Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Moddb downloads sometimes get corrupted. You might try downloading again.
Aye, it’s a bug in the optional planets addon. Disable that for now until I get a fix pushed.
I’ve not seen that but will take a look.
Galactica has no confirmed class. Columbia was the first ship of the line hence the decision. And I don’t like the name Jupiter personally.
New version seems more stable. Large maps and BSG strikecraft don’t mix well unless you have a massively clocked core.
Latest version works fine.
Files on top of the page ;)
Sounds cool. I’m working on something new as well in sins unrelated to my previous fallen mod. May have something more concrete to show later this year.
Making a little mini-mod of Norlamins and Replicator playable with Sins of the Fallen. Should make for an interesting battle ;)
Not in game at this time. Was more of a test to see if it could be brought into sins as it was rather high poly.
As I said in the description I'm not really sure what I want to do with it, ergo it's not in the mod yet.
You’ll need to us the games convert data command line program.
It should not require anything else. Make sure your not applying LAA.
It sound like you may have extracted into an additional folder. Go to the rebellion mods directory and open the fall of kobol mod folder. You should see directories like GameInfo, Mesh, Textures, etc. If you see yet another fall of kobol directory you have the folder in a folder issue. Simply move the sub folder up one level and activate it in game.
It depends on if you are loyalist or rebel or you can enable unification to play as just the colonials.
Yep. You got it.
I'll see what I can do here.
The main mod is heavily configurable. This "baked" version combines together common parts to make a more traditional mod requiring only one mod folder.
It's the same instructions regardless.
Due to an inability to modify the engine, the only way to apply these artifacts is to convert them to your faction. This can be done with colonizers ability to capture neutral artifacts.
what do you mean minus four or more frigates?
going to completely redo the weapon/durability stats for both cylon and colonials. They should be much more deadly and durable next release.
In terms of weapons:
MKVII - does ANTILIGHT autocannon damage for 26/12 = 2.166 dps
MKII - does ANTILIGHT autocannon damage for 13.5/12 = 1.125 dps
- does ANTIVERYLIGHT missile damage for 13.5/12 = 1.125 dps
The MKII would be better at attacking corvettes and other fighters with Very Light armor.
In terms of tankiness, I think there is some discrepancy that needs resolved. Thanks for pointing that out.
Starting the process. No specific news yet.
Sorry, for late reply. There is a settings file that can be updated to change the folder name. It's placed in the Rebellion settings directory.
Stargate Invasion - Yes
Star Wars Alliance - No
Interesting observation. It's possible there's a hard limit being exceeded somewhere. The game is not good with giving any details on mini-dumps (i.e. not good = absolutely no information). It's a guessing game for modders.
In regards to BIN versus TXT. You will need to run the ConvertData_Rebellion.exe that comes with Rebellion in it's install folder. BIN is chosen for releases because it decreases load time quite a bit.
22.214.171.124 or 1.87.45 (Beta)? And it was for sure from a moddb mirror?
Password on what part? Nothing I upload has any passwords.