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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
 

 

 

4,034,697 views 1,320 replies +8 Loading…
Reply #251 Top

Fallen Distant Stars (D) 

Distant Stars: (D) 0.99 B2: (280032376)

 

i was about to check, checksums, then i realised they change when you rename the folders,  the mod folder have gone through some name changes (due to re-downloading them) so urm i'll need to delete them and re-download them maybe?

 

 

 

Reply #252 Top

Quoting Supersirious, reply 251
i was about to check, checksums, then i realised they change when you rename the folders, the mod folder have gone through some name changes (due to re-downloading them) so urm i'll need to delete them and re-download them maybe?
End of Supersirious's quote

If you still have the archive then I would suggest deleting the current mod directories. And restoring from the archives before having to download them. But yes, a clean install of the mods would be recommended at this point.

Reply #253 Top

So, at the peril of looking remarkably noobish here,

for Trinity I need to use both the Entrenchment and Diplomacy add ons yeah? Or does it just not work? Or am I blind and missed something.

I'm too hungry to think right now.

Reply #254 Top

Quoting oORatyOo, reply 253
for Trinity I need to use both the Entrenchment and Diplomacy add ons yeah? Or does it just not work? Or am I blind and missed something.
End of oORatyOo's quote

Trinity is just a fancy way of saying the devs will sell you all three games together. So when you play the Entrenchment.exe you will need the Entrenchment mod. When you play the Diplomacy.exe you will need the Diplomacy mod.

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Reply #255 Top

A nine race selection screen ;)

This represents all the factions/races I have planned currently for Sins of the Fallen.

Reply #256 Top

OMG is that Cancer Camel? Make there ships Giant cigarettes.

Nice job on the 9 race screen. I thought about it but to me Sins cant handle 3 races.

Reply #257 Top

Quoting myfist0, reply 256
OMG is that Cancer Camel? Make there ships Giant cigarettes.

Nice job on the 9 race screen. I thought about it but to me Sins cant handle 3 races.
End of myfist0's quote

It seems to handle six races well enough. 7ds has 11 races, though alot of those are using stock sins models.

I believe I will be ok memory wise and have some plans if I cut it close.

Additionally, those that have lesser specs will be able to play with less races enabled if they want to play the mod and like some of what I offer. I'm not sure how I'll package it for them, but each race can be played standalone or as a combined mod in my development environment.

Reply #258 Top

What is that music playing in the main menu? I swear I've heard it before....

Also, any chance we can get an update on how the transhuman expansion is going, and a rough estimate on when it will be released?

Reply #259 Top

It will be released when Zombie feels it's good an ready ;)

Reply #260 Top

Works for me lol

Btw you should tell other modders how you got your 6-9 race selection screen, it's really cool, others just stack the race pictures on top of each other

Reply #261 Top

Quoting Dreadnaught98, reply 260
Works for me lol

Btw you should tell other modders how you got your 6-9 race selection screen, it's really cool, others just stack the race pictures on top of each other
End of Dreadnaught98's quote

Been done, enjoy. ;)

Reply #262 Top

Quoting ZombiesRus5, reply 257
OMG is that Cancer Camel? Make there ships Giant cigarettes.
End of ZombiesRus5's quote

Lol, I'm hoping to have fun with uplifted animals. A chance for some humor maybe.

Quoting Dreadnaught98, reply 258
What is that music playing in the main menu? I swear I've heard it before....

Also, any chance we can get an update on how the transhuman expansion is going, and a rough estimate on when it will be released?
End of Dreadnaught98's quote

28 days later. One of my favorite zombie movies.

Quoting EternalRequiem, reply 259
It will be released when Zombie feels it's good an ready
End of EternalRequiem's quote

True. Modding completely new races isn't an easy task. Sometimes it goes smoothly, other times not so much. I spent 3-5 months just research Nephilim and Plague before I really started on the races. It took almost 8 to 9 months to release the first public version. I spent a couple months researching Transhumanism (always loved Shadowrun books) and finally found Transhuman Space which has an open license which I'm using as the back story with my own flair. It took about 3 months to research and code the Rogue race only because I had fully modeled and textured ships.

It will probably be more around the time it took for Nephilim and Plague to release good versions of Archailect and Uplifted. I'll have lots of filler though in the meantime like new capital ships for Advent, Tech and Vasari using models from SZ0. I'm also putting together an homage faction to Alliance Hidden Agenda using many of the models and abilities from that mod. Will also be adding in new planets, and hopefully some capturable titan artifacts anyone can use.

All in all I hope to be close to complete with all the races by the end of the year, hopefully.

