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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

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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 #401 Top

Quoting Ferretfur, reply 400
I think i may have the settings too high, having read a few other bits here on the forums.
End of Ferretfur's quote

highest settings will definitely crash the mod eventually.

Quoting Ferretfur, reply 400
There was an autosave, but how do you load from an autosave?
End of Ferretfur's quote

Load Sins, go to Single Player, choose Load Game. Click on the change Save Type and choose the last autosave.

Quoting Ferretfur, reply 400
Lasty, does the latest version of your mod work with the latest version of Distant Stars?
End of Ferretfur's quote

Not at the moment. I have a version ready that may go out with the next patch.

Reply #402 Top

Thanks for the replies Zombie.

For some reason, my autosaves keep crashing the game, so i gave up on them and started again, but the game is going much better than before anyway, so no real complaints...i'm just hard saving more often now. ;)

It'd be great to see this and Distant Stars working together, so i hope you get the chance to impliment that on the next patch.

 

Thanks for the mod and all the assistance.

Ferret

Reply #403 Top

Quoting ZombiesRus5, reply 401

highest settings will definitely crash the mod eventually.
End of ZombiesRus5's quote

 

Good to know.  Just downloaded this and absolutely loved it but I kept having crashes about 10-15 minutes in causing obvious problems.  How low do the graphics have to be to prevent them?  Are there any other known instabilities?  I'm sorry, but I don't feel like trawling 17 pages for bugs that have probably been fixed already.

Reply #404 Top

Should work fine on high. I run either high or highest and i can play for hours on end so.. <shrugs> if you crash 10-15 mins in every time i think the problem is somehow on your end. No other instabilities that i have seen and i have prob spent like 30 hours playing it.

Reply #405 Top

Here's what has worked and what I have on the install page, but yes it all depends on your system specs.

Recommend Effects Settings

  • Planet   : Detail - Highest
  • Ship      : Detail - Highest, Extras - High , Bump - Low
  • Building : Detail - Highest, Extras - High , Bump - Low
  • Show Mesh Team Colors - On
  • Show Mesh Highlight Filter - On or Off (Off is darker textures)

Recommended Effects Settings for large maps(Depending on your system specs and map size you may need to reduce the Detail)

  • Planet   : Detail - High
  • Ship      : Detail - High, Extras - Medium, Bump - Low
  • Building : Detail - High, Extras - Medium, Bump - Low

Optional Settings (May help with performance)

  • Show Cargo Ship Icons   - Off
  • Show Planet Elevators    - Off
  • Use Colored Skyboxes    - Off 
  • Show Asteroids - Off
  • Show Dust Clouds - Off

 

Reply #406 Top

I loaded up the mod but for some reason I can't select the rogue traders as a race... they dont show up.

Reply #407 Top

There are two ways to play the rogues.

1) As a standalone mod with the SOTF Transhumans mod for Entrenchment or Diplomacy

2) With the bridge mod that combines Sins of the Fallen with Transhumans.

This article details how to install both mods (can be accessed in main post as well).

Installation Instructions

Reply #408 Top

Quoting Ferretfur, reply 402
For some reason, my autosaves keep crashing the game, so i gave up on them and started again, but the game is going much better than before anyway, so no real complaints...i'm just hard saving more often now.
End of Ferretfur's quote

Feel free to send me the save file if you still have it. It's always possible there's an ability that isn't quite right which could be anything from invalid target to finish conditions. Though it can be extremely difficult to track down an issue with the current tools modders have compared to what the developers can do...

Quoting Ferretfur, reply 402
It'd be great to see this and Distant Stars working together, so i hope you get the chance to impliment that on the next patch.
End of Ferretfur's quote

Got it working yesterday, though my main problem was tracking down an insta-mini-dump when trying to run the bridge mod :P Took all day to clean it out. I'll be testing these out today and will hopefully have a patch ready tomorrow assuming it all works without anymore crashes.

This patch release will mainly be a patch to the existing races mainly including fixes for issues reported in addition to the Distant Stars addon.

