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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:

    

3,372,140 views 1,489 replies
Reply #226 Top

Sorry its taken me so long to reply, I'm on vacation:P Like others said, the textures all have problems. And like others said, Hell, you have some crazy messed up ones, and to be perfectly honest, I have no idea why.

Reply #227 Top

I look forward to playing this mod myself, being a big fan of the BSG series, but I've already updated to 1.03 of Entrenchment.

However, I have danmangames bookmarked so I'll be checking back when they get a new version number available for download. Always love new races with unique models and textures.

Your work appears well above average, and may you see success with it in the future!

So Say We All!

Reply #228 Top

Quoting kyogre12, reply 1
Sorry its taken me so long to reply, I'm on vacation Like others said, the textures all have problems. And like others said, Hell, you have some crazy messed up ones, and to be perfectly honest, I have no idea why.
No problem. Thanks for this great mod anyway ;)

 

Quoting AdmiralTeridoc, reply 2
I look forward to playing this mod myself, being a big fan of the BSG series, but I've already updated to 1.03 of Entrenchment.

However, I have danmangames bookmarked so I'll be checking back when they get a new version number available for download. Always love new races with unique models and textures.

Your work appears well above average, and may you see success with it in the future!

So Say We All!

Have you had the same kind of issues with textures ? Cause I'd like to know if my problem can be coming from the fact that I put the modding file in the V1.03 directory instead of V1.02.


Thanks

Reply #229 Top

Kinda silly question, but you do have your ship bump detail maxed out, right?

Reply #230 Top

Quoting ManSh00ter, reply 4
Kinda silly question, but you do have your ship bump detail maxed out, right?
Depends, I tried with all settings possible, from low to highest.. I tried everything, nothing changes :S

I'm just gonna wait for an update :cylon:


Btw, other question for you kyogre12 :) :

How come the TEC Akkan Battlecruiser is stronger than the Kol Battleship ?

More firepower, more armor and hulls, more antimatter.. If I'm right the Kol Battleships should be the strongest, as they are supposed to be the "fighter" ships. The Akkan even have the best abilities from Kol and add other great abilities (invulerability to flee when a battle gets dangerous and colonize which let them being completely independant when they conquer)

Was this made on purpose ? Its a shame, cause Kols' shape look quite better :( (yeah even with my ugly detail issue lol)

 

 

Reply #231 Top

Well the Kol (Mercury) has stronger weapons but weaker hull+armor. The Akkan (Galactica) has stronger hull, but weaker weapons (They'll be much weaker in the next version, in this version they are almost the same as the Kol(Mercury)) My reasoning for this was a couple pages back, if you want that.

As for abilities, I think that's debatable. The Kol's level 6 ability (forgot the name;P ) is, IMO, much better than the Akkan's.

Reply #232 Top

Quoting kyogre12, reply 6
Well the Kol (Mercury) has stronger weapons but weaker hull+armor. The Akkan (Galactica) has stronger hull, but weaker weapons (They'll be much weaker in the next version, in this version they are almost the same as the Kol(Mercury)) My reasoning for this was a couple pages back, if you want that.

As for abilities, I think that's debatable. The Kol's level 6 ability (forgot the name ) is, IMO, much better than the Akkan's.
Ok I realized actually after I had a closer look at the shapes (on the game and in the series) that the Akkan was acutally the Galactica (I thought it was the Kol one u would have chosen), and I understand now why u made it such a powerfull ship :P

After I read ure point on that some pages back, I agree with most of it. The Galactica should have less firepower though, but it seems you are gonna do that change soon ;)


So perfect for me (apart from my shape detail issue lool)

Thanks a lot for all your work 5*

 

Reply #233 Top

Quoting zRazor, reply 22



Quoting Hell,
reply 21
I'm glad to know this is not their normal look then

Does anyone know how come they look like that ?

I put the mod file in Mods-Entrenchment v1.03 instead of Mods-Entrenchment v1.02 as it was said to do. Do you believe this could have an impact on it ?

