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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:

    

3,370,481 views 1,489 replies
Reply #376 Top

Quoting Thoumsin, reply 18
Hell, myself being only a modeler, i am not a pro when it is related to code... maybe make a post in the Harpo topic... it is his GUI so i think that he can help you... or if kyogre have some free time, he can maybe send you the file in txt mode...

 

I believe the problem lies in the fact that the convert data is located in the mods files, try taking the files, that you want to edit copy them to a new file put into your sins mods folder then try to convert . Just a thought but should work

Reply #377 Top

hell, the file you listed is a vanilla sins capital ship that fails to convert with convertdata_originalsins.exe from 1.16 & 1.17.

have you tried my modding utilities v1.1?

I have all of my modding/mapping utilities latest versions with the convertdata's and all other support files in the 1.1 archive and will be updating with EACH patch that comes out

harpo[/quote]

OK thanks I'm gonna try and I'll tell you

 

Quoting JTAYLORPCS, reply 1

Quoting Thoumsin, reply 18Hell, myself being only a modeler, i am not a pro when it is related to code... maybe make a post in the Harpo topic... it is his GUI so i think that he can help you... or if kyogre have some free time, he can maybe send you the file in txt mode...

 

I believe the problem lies in the fact that the convert data is located in the mods files, try taking the files, that you want to edit copy them to a new file put into your sins mods folder then try to convert . Just a thought but should work

I've already tried that :( But what is weird is that some files do work, and other won't be converted. Strange..

 

 

 

EDIT : I just tried to use the tools, but it won't work. Some files definitely don't go into text :S

@ kyogre12 : I understand ;) Thanks anyway, the mod is really amazing. I love it !


So if anyone manages to convert the files into text, is it possible to put them as a download so I can get them ? That wd be really kind ;)

Reply #378 Top

Hell, I have tested my sins txtbinner from the modding utilities pack of mine and it converts the entire 13th tribe v0.8 without errors, but the 13th tribe NEEDS to be in the mods-entrenchment v1.03 folder as it is for entrenchment 1.03

harpo

 

Reply #379 Top

I was finally able to get the mod up on Game Fanatics Vault. The link is in the OP.

Reply #380 Top

I think I found a bit of a glitch concerning the Colonial defense turrets. When you upgrade them so that they have missile launchers they revert to looking like the normal SINS turret rather than the Galactica turret

Reply #381 Top

Quoting eraser310, reply 5
I think I found a bit of a glitch concerning the Colonial defense turrets. When you upgrade them so that they have missile launchers they revert to looking like the normal SINS turret rather than the Galactica turret

Already known. I mentioned it a couple pages ago. I really need to add that to the known bugs list.

Now, I will post some screenshots showing off the fixed textures that Thousim kindly did for me. No glowing problems! If you're lucky, I'll release them soon, but only if you give me enough karma}:) Bwa-ha-ha-ha!

Ok, no, not really, you don't have to give me karma to get them (although it would be appreciated:pout: ), and you will be getting them soon (hopefully... I can make no promises)

Anyway, here are the screenshots of the fixed Galactica and Mercury:

 

Reply #382 Top

Quoting Creeper420CR, reply 14
check my posting: BSG Map Pack

phase lanes extreme long and 191 planets in every map ? oO one map will be finished in ~months playtime ? :D

what pc do you own cuz this game beginns to lag on al 60 planet map with every logistic slot pumped with tradeports very very badly also with the extrem number of strike craft in this mod :D (wich i love! but performance suffers from it)

 

also kyogre12 is there a way that the Ai would focus more on caps ? and less on carrier cruisers ?

would be awesome to see 30 basestars jump into the system :D

btw first screen looks awesome:D

too bad too hear theres no way of addin sounds to the game for actions that dont have a sound :(

Reply #383 Top

Those caps look beautiful... 

Reply #384 Top

also kyogre12 is there a way that the Ai would focus more on caps ? and less on carrier cruisers ?

Nope, can't mod the AI. If you wait long enough, though, they should build a lot of them. The only other option is to remove all ships except the caps, but that would likely break the AI, since it isn't smart enough to build the colony cap first, and without a colony ship they would be stuck.

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Reply #385 Top

idk if this has been addressed but when i was playing a map some cylon structures had shields like the frigate factory, hanger defense pretty much most of them i think just letting you know.