 

Reply #409 Top

Quoting ZombiesRus5, reply 407
There are two ways to play the rogues.

1) As a standalone mod with the SOTF Transhumans mod for Entrenchment or Diplomacy

2) With the bridge mod that combines Sins of the Fallen with Transhumans.

This article details how to install both mods (can be accessed in main post as well).

Installation Instructions


End of ZombiesRus5's quote

 

I did all that... they still aren't showing up.

Reply #411 Top

Quoting ZarX88, reply 409
I did all that... they still aren't showing up.
End of ZarX88's quote

It looks like this when you activate the mod?

Reply #412 Top

I tested out 1.3 and found out that the enemy used superweapons atleast Zombie, played as vasari vs tec and got a few of my planets bombed back to the stoneage by the supergun. :)

Eagerly awaiting next version!

Reply #413 Top

Yep, now 1.3 is out, i'm looking forward to the newest version of Sins of teh Fallen (my favourite mod setting so far) and the associated Distant Stars for 1.3, which would be cool.

For now, i'm not going to update until the mods come in line with the latest version.

Reply #414 Top

Quoting Malanthor, reply 412
I tested out 1.3 and found out that the enemy used superweapons atleast Zombie, played as vasari vs tec and got a few of my planets bombed back to the stoneage by the supergun.

Eagerly awaiting next version!
End of Malanthor's quote

Nice! Unfortunately the next patch is for 1.21 as I want to get the DS compatible version out (Not sure when they will update).

I'm digging through the 1.3 changes to see how it will affect the mod and may release a 1.3 patch early or just wait for the next release depending.

Quoting Ferretfur, reply 413
Yep, now 1.3 is out, i'm looking forward to the newest version of Sins of teh Fallen (my favourite mod setting so far) and the associated Distant Stars for 1.3, which would be cool.

For now, i'm not going to update until the mods come in line with the latest version.
End of Ferretfur's quote

Thanks alot :P

Remember you can always update to the latest if you want, just make a local copy of your entire Sins of a Solar Empire installation and rename it to something like "Sins of a Solar Empire - V1.21". You will be able to run all of the EXE's and run mods for that version and still upgrade. I've already copied and updated to the latest version so I can understand the impacts.

 

Also, I've been running some tests of the latest version and everything seems ok so far. I just want to test a couple ability changes to a new Nephilim Destroyer before I release.

Reply #415 Top

Beeing reliant on others are no good, well unless you work toward the same goal and they are trustworthy bla bla, you know what i mean hehe. :D

Ahh a new destroyer, nice i assume this is not the one allready in the mod? Looking forward to see it. You know i dont mind an early version for some test runs <hint hint>

Also how goes it with the special alien ships you planned to locate randomly around the galaxy that could be captured? I always thought that was a fancy idea.

So i assume for the next release you will have hypercorp and ehrr some changes here and there, maybe moons?

Reply #416 Top

Quoting Malanthor, reply 415
Beeing reliant on others are no good, well unless you work toward the same goal and they are trustworthy bla bla, you know what i mean hehe.
End of Malanthor's quote

Ya, the nice thing with DS is they are pretty stable. I see they put out a 1.3 release too, but I'm not too worried about it at the moment.

Quoting Malanthor, reply 415
Ahh a new destroyer, nice i assume this is not the one allready in the mod? Looking forward to see it. You know i dont mind an early version for some test runs
End of Malanthor's quote

I actually used some of your ability ideas you threw out for Nephilim on the Destroyer. I've been sitting on the model for quite some time and finally got it in.

Quoting Malanthor, reply 415
Also how goes it with the special alien ships you planned to locate randomly around the galaxy that could be captured? I always thought that was a fancy idea.
End of Malanthor's quote

Yes, planning on this for the next release. Been doing research on the best way to create these capturable beasties.

