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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
 

 

 

4,035,951 views 1,320 replies +8 Loading…
Reply #1226 Top

Hypercorp Hudicon
Quick update on Hypercorp/Psicorp factions.

I've had a hard time coming up with ideas for Hypercorp, but feel I have something that fits with the factions. If all goes well they should be playable in the near future.

Hypercorp (Loyalist)


Hypercorp have embraced space colonization with new research technologies to back them up.

Research:

  • Refugees - Adds population to all owned planets for a short time after one your planets is destroyed.
  • Orbital Repair Teams - Orbital repair teams are deployed after the last enemy leaves the gravity well.
  • Baby Boom - Population growth increases for a short time after the last enemy leaves the gravity well.
  • Colonists - Increases tax income for a short time after colonization.
  • Prefab-Colony - Decreases upgrade costs for a short time after colonization.
  • Demolition Teams - Demolition Teams are deployed to nearby structures after a planet is destroyed.
  • Hyperspace Nanorepair - Specially designed nano-repair functinoality is activated during hyperspace transits.
  • Extra Slots - Increases the number of Starbase Upgrade Slots available.
  • Capital Banks - Increases the number of targets per bank for all capital ships.
  • Improved Upkeep - Decreases the amount of upkeep required to maintain your fleet.


Hypercorp Hudicon
 Masivny Vel'ka lod' class Titan

Abilities

  • Draining Armor - Psiops telepathically alters some of the armor of the target ship into a weak, power absorbing material, forcing the target to lose antimatter. If the target dies before it leaves the gravity well, nearby friendly ships can collect this antimatter.
  • Nano Cloud - The Titan secretes a swarm of nanites that coat allied ships and make repairs, increasing hull repair rates and armor. These nanites are highly intelligent, and if a ship is destroyed in the cloud its debris will be collect and used to further heal nearby allied ships.
  • Metal Nanites - Releases a swarm of metal eating nanites on the targeted planet. Severe Metal shortages lead to increased build and development times, and slows down all enemy hull repairs in the gravity well.
  • Unyielding Spirit - Tasked with holding the line at all costs, The Titan engages the enemy at point blank range with unmatched ferocity. the ship briefly becomes indestructible and deals massive amounts of damage at the expense of power diverted from the engines and special abilities.

Hudicon Hypercorp Disassembler Nanoswarm Class Corvette
Abilities

  • Disassembler - Also known as smart corrosives, these nanobots break down any matter reducing the armor of affected ships and structures.

Psicorp(Rebel)

Psicorp have embraced their psionic powers unlocking devastating new research and abilities.

Research:

  • Psi-implants - Integrates multiple psi research agents, reducing the amount time and cost required to make breakthroughs.
  • Singularity Drives - Increases the speed in which your ships traverse hyperspace.
  • Psi-Focus - Increases the mitigation bonus and phase missile block while present in your culture.
  • Slow Enemy Ships - Reduces the speed in which enemy ships are able to traverse your gravity wells.
  • Hyperspace Chanelling I - Psicorp adepts tap into the energy released at hyperspace exit, increasing the speed in which your ships are able to traverse gravity wells for a short time after exiting hyperspace.
  • Hyperspace Chanelling II - Psicorp adepts tap into the energy released at hyperspace exit, increasing the mitigation of your ships for a short time after exiting hyperspace.
  • Hyperspace Chanelling III - Psicorp adepts tap into the energy released at hyperspace exit, increasing the damage output of your ships for a short time after exiting hyperspace.
  • Mass Reduction - Reduces the mass of all ships.High Efficiency Jumps - Decreases the antimatter cost of phase jumping.
  • Advanced Maneuvering - Increases the turn rate of capital ships and titans, allowing them to bring weapons to bear more quickly.
  • Resource Extraction - Improves the extraction of resources for each refinery in this gravity well.

