[MOD] Sins of a Sci-Fi Multiverse v0.15a (released 09.07.11)

A total conversion mod combining multiple Sci-Fi Universes into one balanced, playable mod.

A long time ago in an internet far, far away....

SINS OF A SOLAR EMPIRE: Episode XLII: Sins of a Sci-Fi Multiverse

There is unrest on the Sci-Fi Boards. With the Sci-Fi Admins gone, the Fanboys infiltrated the Sci-Fi Forums, posing as Users. By the time the Users realized their mistake, the Fanboys rebelled, spamming the Boards with hate filled threads.

Evading the dreaded forum Moderators, the Fanboys continue in their relentless attacks. Star Wars vs Star Trek vs Stargate without thought, reason, or spell check. Left with no choice, the Users desperately contacted the Sci-Fi Admins, pleading for permaban.

Unheard from for a thousand years, the Sci-Fi Admins returned and wisely took a different course. Using their mastery of the Code, they created a universe where all Sci-Fi is equal. Now the boards are quiet, but the FanboyWar continues....
 
 
SINS OF A SCI-FI MULTIVERSE v0.15a 

A total conversion mod for Sins of a Solar Empire: Entrenchment 1.051, combining multiple Sci-Fi Universes into one balanced, playable mod.

by philothanic, KingBlob, and NomeMD.
 
Sins of a Sci-Fi Multiverse v0.15a contains parts from the following mods:
The Sins Optimization Project - MajorStress
Sins of a Galactic Empire - EvilleJedi
Sins of the 13th Tribe - kyogre12
Sins Plus - Uzi
Races Mod - ZombieRus5
 
Sins of a Sci-Fi Multiverse v0.15a adds:
Three new playable factions: the Imperials and the Alliance from Star Wars and the Colonials from Battlestar Galactica.
Unique playing style for each faction.
New balance scheme between factions
New music, from the Star Wars and Battlestar Galactica universe.
New researches and playing styles.
New planets and planetary bonuses.
 
DOWNLOAD:
http://www.gamefront.com/files/21454177/Sins.of.a.SciFi.Multiverse.e0.15a.7z
download requires the latest version of 7-zip to extract: http://7-zip.org/
 
edit: download link should work now
47,372 views 46 replies
Reply #1 Top

Imperial-class SD in CombatGalactica-class FiringGalactica-class and Nebula-B

Reply #2 Top

we are currently working on adding the Cylons from Battlestar Galactica and the Republic and CIS from Star Wars as the next three playable factions. and other improvements, balancing, and features.

due to school starting, I cannot give any time frame for when they will be released.

Reply #3 Top

well someone was ahead of the curve lol

this is now the 3rd multiverse mod to be announced but the first to actually be released

may i suggest some stargate races be added in after the next 3? :)

thanks for the mod btw

i will deff be following this mod

Reply #4 Top

Dayum this mod is really neat XD I'm having fun some request though wud be scaling of all units so they cn be accuretlly seen like huge ships tiny fighters dynamics wud be amazing also if the structure models of each race cn be made possible pplz and some sort of super weapon of each race :3

Reply #5 Top

sorry but also forgot to mention in bringing the combat closer like point black range cus if there so far apart and blasting each other you wudnt be able to tell who and who is shooting if you fighting a three match or more

Reply #6 Top

We decided to leave it in the scale its in because of the size of the Executor, which barely fits in a capital ship factory as it is. We'll see what we can do about bringing the scale in, but I can't promise anything at the moment because of the executor's limitations.

Reply #7 Top

Hmm thats interesting so what other factions will be in?

Reply #8 Top

Quoting noing, reply 3
this is now the 3rd multiverse mod to be announced but the first to actually be released
End of noing's quote

Actually, 7 Deadly Sins holds that honor by incorporating the Galactic Empire from Star Wars and several races from Star Control 2.

EDIT: Still going to try this mod out though.

Reply #9 Top

ok 4 then :P
i forgot about 7ds lol :( im sad i forgot em

Reply #10 Top

Just noticed that the executor's back three engines dnt have the engine trail like the other engines do

Reply #11 Top

Quoting Holybeast, reply 10
Just noticed that the executor's back three engines dnt have the engine trail like the other engines do
End of Holybeast's quote

probably. this is only an alpha release, so i'd expect a few bugs :grin: . we'll be keeping our eyes out for bugs like that while adding in the next three races.

