned off. And I know I have a good computer. I can run Bailknight's without a problem unless I take it to the extreme.
End of JA_394's quote

Hmm... Shouldn't be any issues with that.

Dump on map start? 1-2 hours in?

What are you specs?

Reply #913 Top

Well, I get so many missing text erros, mainly stuff about the Archailect.

The dumps happen anywhere from 20 minutes to 40 minutes in.

No idea. I'm not good with computers, so I wouldn't know.

Reply #914 Top

Quoting JA_394, reply 913
Well, I get so many missing text erros, mainly stuff about the Archailect.

The dumps happen anywhere from 20 minutes to 40 minutes in.

No idea. I'm not good with computers, so I wouldn't know.
End of JA_394's quote

Sorry, I edited my reply I meant to put in a statement about show errors. Of course if your looking for why the mini-dumped happen that won't help much. Though I doubt you would get a popup anyway.

What are your specs then?

Is there anything particular you are doing when you dump?

Do you have a save file? and if so which version are you running?

 

Edit - I'm running a test game with those settings. I'll let you know if it dumps or not.

Edit 2 - Test game ran to completion.

Reply #915 Top

Ok, just changed my ShowErrors to FALSE. Never knew about that. Thanks!

I don't think I'm doing anything particular. Just capturing planets.

No I do not.

Like I said, I don't know about computers, so I wouldn't know (Specs).

What Video settings should I run?

Reply #916 Top

Quoting JA_394, reply 915
Like I said, I don't know about computers, so I wouldn't know (Specs).
End of JA_394's quote

Google is your friend ;)

Click on your windows start button and type dxdiag.

This will show you your CPU, RAM, Video Card, etc

 

Reply #917 Top

Quoting JA_394, reply 915
Like I said, I don't know about computers, so I wouldn't know (Specs).

What Video settings should I run?
End of JA_394's quote

 

You should update all your drivers (sound, vga, mainboard/ chipset).

You should try medium Video settings first and than try higher resolutions (step by step).

If you use xp ---> update directx

http://www.microsoft.com/download/en/details.aspx?id=35

 

 

 

 

 

Reply #918 Top

@JA_394 - that is good advice from luschetk which I just did recently too. If it's your computer google things like "how to update your video driver".

 

Quoting Yarlen, reply 3
Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.
End of Yarlen's quote

Well, I've been waiting for some info on how sub-factions will work. Based on this I'm almost positive I won't be doing Loyalist/Rebels the way Ironclad is. In a sense I already have the concept of two opposing races already designed and if I don't have to double that amount then I'll be pretty happy. 

Loyalists/Rebels

Nephilim / Plague

Hypercorp / Rogue Traders

Colonial / Cylon

Alliance / ? 

Still need to see what new research options there are how titans and corvettes will work. That alone is 14 new models needed in addition to all the new abilities that will be needed for the Titans and Corvettes. Most of my factions already have a 5th capital ship slot so I'll be moving those into the new type. 

Reply #919 Top

an opposite for the alliance could be the ones who despise having the tec in the alliance resulting in an advent/vasari alliance

Reply #920 Top

Quoting noing, reply 919
an opposite for the alliance could be the ones who despise having the tec in the alliance resulting in an advent/vasari alliance
End of noing's quote

There is a possibility for an alternative alliance faction assuming they use similar capital ships but different frigates and research maybe.

 

Reply #921 Top

Here's a spreadsheet I am able to generate from my mods capital ship and frigate entity files. It also roles up some of the damage values towards the end. 

It's big (i.e. a lot of columns). The juicier stuff is towards the end.

Sins of The Fallen: Capital Ship and Frigate Stats

 

 

Reply #922 Top

Quoting Cheif50, reply 906
I think ill keep the council though now to get my cols.
End of Cheif50's quote

They really are unfinished by a lot. I was tired when I was packaging up things and clicked the wrong folder. Have fun peaking at them, but I won't be releasing an update for em ;)

Reply #923 Top

Processor: Intel Core i5 CPU 650 @ 3.20GHz (4CPUs) ~3.2GHz

Memory: 4096MB RAM

That's all I got.

 

Reply #924 Top

Quoting JA_394, reply 923
Processor: Intel Core i5 CPU 650 @ 3.20GHz (4CPUs) ~3.2GHz

Memory: 4096MB RAM

That's all I got.

 
End of JA_394's quote

Can you http://pastebin.com your dxdiag report? 

Your base cpu and memory looks good, but it's hard to draw conclusions from partial information. If it only dumps on large scenarios there is still something else going on.

Also, is this a laptop or desktop?