Hypercorp Hudicon Myslienka Vel'ka lod' Class Titan
Abilities

  • Spirit Chain Blast - The Titan's signature technique, she fires several vollies of psychic energy that pierce the very souls of the enemy crew, dealing direct hull damage and draining antimatter. The weakened blasts then continue on to hit multiple other targets.
  • Psychic Interference - Psionic probes into the consciousness of the gunners at the targeted enemy planet reduce their concentration, reducing their accuracy and range.
  • Psychic Possession - Psionic probes into the consciousness of the gunners at the targeted enemy planet reduce their concentration, reducing their accuracy and range.
  • Tractor Siphon - Massive psi-tech powered Siphon beams from the Titan leach a chunk of debris from the target ship, inflicting damage. The Titan then transforms the scrap metal into more drones, instantly producing strikecraft and increasing squad size..

Hudicon Hypercorp Protean Nanoswarm Class Corvette
Abilities

  • Protean Swarm - This nanoswarm is designed to disassemble other materials and objects and to create a single specific, pre-programmed device from the components (much like a specialized nanofabricator).
  • Clone Frigate - Able to clone enemy frigates after enough materials have been collected into antimatter.
Reply #1227 Top

Does this work for Rebellion?  The ModDB page says Diplomacy in the description and Rebellion in the sidebar.

Edit:  Nevermind, found it :)

Reply #1229 Top

Playing hypercorp now, been excited to see them in rebellion for a long time.

 

possible bug(?) the trade port upgrade to the economy starbase does not seem to generate income. Mousing over my credits to open the drop down menu shows no income coming from it, and it does not become part of a trade chain.

Reply #1230 Top

Quoting Doshka19, reply 1229

Playing hypercorp now, been excited to see them in rebellion for a long time.

 

possible bug(?) the trade port upgrade to the economy starbase does not seem to generate income. Mousing over my credits to open the drop down menu shows no income coming from it, and it does not become part of a trade chain.
End of Doshka19's quote

Aye, I'll check that out... 

On the Plague, that was a mistake... but they should work fine. Their titan and corvette will be vasari though.

Reply #1231 Top

Hey its been a while Zombie. Tried to get the latest part working, but it always minidumps?

Was there any particular change in the installation process with the QA files?

Reply #1232 Top

A few research ideas for Hypercorp:

1. Replace the current Skilled Diplomats research with Sylph Morphs: "The use of persuasive Sylph Morphs in difficult negotiations gives you greater rewards for completing missions and reduced penalties for failing missions."  Same effect and levels as Skilled Diplomats.

2.Tier 8, Negotiations: Memetic Control: "Control of the cultural memes used by your citizens increases the maximum allegiance possible on your worlds."  Two levels, +5%, +10% maximum allegiance.

3. Tier 3, Science, Transhuman Science: Neotenic Morphs: "The use of child-like Neotenic Morphs on Asteroids and Asteroid-like worlds increases the maximum population cap possible on those worlds."  Two levels, grants +25%, +50% population.

Reply #1233 Top

Hmm...

Always loved this mod.  Can't wait to test the Yamato out in combat.  }:)

 

Yamato's still the world's biggest battleship to date, according to the Guinness Book of World Records.

 

Just wanted a reason to post here.

Reply #1235 Top

Quoting Madfable, reply 1234

Does this work for Rebellion? All I ever see is diplomacy...
End of Madfable's quote

Most of my updates are on moddb. However 1.5 broke the mod so it won't work until the issues are addressed.

Reply #1236 Top
Fall of Heaven: Plague and Nephilim

 

I'm pleased to be able to give a quick update on the Plague faction.

My journey with the Plague began in 2010 when I like many others decided to make a mod for Sins of a Solar Empire. I wanted to be different from most of the other mods and create custom factions not based on any existing game, movie or book. What would that be I thought? What am I interested in? Well the first thing to come to mind was the Supernatural. But how could I fit that into a space game? Would it even work? Would I even be able to learn how to model and texture well enough to pull it off?

Plague Battle

 

So many questions at the time for something that is purely a guilty pleasure hobby. I started my research into the occult, angelology, reading various other sources on supernatural to fit together my concept. Then I started putting it together and posting on some forums, building a small team of modellers and continuing the quest through all the expansions.

 

Was I successful? For a mod I hope so!

