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Battlestar Galactica - Sins of the 13th Tribe v0.96 Released 2/13/10

Battlestar Galactica - Sins of the 13th Tribe v0.96 Released 2/13/10

A mod for Entrenchment v1.05

This is the official thread for the Sins of the 13th Tribe mod.

Please note that it only works for Entrenchment v1.05

This is a total conversion mod, so the TEC, Advent, and Vasari are no longer playable

The Colonials and Cylons are now playable races

Download Sins of the 13th Tribe v0.96:

MegaUpload: http://www.megaupload.com/?d=ABORTM4L

Original Sins Version by Larkis:

MegaUpload: http://www.megaupload.com/?d=N0DA2GR0

*Note* I am not responsible for the OS version. Direct all comments, questions, concerns, etc, at Larkis.

Credits:

Coding by: kyogre12

Models by: Kreeargh, Coxxon, Unknown Warrior, Dnkids, Major A Pain, Koobalt, Larkis, and the members of Cloak & Dagger Studios.

Textures by: Kreeargh, Coxxon, Fallen Warrior, File'o'soft Koobalt, larkis, and others

Special Thanks to ManshOOter, Bailknight, Tenhunter, rjhughes, Danman, the Distant Stars Team, and the sins of Alethia Team. 
 
Distant Stars: Nacey, Skyling, Uzii, Gurkoz, Boshimi336, Solitaire, Titan, Nataku, -Ue_Carbon, Ryat, & Madeiner

 

Known Bugs:

  • Some ships do not have names or are improperly named
  • Colonials still glow occasionally

If you have any ideas for abilities, or want to report a bug, please post here. I will try to keep you up to date on progress.

v0.96 Changes

  • Entrenchment v1.05 compatability
  • Fixed String not found errors for the Galactica's colonize ability and the Worldstar's extra squadrons ability
  • Temporarily removed the custom static defense structures, so there will not be any more bug reports about the meshes reverting to the unmodded forms
  • The Cloud 9 is now correctly called the Cloud 9
  • New weapon sound effects for the Galactica+Mercury

Please, if you play this, report back here any balancing problems, particullarly in terms of research.

Additional Forums: http://danmangames.com/forums/index.php

Wallpapers: Click the thumbnail to view the full size (all are 1024x768)

                         

    

         

More Wallpapers, thanks to Unikraken:

    

3,376,083 views 1,489 replies +10 Loading…
Reply #151 Top

Quoting kelany, reply 25
very good mod , i played yesterday some hours and i have to say this rocks!

kyogre12 acan u tell us when u upload next update and will there be also the other meshes for lrm frigate and kodiak cruiser ect? looking forward to.
End of kelany's quote

The next update won't be for a while. At the very least it will be after 1.03 come out next week. If it breaks the mod, I will try to get something out quickly so that everyone can still play, but if it works with 1.03 then I will hold off on releasing anything, so I can try to get some other stuff done.

The meshes for the units that are still using vanilla ones will hopefully be coming soon. I haven't heard anything from Kreeargh in a while, so I'm not really sure.

Reply #152 Top

Hi, first off just wanted to say that this a very cool mod and I am impressed. I especially like the weapons effects, I think that really gives it the feel of the show. I did have a couple suggestions for ships to use; for the LRM missile frigate u could use the Zephyr which is that big spinning wheel ship u always see on the show. Also u could use Colonial One for the Cielo command Cruiser, i think that would fit perfectly. Also I have couple ability suggestions maybe give the Sentrus a super repair ability similar to repair bays do (if thats possible) in exchange for the Shield Restore ability. And I know others have suggested this but I would make the Ram ability on the Mercury a 6th level ability and then add another ability to it; which could be Concentration Aura (call it CIC Support or something) or maybe Vengeance or Animosity. Just a thought, thanks for the mod and keep up the good work!

Reply #153 Top

Quoting jklein2, reply 2
Hi, first off just wanted to say that this a very cool mod and I am impressed. I especially like the weapons effects, I think that really gives it the feel of the show. I did have a couple suggestions for ships to use; for the LRM missile frigate u could use the Zephyr which is that big spinning wheel ship u always see on the show. Also u could use Colonial One for the Cielo command Cruiser, i think that would fit perfectly. Also I have couple ability suggestions maybe give the Sentrus a super repair ability similar to repair bays do (if thats possible) in exchange for the Shield Restore ability. And I know others have suggested this but I would make the Ram ability on the Mercury a 6th level ability and then add another ability to it; which could be Concentration Aura (call it CIC Support or something) or maybe Vengeance or Animosity. Just a thought, thanks for the mod and keep up the good work!
End of jklein2's quote
   All the model slots are already filled i just have not released the 2nd of the 3 model packs yet but i will release more bsg models that one could replace the standing 13th tribe models with after i get the models in this mod done.