Cause the problem is, I've already DLed and installed V1.03 and it wd be a shame to go back to V1.02.

I hope someone can help and tell me where this si coming from 


 

Yeah, at the moment the textures for all the ships have not been fixed as they should be. The textures which determine the reflectiveness of the ships surface and bloom ability are set at their highest i.e. highest light reflection giving you almost white ships as well as a halo effect when you enable bloom. The Purple ships appear like that as you have mesh team colours selected, this again is because the texture for that has not been addressed. I believe Danman is dealing with this issue of the textures for kyogre12 so it shouldn't be too long before we see properly textured ships.

Yea this has taught me to not release any more model packs unfinished agian :blush: .

Reply #235 Top

aurelius_x do you mean that you have entrenchment 1.02 or is it the beta 2 entrenchment?

if you have entrenchment 1.02 then the mod should work

harpo

 

Reply #237 Top

is it ther 0.4 or the 0.4 sins of the 13th tribe .5 is for 1.03 and will crash 1.02

harpo

 

Reply #239 Top

all I can say is that the mod works for me, perhaps a faulty download of the mod?

harpo

 

Reply #240 Top

@Aurelius_X: You said that you can't get any mods to work, not just this one, correct? The only thing I can think of is that you haven't unzipped the mods, but other than that, I have no idea.

Just a little update. I am back from vacation, so I can get back to modding. I am still waiting for the new textures from Danman...

Reply #241 Top

Has anyone else had any issues with the colonial starbase not targeting frigates or cruisers? Mine seem to completely ignore everything except the capital ship. I pretty have to wait on my other ships or turrets to take out other ships (or manually target each one individually, which is a pain since i have the rest of the map to worry about)

Reply #242 Top

I've had that problem too. Especially when pirates come. None of my starbases, platforms, or defense fighters autoattack after a while.

Reply #243 Top
I often have the same problem as well. Only with pirates. And not all the time. In general I get some mini dumps not logn after as well when it happens.
Reply #246 Top

Quoting Aurelius_X, reply 20
@kyogre12: Off course I unzipped the mod. But I just wont work

Just wanted to make sure. That's the only reason I can think of as to why none of your mods work for you. That or you have the wrong version of the game, but you already said you 1.03, so I have no idea what's wrong.

Reply #247 Top

I have entrenchment 1.02 but it does not work. I have same problem with all mods I tried.

 

Must be a simple stupid installation mistake

1. on Vista Unzip into <your user name>\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03

AppAata is hidden when you dont let you show the explorer hidden files.

On XP it is similar, look where you can find the "Mods-Entrenchment v1.03" folder (search at the explorer for v1.03).

 

2. if you run another language then engl. open the String folder inside the Mod. Do a copy of english.str into the same folder, and rename it into your language like "copy of english.str" into "german.str".

 

3. Start Sin's Entrenchment, not Sin's

4. At the Main menu, select Options,  then Mod.

5. Select one of the mods on the left side then Enable mod.

6. Apply changes

7. Back to Main menu, start a New Game.

 

If the Mod still crash after you did that, you have a bigger problem with Sin's or maybe your PC.

 

 

 

 

 

 

Reply #248 Top

Good news! Danman has finished fixing most of the textures. Here's a couple of teaser screenshots of the Cylons:

New Raiders:

Old Raider:

Scout:

Basestar:

Basestar again:

Reply #249 Top

Very cool!!!

 

I don't know if keeping old school cylons is necessary since they're obsolete. What about replacing them with new cylon ships in last of 7 page? They're suitable for new Cylon.

It is wierd to see new basestar and old basestar pew pewing Colonials ships together. 

 

If someone wants old school cylon, they can get a separated content to download for replacing new cylon one, like replacing current meshes with new ones.

 

Just my .02 cents

Reply #250 Top

I'm bumping this because for some reason my screenshot post isn't registering as a "new post"

EDIT: nevermind