I've had people tell me the Plague are creepy and other's say they can't play Nephilim because it's too religious :P That's high praise for what I was hoping to accomplish.

Sins of the Fallen Screenshots

 

Add in the Transhuman factions based loosely off Eclipse Phase and Fall of Kobol and the mod has a ton of custom content.

I'm not quite done yet as you've seen if you follow the forums (quite a bit of activity with FoK). After the factions are finished up I hope to continue refining the mod including enhancing or adding to the addons supported as well as supporting any patches or new DLC from Stardock.

Thanks to everyone that helped me get here and are still helping out now!

Now to the Rebellion Stuff...

Firstly, there will be no Rebel or Loyalist version for Plague as they are already the Rebel counterpart to the Nephilim faction. Similarly Nephilim will also not have a Loyalist or Rebel tilt.

startup

 

Plague
The rebellious fight amongst the TEC, Advent, Vasari, Hypercorp and Rogue have caused the Plague to mutate in vile ways.
Research:

  • Acid Weapon Upgrades -
  • Genetic manipulation allows for acid sacks on frigates to mature allowing decreased cooldown between expulsions.
  • Bio Plasma Weapon Upgrades -
  • Genetic manipulation allows for plasma organs on frigates to mature allowing decreased cooldown between expulsions
  • Loss of Will - Your minions move to the planets under their culture's influence to spread their taint, increasing the change in allegiance.
  • Pestilence - The Plague increase the scope of their disease transmissions, increasing the rate at which their culture spreads.
  • Mobile Rulership - Your masters relocate to your Titan, preventing you from being defeated so long as your Titan or Capital planet remain intact.
  • Reanimation - Allows the infestation to create a temporary reanimation of destroyed enemy frigates, cruisers, or corvettes where they were defeated.

hudicon_plague Plague Titan Factory
hudicon_plague Moloch class Titan

Abilities

  • hudicon_plague Animate Corpse - Resurrects your newly dead ships for a short time. Animated corpses have an extremely short life span but will fight aggressively while alive.
  • hudicon_plague Hunger - Consumes a nearby frigate to heal a portion of the Titan's hull and shields.
  • hudicon_plague Bloodlust|Increases the damage output of your titan as ships die nearby.
  • hudicon_plague Blood Omen|Infects nearby enemy vessels with the plague, instantly converting them to your side.

hudicon_plague Defiler Class Corvette
Abilities

  • Defile Defense - The Defiler's weapons have a chance to pollute the enemy's defensive systems, causing greater physical weapon damage.
Reply #1237 Top

Moloch Titan

Reply #1238 Top

When do you expect to have the Plague rolled out, and how far along are you with the Nephilim?

Reply #1239 Top

Quoting XATHOS, reply 1238

When do you expect to have the Plague rolled out, and how far along are you with the Nephilim?
End of XATHOS's quote

I still need to do some testing of the new Titan abilities so maybe not too much longer. Everything is coded, rigged, textured, iconized, stringified, etc.

I found a model I'm going to try and use for Nephilim. I have to uv-map and texture it though so not sure how long that will take.

 

Reply #1240 Top

Zombie,

Love the mod. But have a question.

I play different mods. I am trying to figure out how to make them spawn more cap ships.

I need a detailed ( very because I am winging it ) way to do this. I know you have added something that makes the cap ships start at level 3. And that seems to make the ai make more cap ships. Would you mind explaining it to me, on how you did this.

again I need it detailed.

 

Thank you.

Reply #1241 Top

Quoting spiritinblack13, reply 1240

Zombie,

Love the mod. But have a question.

I play different mods. I am trying to figure out how to make them spawn more cap ships.

I need a detailed ( very because I am winging it ) way to do this. I know you have added something that makes the cap ships start at level 3. And that seems to make the ai make more cap ships. Would you mind explaining it to me, on how you did this.

again I need it detailed.

 

Thank you.
End of spiritinblack13's quote

Are you just wanting the AI to auto-level or all players?

Reply #1242 Top

Quoting ZombiesRus5, reply 1241


Quoting spiritinblack13, reply 1240
Zombie,

Love the mod. But have a question.