Reply #154 Top

thx guys ure great man!!!

 

Reply #155 Top

Ok i have a AI problem i encounter just with this Mod so far.

 

It happen often that your ships,strikecraft,station dont attack. Special they dont like to attack Pirates.

It dont happen allways, but i notice it serveral times.

I have a save, where my Cap,Station,fighter are next by some Pirates, which attack some structures. An enemy Scout comes in and the Fighter engage it, and fly back to the hangars.

 

Reply #156 Top

Canute, to be honest, I have no idea why that is happening. I haven't had it happen to me. Is anyone else experiencing this problem?

Reply #157 Top

I kinda had a problem similar to that,my starbasw and strikecraft would attack the pirtaes raiding me but they would fire up on an enemy scout,i think thats what he meant.

Reply #158 Top

btw i playing Colonies at moment and that problem isn't against pirate only.

 

I notice when i command them manualy to attack something, often they stay idle after they worked their queue. But not allways, so i can't reproduce it yet.

I request Kyogre's email to send him a safe, where he can take a look.

 

Reply #159 Top

I get a map dump error when I run this mod - yes ver 1.02 and game ver. 1.16 - I think it's the game ver. 1.16 that's not playing right, and word on this????? It looks great and really want to play it.

Reply #160 Top

yes it is for entrenchment 1.02 ONLY. if you are trying to run in sins 1.16 IT WILL CRASH

harpo

 

Reply #161 Top

Quoting harpo99999, reply 10
yes it is for entrenchment 1.02 ONLY. if you are trying to run in sins 1.16 IT WILL CRASH

harpo

 
End of harpo99999's quote

Ok, so How do I just run entrenchment 1.02 - it's part of the game - isn't it????

Reply #162 Top

I ran the Sins of a solor empire entremchment app - I load the game - mod - I ge this error: MiniDump

 

C:\users\admin`1\appdata\local\temp\sins dump\sins-entrenchment v1.02-2009-06-08-01-05-55-4828-2956.dmp

Reply #163 Top

hello, not to sound like a complete dunce( that i am lol) but where do i put the mod into. i cant find a mod folder anywhere in sins

Reply #164 Top

hms-arkroyal try this info, it has helped a lot  of sinners

assuming you have sins 1.16/entrenchment 1.02,  the galaxy forge maps NEED to be placed here for xp

C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods v1.16 for sins
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods entrenchmentv1.02 for entenchment


or here for vista/windows 7

C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods v1.16 for sins
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods entrenchment v1.02 forentrenchment 1.02


NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

hope this helps you

harpo

 

Reply #166 Top

Quoting JonJay, reply 11



Quoting harpo99999,
reply 10
yes it is for entrenchment 1.02 ONLY. if you are trying to run in sins 1.16 IT WILL CRASH

harpo

 



Ok, so How do I just run entrenchment 1.02 - it's part of the game - isn't it????
End of JonJay's quote

Just run Entrenchment. (click the desktop icon if you have it, run it from Impulse, etc) The mod should then work.

HMS-ARKROYAL your problem is that you're in the wrong folder. Harpo put the filepath in the post above yours (#164)

Reply #167 Top

Just wanted to ask why the mod hasn't been made more standalone from the start so it would just add those races to the 3 original. Is it because of game balance?

I like the mod very much but somehow it would be cool if mods could somehow be better combined so you could just gather mods and have something like a fair large number of races to choose from :) Butter nevermind..great mod. I like it :)

Reply #169 Top

ust wanted to ask why the mod hasn't been made more standalone from the start so it would just add those races to the 3 original. Is it because of game balance?
End of quote

Because of the balance, do you realy think the Standard races got any chance against these new rances ?

 

 

Reply #170 Top

Quoting EaglePryde, reply 17
Just wanted to ask why the mod hasn't been made more standalone from the start so it would just add those races to the 3 original. Is it because of game balance?