Quoting Malanthor, reply 415
So i assume for the next release you will have hypercorp and ehrr some changes here and there, maybe moons?
End of Malanthor's quote

Yes, that is indeed the plan. I backed out a lot of stuff cuz I was having some issues with the complete bridging mod. I'll start slowly adding stuff in making sure there are no hickups. I'll likely look at sharing some private downloads during this process for feedback.

 

 

On the side, I'm thinking Archailect will be a diplomacy only race. I plan to use many of the new research modifiers introduced with the latest patches and don't feel like coming up with work arounds for the race. I'm also wanting to start tailoring the Abilities to make better use of the Diplomacy AI use times. Basically I'm thinking about slowly phasing out the Entrenchment version.

Here are the new modifiers so far.

new research float modifiers:

  • CapitalShipWeaponTargetPerBankAdjustment
  • CargoShipHullPointsMaxAdjustment
  • CargoShipArmorBaseAdjustment
  • CapitalShipAccelerationAdjustment
  • TacticalStructureWeaponDamageAdjustment
  • TacticalStructureHullPointsMaxAdjustment
  • TacticalStructureArmorAdjustment
  • ChanceToIgnoreShieldsAsDamageTarget
  • BombingPopulationKilledAsDamageDealerAdjustment
  • RefineryShipCapacityAdjustment
  • HullPointsMaxBonusPerArmorPointMax
  • HullPointsMaxBonusPerArmorPoint

 

Reply #417 Top

Sweet, it sounds like some of the stuff I suggest earlier might be possible now.

 

Also, while I'm not very good at the Sins, like most I'd happily apply to be a play tester.

 

The thing with the Alien ships though, is that if they are shiny enough, people might start asking for them to be a seventh faction. *shrugs* Then again everyone has their own canon when it comes to this anyway. *Likes to imagine that the Plague were the ones who chased the Vasari away from their empire*

Reply #418 Top

Yeah DS is very stable, you wont hear me complain there.

Hehe, good that you find a use for some of my ramblings. :)

I agree with you on phasing out entrenchment, i personally would not sacrifice time to make it for several versions when it costs close to nothing to buy, people should just get diplomacy imo, and if they dont well, then they dont get the luxury of the newest stuff. Its their choice.

Interesting modifers from what i understand, they should add some interesting new options.

People can ask what they like Sucal hehe. Are you opposed to the idea of putting ancient capturable ships in the galaxy? I thought it was a cool idea that adds something to the mod personally. And what has it to do with plague chasing the vasari away from their empire. You feel that adding special ships disrupt the universe with the allready established races and their history or something?

My view on these ships are that they belong to long extinct races not some bad ass aliens that might be lurking just a jump away. :D

 

 

Reply #419 Top

Quoting Malanthor, reply 418
 You feel that adding special ships disrupt the universe with the allready established races and their history or something?

My view on these ships are that they belong to long extinct races not some bad ass aliens that might be lurking just a jump away.
 

 
End of Malanthor's quote

 

Oh its not that. I'm sure the ships could fit in as TITAN relics or similar. Its just that its a shame for such things to be so rare.

 

I was just saying that I consider the plague to be the ones scaring the Vasari around the corner. Bit of a personal canon, like how we have different views on how each race is perceived.

Reply #420 Top

Hmm, well i think them beeing somewhat rare is essential to the idea. It would be interesting if you could reverse engineer them and build them after you discover one floating dead in space for an abhorrant amount of money but that would be something that could only be done for the player i think. I dont see how you would code that to work with the ai. Also is there not a cap for the number of cap ships that can be built. hmm, ive forgotten.