Quoting Lavo_2, reply 261

Quoting Dreadnaught98, reply 260Works for me lol

Btw you should tell other modders how you got your 6-9 race selection screen, it's really cool, others just stack the race pictures on top of each other
Been done, enjoy.
End of Lavo_2's quote

Yep, this is the template I used with my own touch :P

Reply #263 Top

The following is only from a test build. I have a nagging mini-dump in one of the transhuman races most likely because the diplomacy files are a bit fubar'd. But the build scripts work... I need to try entrenchment for all races to see if it is indeed diplomacy now. Whether I'll be able to keep them all together as a happy family is yet to be seen. What I know off the bat is I'm slightly over on sound files which I was expecting. Will need to reduce those somehow if I want all the races playable together and can keep the memory utilization low.

I also have standalone builds for each race, Sins of the Fallen, and Sins of the Fallen: Transhumans.

Now that my development environment is completely reorganized I can start messing with the races.

Reply #264 Top

Quoting ZombiesRus5, reply 263
I have a nagging mini-dump in one of the transhuman races most likely because the diplomacy files are a bit fubar'd. But the build scripts work... I need to try entrenchment for all races to see if it is indeed diplomacy now.
End of ZombiesRus5's quote

Yep, looks like the Archai template is a bit messed up. It runs fine in entrenchment but mini-dumps shortly into a game in Diplomacy.

Edit - fixed a few issues, seems like it may be working now. Will have to try the combined mod again later.

Reply #265 Top

Very nice seeing this progress Zombie.

I am really busy these days with...stuff, but when i log in and see good progress its always uplifting. :)

Cant wait to play with all the races, if i got time then <grumble>

Let me know if you want help with something, testing or whatever, and ill see if i can put it in.

Reply #266 Top

Thanks, progress is definitely still happening. Just not a lot on the forums ;)

I have high level capital abilities defined for the remaining races and have working builds for all of the races. Just doing the drudgery work of importing models into sins, texturing, hardpointing, etc in addition to some of the code.

 

Reply #267 Top

Sins of the Fallen Logo

Sins of the Fallen: Release 3 for Entrenchment and Diplomacy

Change History:

  • Release 3 completely reorganizes the development environment and build process making it easier to develop, test and release new content.
  • Release 3 packages both Entrenchment and Diplomacy mods in the same download. This actually uses less bandwidth as two downloads are now longer required with duplicate content.
  • Fixes issue with trailing particle effects on nephilim fighter
  • Adds new destroyer capital ships to Advent, Tech and Vasari
  • Compatible with Distant Stars B3 using the SOTF Distant Stars (D) R3 bridge mod (Coming Soon)
  • Custom Pacts have been removed from Nephilim and Plague and replaced with stock Pacts. Pacts will be redesigned for all races in a future release. If you like the custom pacts in Alpha 0.2.6.x then you might not want to update until a later release. This does not affect Distant Stars as only stock pacts were used in the bridge mod.

Races included: Plague and Nephilim

Sins of the Fallen Logo

Sins of the Fallen Nephilim Logo

Sins of the Fallen: Transhumans Release 3 for Entrenchment and Diplomacy

Change History:

  • Adds many new module structures (many of the new structures have basic textures, nightclub is untextured).
  • Adds new destroyer capital ships to Advent, Tech and Vasari
  • Major balance tweaks on ships, abilities and research
  • No Distant Stars support yet, though I may if any interest is shown.

Race included: Rogue Traders

Rogue Traders Logo

Instructions for downloading and enabling mods.

  • Download Sins of the Fallen R3.7z from the moddb link.
  • Extract the contents into your Entrenchment 1.051 or Diplomacy 1.21 mod folder. 
  • You should now have 6 folders in your mod directory

SOTF (D) R3
SOTF (E) R3
SOTF Complete (D) R3
SOTF Complete (E) R3
SOTF Transhumans (D) R3
SOTF Transhumans (E) R3

  • (D) = Diplomacy and can be ignored or removed for Entrenchment only users.
  • (E) = Entrenchment and IS required for Diplomacy users (See below)

Entrenchment 1.051 Instructions

Sins of the Fallen

  • Select SOTF (E) R3 and press "Enable Mod" and then press "Apply Changes"

Sins of the Fallen Transhumans

  • Select SOTF Transhumans (E) R3 and press "Enable Mod" and then press "Apply Changes"

Sins of the Fallen Complete (all three new races)

  • Select SOTF Complete (E) R3 and press "Enable Mod"
  • Select SOTF (E) R3 and press "Enable Mod"
  • Select SOTF Transhumans (E) R3 and press "Enable Mod"
  • Press "Apply Changes"

Diplomacy/Trinity 1.21 Instructions

Sins of the Fallen

  • Select SOTF (D) R3 and press "Enable Mod" 
  • Select SOTF (E) R3 and press "Enable Mod"
  • and then press "Apply Changes"