I like the mod very much but somehow it would be cool if mods could somehow be better combined so you could just gather mods and have something like a fair large number of races to choose from Butter nevermind..great mod. I like it
End of EaglePryde's quote

Well, originally, I did want to just add the Colonials+Cylons to the vanilla races, but it didn't work too well. Everytime I tried to load the mod, the game crashed. It was way too hard to figure out what the problem was, because there is no developer.exe out for the current patch. The new patch later this week will have a dev.exe, so I may go back and try to add in the vanilla races again, depending on how many people want me to.

If you want a lot of races, I suggest 7 Deadly Sins. It has a ton of races, and in the next release the Colonials and Cylons will likely be in it.

Reply #171 Top

Can I edit the price of the ships? 

 

Also, how do I edit the number of squadrons a ship can carry and how many craft are in the squadron?

Reply #172 Top

Go to the mod and open the "Gameinfo" folder. Each one of the files is a ship/ability/structure, etc. CAPITALSHIP_TECHBATTLESHIP is the Mercury, TECHCOLONY is the Galactica, etc. There is a section called "baseprice" just change the numbers there to change cost. Down towards the bottom there is a "Commandpoints" section. Starting Value is the base # of squads a cap can have, valueincreaseperlevel is pretty self-explanitory.

# of craft is a squad is controled in the SquadPsiBomber (Cylon heavy raider) SquadPsiCombat (Cylon raider) etc. You want to change the "baseMaxNumFighters" value.

EDIT: I forgot to add this. You can change whatever you want, all I ask is that you do NOT release your version. (This goes for everyone, not just you) Thanks

Reply #174 Top

Quoting Franz, reply 23
....Um, I'm using the mod for the normal Sins, not the one for Entrenchment.
End of Franz's quote

Um... it shouldn't work, period. When you enable the mod, it should crash, because Entrenchment mods don't work with vanilla Sins. Assuming you somehow got it to work with vanilla, I can't imagine that changes much as far as which files to edit, etc.

Reply #175 Top

Cylon Scout - make it Cylon Raider - mediocre firepower, very fast, and cheap to make but very fragile + Cylon Scout Jump Drive (Infallible Jump Drive ability) + Cylon broadcast relay agent (Probe Ability) - See "Final Cut"

I found some real cylon meshes.

Cylon Frigate (Light/Siege/LRM) 

Light Frigate: very fast, cheap to make, and decent firepower but very fragile + virus ability

Siege Frigate: very fast, cheap to make, and good firepower (planet only) but very fragile

LRM Frigate: very fast, cheap to make, and can spam-spewing missile (a bit weak but good rate of fire) but very fragile

Cylon Support Cruiser (offensive/defense)

Offensive: expensive to build + rare + Cylon Information relay system (Designate Target ability) - See Gina covertly gain access to takes the Pegasus systems (include weapons grid) off-line the ship, which leads to many casualties in "Razor" + Cylon Virus Field (Distortion Field ability) - more powerful than a simple virus ability

Defense: expensive to build + rare + Reactive organic resin (Reactive Nanite Armor ability) + Cylon infiltration (Telekinetic Push ability) or (Repulsion ability)

Cylon Cruiser (Heavy/Carrier)

Cylon HEAVY Cruiser - heavy armor + very expensive to build + extremely rare + spam-spewing missiles (Anti-Structure/ships) and 4 nukes missiles (slow rate of fire) + Cylon Advanced Jump Drive (Intercept ability) or Cylon Navigation Program (Inertial Field) + Self-Reactive organic resin (Reintegration ability) - the reason of this is that ship is very rare and expensive to build, so that ability helps increasing its chances of survival.  

Cylon Carrier - reasonable cost to build + very fast + weak armor + Squadrons Supported: 5 = mini version of basestar or Cylon capital carrier

Cylon Dreadnought - Cylon version of Pegasus or HEAVY Carrier/Battleship combo = 2.5x firepower of basestar (includes nukes missiles - slow rate of fire) and Squadrons Supported: 25 (more than Cylon Capital Carrier) + very expensive to build and 65 supply cost + extremely rare  

Source: http://www.spaceempires.net/shipyards-details-63-Cylon_Oligarchy.html

You need to contact someone who creates those meshes for asking a permission before using his meshes.

What do you think?