I play different mods. I am trying to figure out how to make them spawn more cap ships.

I need a detailed ( very because I am winging it ) way to do this. I know you have added something that makes the cap ships start at level 3. And that seems to make the ai make more cap ships. Would you mind explaining it to me, on how you did this.

again I need it detailed.

 

Thank you.

Are you just wanting the AI to auto-level or all players?
End of ZombiesRus5's quote

I want the ai to spam build caps. And have read you figured out how to do it.(by making them level on build to three) My games with most mods have the ai building 2 caps ( give or take ) and for me it is not enough. I have tried everything in my knowledge ( very limited)

 

Both can have it I suppose though. Does not really matter to me. 

Thank you for responding.

Reply #1243 Top

Who added "best expansion mod" in the title?  LOL the ego.

Reply #1244 Top

Quoting XATHOS, reply 1243

Who added "best expansion mod" in the title?  LOL the ego.
End of XATHOS's quote

That was spotted quick... lolz.

Reply #1245 Top

Quoting spiritinblack13, reply 1242
I want the ai to spam build caps. And have read you figured out how to do it.(by making them level on build to three) My games with most mods have the ai building 2 caps ( give or take ) and for me it is not enough. I have tried everything in my knowledge ( very limited)

 

Both can have it I suppose though. Does not really matter to me. 

Thank you for responding.
End of spiritinblack13's quote

One way is simple, but you would get it too. You could add these three lines to the first capital ship upgrade research file and tweak their bonuses to your liking. This would give the Player and the AI the increases.

researchModifier
modifierType "ExperienceConstantGainRate"
baseValue 0.000000
perLevelValue 0.916666
researchModifier
modifierType "ExperienceConstantGainLevelCap"
baseValue 0.000000
perLevelValue 2.000000
researchModifier
modifierType "ExperienceAwardedAdjustment"
baseValue 0.000000
perLevelValue 0.250000

 

You could also add it to the max buy level research files and hope the AI researches it.

The most complicated way is to create a NotOnPage frigate and not visible research file that does those three lines. This is the AI only approach as you are unable to start the research with it not being visible to the user. This is the higher level modding stuff here.

Reply #1246 Top

Heh good to see this is still alive.

Reply #1247 Top

Quoting ZombiesRus5, reply 1245


Quoting spiritinblack13, reply 1242I want the ai to spam build caps. And have read you figured out how to do it.(by making them level on build to three) My games with most mods have the ai building 2 caps ( give or take ) and for me it is not enough. I have tried everything in my knowledge ( very limited)

 

Both can have it I suppose though. Does not really matter to me. 

Thank you for responding.

One way is simple, but you would get it too. You could add these three lines to the first capital ship upgrade research file and tweak their bonuses to your liking. This would give the Player and the AI the increases.

researchModifier
modifierType "ExperienceConstantGainRate"
baseValue 0.000000
perLevelValue 0.916666
researchModifier
modifierType "ExperienceConstantGainLevelCap"
baseValue 0.000000
perLevelValue 2.000000
researchModifier
modifierType "ExperienceAwardedAdjustment"
baseValue 0.000000
perLevelValue 0.250000

 

You could also add it to the max buy level research files and hope the AI researches it.

The most complicated way is to create a NotOnPage frigate and not visible research file that does those three lines. This is the AI only approach as you are unable to start the research with it not being visible to the user. This is the higher level modding stuff here.
End of ZombiesRus5's quote

LOL. Call me stupid ( because I am) Which is the first capital ship upgrade research file. ( I.E. may I have an example)

Sorry to be bothering you with this. I have searched everywhere and did not find a detailed way of doing this. Which I need.

Reply #1248 Top

RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity
RESEARCHSUBJECT_MAXCAPITALSHIPSPSI0.entity
RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity

Reply #1249 Top

Quoting ZombiesRus5, reply 1248

RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity
RESEARCHSUBJECT_MAXCAPITALSHIPSPSI0.entity
RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity
End of ZombiesRus5's quote

That is what I thought.

 

Thank You. 

Reply #1250 Top

What version of Rebellion is this for?