Sins of the Fallen Transhumans

  • Select SOTF Transhumans (D) R3 and press "Enable Mod"
  • Select SOTF Transhumans (E) R3 and press "Enable Mod"
  • and then press "Apply Changes"

Sins of the Fallen Complete (all three new races)

  • Select SOTF Complete (D) R3 and press "Enable Mod"
  • Select SOTF (D) R3 and press "Enable Mod"
  • Select SOTF (E) R3 and press "Enable Mod"
  • Select SOTF Transhumans (D) R3 and press "Enable Mod" 
  • Select SOTF Transhumans (E) R3 and press "Enable Mod"
  • Press "Apply Changes"

 

Reply #268 Top

Nice work with the rogues, i just spent a couple of hours playing with "sins of the fallen complete". New buildings, new descriptions, music, i like the flavour. :)

A few writing errors and missing desciptions and one missing string but no visible bugs when playing so good job, i enjoyed myself very much.

edit: green class arcadias abbility master and commander actually reduces range for everyone in it, wasnt that abbility supposed to increase it? Probably a bug unless i missed something.

If you want me to do a play through and write up all the small issues i find i can do it, just let me know, like typing errors, missing text etc.

and haha, many of the descriptions you made on upgrades etc were hilarious, very nice. :D

Reply #269 Top

Quoting Malanthor, reply 268
Nice work with the rogues, i just spent a couple of hours playing with "sins of the fallen complete". New buildings, new descriptions, music, i like the flavour.
End of Malanthor's quote

Cool, I like them so far too. Just wish custom dialogue sound was easier.

Quoting Malanthor, reply 268
A few writing errors and missing desciptions and one missing string but no visible bugs when playing so good job, i enjoyed myself very much.
End of Malanthor's quote

I try to let a large game run without any mini-dumps before I release. But your right, there are still some polish issue that need done.

Quoting Malanthor, reply 268
edit: green class arcadias abbility master and commander actually reduces range for everyone in it, wasnt that abbility supposed to increase it? Probably a bug unless i missed something.

If you want me to do a play through and write up all the small issues i find i can do it, just let me know, like typing errors, missing text etc.
End of Malanthor's quote

Please do. Any feedback on stuff that isn't right or could be better would be great. I'll look at the Green Arcadia ability too.

Quoting Malanthor, reply 268
and haha, many of the descriptions you made on upgrades etc were hilarious, very nice.
End of Malanthor's quote

:) Had fun with a few of them, others are lines from old pirate songs ;)

Reply #270 Top

Okay found a few things:

Some abbility descriptions here:

cobra destroyer: die hard abbility reads: clears out redundant life support systems in favour of redundant repair systems. remove the last redundant i reckon. :) unless i have forgotten the real meaning of the word and are misunderstanding which is possibly aswell.

AnnaV warship: might shot: the ship unleases its forward missile batteries devestating at a nearbye target, devestating any enemis caught in its line of fire. In any case the first use of devestating misses an LY at the end, but maybe just skip the word entirely, seeing that you use devestating in the next sentence also.

ghost: ion cannon reads: "ion disables the targeted unit, preventing it from firing or.. " Seems to me that a word or two are missing at the start here, like the ships ion cannon disables... or whatever really, i just felt that just "ion" were missing something.

mins wind carrier: true grit abbility :missing a big letter at the start.

last ship in the cruisers build meny is missing a string.

and offcource the earlier mentioned green arcadias master and commander abbility that somehow grants negative range instead of positive.

I liked the 9000 trance whatnot you want to define it as, techno etc hehe, you know what i mean. 9 thousand, dunka dunka dunka dunka rinse and repeat. hehe. It surely feels like some crazed cyber pirates. But you could use a few more tracks for the rogue faction to not explode peoples heads with the 9000 assaulting them every 5 min. Hehe.

Balance wise its pretty descent i think, sure the cobra + ghost spam is nasty and the rogue raider is a strong beginning ship but i cant really find any glaring imbalances, maybe some nitpick here and there though, but thats better left to those that play multiplayer, vs the ai it works perfect.

And yeah, custum sounds ugh. i tried my hand at some voice work a while back, and its hard if you dont have much previous experience and knows just what to do to get the right pitch and sound. Just ripp some stuff from various movies, games etc. Hard to find and cut out though. I really cant help you personally, i like to belive i can be very intimidating but sadly my voice when speaking in english dont agree with me. :D

I could try offcource.. but it wont be good!

 

edit: the holy light upgrade for the genesis starbase reads in its description "which all damages.. " should be "which damages all..." i reckon.

ragnarok scourge reads: boosts many tendrals of strike craft, is it supposed to be tendrils?

research precursor : hunger frenzy reads: adds the blook hunger frenzy, assume it should be blood instead of blook.