 

Quoting noing, reply 3
may i suggest some stargate races be added in after the next 3?
End of noing's quote

Quoting Holybeast, reply 7
Hmm thats interesting so what other factions will be in?
End of Holybeast's quote

 

we only can release races that we have permissions for from the original modders. At the moment we have permission to release SW and BSG, and that will keep us busy for a while. when they're done, then we'll look into securing permissions for other sci-fi assets, but until that happens, i won't speculate. 

 

edit: reread my last paragraph and it sounds like a politician O:) . oh well....

Reply #12 Top
Unbelievable. Nobody gave a shit about this concept 4 months ago. Now this is the second one in short space of time.
Reply #13 Top

Quoting Theophantus, reply 12
Unbelievable. Nobody gave a shit about this concept 4 months ago. Now this is the second one in short space of time.
End of Theophantus's quote

It has been talked about since Ent but the lag Sins has with just vanilla assets loaded pisses me off enough without piling every m0d ever made on top of one another. I would not have taken this on if I had not figured out how to load only the assets required by the user choices.

Reply #14 Top

Quoting Theophantus, reply 12
Unbelievable. Nobody gave a shit about this concept 4 months ago. Now this is the second one in short space of time.
End of Theophantus's quote

 

we started conceptualizing ours about 4 months ago, then had to learn modding, mod it, and then acquire permissions to release what we have. I've been thinking of it ever since I started playing Sins though  :grin: . That and you have mods like SOGE and So13T where the assets are (almost) all complete and useable for mods like these. You didn't have that a year+ back.

 

Quoting myfist0, reply 13
It has been talked about since Ent but the lag Sins has with just vanilla assets loaded pisses me off enough without piling every m0d ever made on top of one another. I would not have taken this on if I had not figured out how to load only the assets required by the user choices.
End of myfist0's quote
 

I didn't see yours, myfist0, until right before posting this one. You're having a mod for each race and then a base and top mod to tie it all together, right? Cause that's how we're approaching this one, if it gets that far. Just a lot of errors in dev .exe when testing, i bet.

Reply #15 Top
My point is we could of all collaborated and done one together. I started this in April with no modding experience at all. I've spent hours on my Sci fi at War mod, to think how much further on it could be if I was pointed in the right direction or part of a team. Nobody was interested in it 5 months ago, look how my previous thread went. Myfisto could of been team leader no problem.
Reply #16 Top

Quoting philothanic, reply 14
Just a lot of errors in dev .exe when testing, i bet.
End of philothanic's quote

0 errors with the Dev in my testing. If I get 1 it is fixed before moving on.

I have been on a few mod teams now and figured it is time I started my own instead of spend loads of time fixing errors and optimizing.

Long long ago I had this dream of a game made completely by modders with free gameplay for people that add content or torrent sharing. It was called VirtuVerse (I think there is still a wiki somewhere). Sins can barely handle 5 races so the idea was out until theo got me thinking of how to get this to work again. Most of the work in my mod now is tearing the game apart so nothing is loaded until an add-on is enabled, big job but once that is done I will have templates for each races icons and button sheet, sounds, music, models, planets etc.

Your still welcome to join the SotC team Theo  :D

Reply #17 Top
I will move this conversation to your thread!
Reply #18 Top

i need help unzipping.have 7zip but won't unzip.

Reply #20 Top

Quoting donaldwilson, reply 18
i need help unzipping.have 7zip but won't unzip.
End of donaldwilson's quote

You need the current version of 7zip. Because the mod is ultra compacted, the older version isn't capable of unpacking it. This should get you towards what you need. http://7-zip.org/

Reply #22 Top

Quoting myfist0, reply 16
0 errors with the Dev in my testing. If I get 1 it is fixed before moving on.
End of myfist0's quote

then I applaud whatever black magic you are using in your mod. or the meticulous research into figuring out the solution. whichever one you prefer :grin: .  

 

fellow players: I am currently interested in thoughts on balance between races. one of the sticky points moving forward will be balance with each race's unique playing style, so I'd prefer to get balance right sooner rather than later. any impressions so far?

Reply #23 Top

added a couple of screenshots in a shameless bump attempt  :grin:

work on this mod is progressing, just really slowly now that school is in full swing.

should get some more screens of more ships from all the races soon.

Reply #24 Top

Long live this mod }:)

Reply #25 Top

Any Updates??? As i am really looking forward to the next release!!!