In any case, rare is good! That goes for everything, eat icecream every day and it wont taste so good after a while, etc. :D

So when will you have a version for me Zombie? In a week, in a month, eta unknown? :)

Reply #421 Top

Quoting Malanthor, reply 420


In any case, rare is good! That goes for everything, eat icecream every day and it wont taste so good after a while, etc.
End of Malanthor's quote

 

Where is the dislike button. I have you know my favourite breakfast is a soup mug of coffee poured over three scoops of icecream

Reply #422 Top

Quoting Malanthor, reply 418
The thing with the Alien ships though, is that if they are shiny enough, people might start asking for them to be a seventh faction. *shrugs* Then again everyone has their own canon when it comes to this anyway. *Likes to imagine that the Plague were the ones who chased the Vasari away from their empire*
End of Malanthor's quote

Well, they can definitely try and mod a new race :P

Quoting Malanthor, reply 418
My view on these ships are that they belong to long extinct races not some bad ass aliens that might be lurking just a jump away.
End of Malanthor's quote

The sins lore already has references to lost ancient technology via Artifacts and Phase Jump Inhibitors (PJI). Having capturable technology seems like a good extension as well. Plus I like the idea of stumbling on an ancient alien ships and would want to activate them for my fleet.

Quoting Sucal, reply 419
Oh its not that. I'm sure the ships could fit in as TITAN relics or similar. Its just that its a shame for such things to be so rare.
End of Sucal's quote

Titan relics may also surface down the road as well. The aliens ships were just too cool looking to pass on.

Quoting Sucal, reply 419
I was just saying that I consider the plague to be the ones scaring the Vasari around the corner. Bit of a personal canon, like how we have different views on how each race is perceived.
End of Sucal's quote

I've always thought it would be something more like the movie Event Horizon to be able to scare the Vasari like that.

Reply #423 Top

Quoting Sucal, reply 417


Also, while I'm not very good at the Sins, like most I'd happily apply to be a play tester.
End of Sucal's quote

Sure, I need to come up with a better system for play testers to help facilitate this.

Quoting Malanthor, reply 420
Hmm, well i think them beeing somewhat rare is essential to the idea. It would be interesting if you could reverse engineer them and build them after you discover one floating dead in space for an abhorrant amount of money but that would be something that could only be done for the player i think. I dont see how you would code that to work with the ai. Also is there not a cap for the number of cap ships that can be built. hmm, ive forgotten.

In any case, rare is good! That goes for everything, eat icecream every day and it wont taste so good after a while, etc.
End of Malanthor's quote

It would be cool if you could find a alien factory and build units from it or find an alien research lab and research new techs. But ya, it's not possible to code.

Whether the alien ships will be capitals or not is debatable. Downside to making them caps is they take cap supply. Downside to not being caps is they don't have leveling abilities.

Quoting Sucal, reply 421
Where is the dislike button. I have you know my favourite breakfast is a soup mug of coffee poured over three scoops of icecream
End of Sucal's quote

You guys are cracking me up :P

Quoting Malanthor, reply 420
So when will you have a version for me Zombie? In a week, in a month, eta unknown?
End of Malanthor's quote

I'm getting the new release prepped for upload which is just a patch to the current races for Diplomacy 1.21 and will include the Distant Stars addon for their Diplomacy 1.21 version.

After this I'm going to update the code to Diplomacy 1.3 and start adding back in the removed content. Once the Hypercorps and pre-liminary moons are back in I'll open a test build to you guys.

Reply #424 Top

Sounds good Zombie. Yeah me too, it would need to be something really special for war hardened military crew to go insane with fear. Event Horizon is one of the best horror-sci-fi movies ive seen, perfect blend of the genres. It could do with higher budget ofc, but whos heard of sci fi with high budget. :P

Coffee and ice cream Sucat.. yuhu... :O

Edit: By the way Zombie,my 10 cents on alien ships, make them capital ships, much more fun leveling them and having abilities to play with, yeah they will take up a cap slot, but you have enough of those, and if you dont want it dont cap it.

Reply #425 Top

Are you opposed to using Windows Live Mesh or dropbox (Link that will give me a bit more space too) to sync mod changes?

It would make things a lot simpler for myself if I didn't have to package up the entire mod whenever a small change is made.

If you're opposed to using a file sharing like this I'll understand.

Just let me know...

 

Also, I'm going to update the mod to Diplomacy 1.31 as I want access to the new modifiers.