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Reply #271 Top

Nice stuff, working on making changes for all of these.

BTW, the rogue music was sorta last minute and I'm not totally sure on when music pops in but I think in this case a more suitable theme might fix it and make it more palatable. I'll look at shuffling the tracks around and see what plays best.

And on the balance, I agree balance isn't nearly as tricky as PvP, more so keeping it challenging enough against the AI like you stated.

Reply #272 Top

Added a few more notes to the above post under edit incase you missed it.

Hehe, yeah the music may be too hard and fast for many i reckon, but it was a nice choice and quite appropriate for the faction. Music taste is well.. very individual though, and so is meaning as to what is appropriate for this and that, just go with what you feel is best personally imo.

By the way, in my last uhm like 12 games ive only seen a blue sun, did you remove the other coloured suns?

also the watcher cap ship abbility amplify shields lists the first level as 1% gain in shield mitigation, but it actually increases it by 2%

the second uppgrade increases it by 1% when it is listed as 2% (from 1-3%)

 

Also the obscure and diminish strikecraft upgrades which follows the soul hangar upgrade for the nephiim is a little vage as to what it does, does it give the soul hangar a radius which hampers enemy figthers? if so maybe make it so it has an icon with what it do and a radius? if this is not what it does then maybe a description which explains  what that is. :)

the nephiim uppgrade mass reverence lets your starbase build both the mass reverence and the holy light modules, making the holy light uppgrade in itself useless.

Another issue with nephiim is that its buildings and ships flick back and forth between showing "hull repaired /sec 1.5" in one sec its showing and then its gone back and forth, it make for a somewhat annoying flicker effect, epecially when running higher than normal speed. I am not sure what is causing it sadly but maybe you know, it happens in the entire gravity well however so its not some small radius effect centered on a building or a ship.

Reply #273 Top

Quoting Malanthor, reply 272
Added a few more notes to the above post under edit incase you missed it.
End of Malanthor's quote

Good stuff, thanks again.

Quoting Malanthor, reply 272
By the way, in my last uhm like 12 games ive only seen a blue sun, did you remove the other coloured suns?
End of Malanthor's quote

No changes yet with stars or planets (though it's coming), just bad luck apparently with the randomizer. I got a blue sun, then a yellow sun in a quick test.

Reply #274 Top

Very nice. You caught me before i could finish editing the above text hehe.

And your most welcome. :)

I looked at the pics you had posted of the archailects and the hypercorps by the way, some good stuff there. Seems like your mostly finished with the hypercorp so will that be the next one? Whats with the russian names by the way? You got russian family or something? Hehe.

  • Integrating Bailknights graphic effects with the new races
  • Adding additional planet types and sizes (See Cosmos Ad Infinitum mod)
  • Adding alien graveyards (similar to SinsPlus ship graveyards, but containing capturable alien ships). Already have some cool models for this.
  • Converting Orbital Cannons (Super Weapons) to second StarBase type

i like these ideas you have here, having special alien ships that could be captured would be helluva fun, just make them really special and somewhat powerful, great fun there. :D And second starbase is yum yum, the so called super weapons is meh imo.

Reply #275 Top

Quoting Malanthor, reply 272
also the watcher cap ship abbility amplify shields lists the first level as 1% gain in shield mitigation, but it actually increases it by 2%

the second uppgrade increases it by 1% when it is listed as 2% (from 1-3%)
End of Malanthor's quote

Sins doesn't handle fractions well for some listings. It's actually 1.5, 2.5 and 5 for the values.

Quoting Malanthor, reply 272
Also the obscure and diminish strikecraft upgrades which follows the soul hangar upgrade for the nephiim is a little vage as to what it does, does it give the soul hangar a radius which hampers enemy figthers? if so maybe make it so it has an icon with what it do and a radius? if this is not what it does then maybe a description which explains what that is
End of Malanthor's quote

Roger, I'll see what I can add. In short Diminish lowers the weapon cooldown alot. While obscure is meant to slow them down too.

Quoting Malanthor, reply 272
the nephiim uppgrade mass reverence lets your starbase build both the mass reverence and the holy light modules, making the holy light uppgrade in itself useless.
End of Malanthor's quote

Copy/paste :P Fixed now.

Quoting Malanthor, reply 272
Another issue with nephiim is that its buildings and ships flick back and forth between showing "hull repaired /sec 1.5" in one sec its showing and then its gone back and forth, it make for a somewhat annoying flicker effect, epecially when running higher than normal speed. I am not sure what is causing it sadly but maybe you know, it happens in the entire gravity well however so its not some small radius effect centered on a building or a ship.
End of Malanthor's quote

Ok, this one took a minute for me to see the issue. It was a bad finish condition. I needed to change out of range to on hyperspace entry :P