 

Reply #386 Top

well i played some really long games now with this mod 6-10h :D

and Ai never build more than about 8-10 caps but 40+carriers and of course huge amounts of LRF

some times they jump with 1 cap into a system and let it killed and dont even try to escape (happens often in well defended systems without fleet support)

Reply #388 Top

Quoting kyogre12, reply 381

Now, I will post some screenshots showing off the fixed textures that Thousim kindly did for me. No glowing problems! If you're lucky, I'll release them soon, but only if you give me enough karma Bwa-ha-ha-ha!
 

It is more a patch that a fix... previous work of destroy the cl color and have use one channel of the da for rebuild the cl ( in grayscale ) and make a working player/team color... 

About team/player team color, choose a red color... if you choose a pink color, everything who is red on the Kyogre screenshot will look pink !!!

A better patch will maybe come later... with the help of Kreeargh who have make all the modeling/texturing mod until now... he have the original textures... sure that Kreeargh have work days if not weeks on it... once i have find the method, correction have take only a few hours...

I am sure that future collaboration between these mod and the 7DS team will lead to a better result on screen... but never forget, visual are cute but what really make the fun in game is the code... where Kyogre have work a lot...

About 7DS team, there, we have a new member, Dodanodo ( don't know if he is active here ) who work on new particle effect for the mod... like the jump drive effect, cyclon weapons, colonial double turret... since it is a new guy, i feel the need to name him for motivate him... all, we work for free, only for the fame...

Never forget, these mod is made by non professional, using their spare free time... two race in a few month is not so bad when compare to the pro from Stardock/Ironclad who have need a year for development... it is not perfect visualy now but it work... better a not perfect mod now that one who release nothing and die in the long term...

A nota, if a credit is added to the mod for my very little work, don't use the name "thoumsin" but use "file'o'soft"... "thoumsin" is my real name when i have register my sins serial number... but "file'o'soft" is my internet name... yeahhh, beter not add credit now, wait the result of my colloboration with Kreeargh... sure that with time ( who is limited ), together we will make great thing for these mod...

 

 

 

Reply #389 Top

Has anyone had any luck converting these files back to text?  When looking at them in ultraedit it looks like that last couple of stats are missing on the files that won't convert back.  My group plays this mod that has been heavily modded by me that adds back in the original races and balances them out by giving the originals more caps, boosted starbases etc, increased jump speeds, increased speed in gravity well, basically a whole crap load of stuff.  I typically update it doing compares of the files, but they need to be in text format... anyone have this 0.8 version in text format hosted somewhere?

Reply #390 Top

Woo! non-glowy caps!

Curse you holding them captive for karma!* (+karma)

Yay! this is offically my favorite SINS mod, and will remain so until 7DS gets updated to play on 1.03 entrenchment, and even then it might still stay on top if I don't like 7DS.

 

*I know you're joking. You are joking, right? Right?

Reply #391 Top

fstrent, I have tested my txtbin gui v1.1 with 13th tribe v0.8 and it DOES convert the entire MOD when the mod is in the Mods-Entrenchment v1.03 folder without ANY fail to convert files. on a 2.836 ghz quadcore w 8gb of 800 ddr2 ram sata 500gb hdds it took 4.4 minutes to convert ALL the files to txt with NO failed to converts

harpo

 

Reply #392 Top

nice once I caught on to the 'in the Mods-Entrenchment v1.03 folder' vs my development folders, ran perfect in 169 seconds, very nice.  Thank You!

Reply #393 Top

love the mod but do u have perhaps the old pictures of the colonials from 0.4? i really dont like the new ones.

the old looked like real presidents u know? :D

 

Reply #394 Top

Hey, i got a Question.

Im using the german version of the game. The problem with this is, that i doesnt seem to have access to the english text of the mod.

All the Ships still have the original names and some abilities are named "missing string".

Is there any way to get the text from the mod running together with the german version?

If not, is it possible to change the german version to english to get the mod running as it is wanted to be by the creators?

Reply #395 Top

You need to rename the English.str file in the String folder to German.str.

Reply #396 Top

Thank you. However, i did it different. I found that there is an german and an english file. if you remove the german it works the same way it seems.

Im not sure if it has been mentioned befor, but it seems like the "old basestar" is missing his textures as well as the fighters of the mercury does.

Reply #397 Top

Sorry for the lack of replies, I've been away with no internet. I will hopefully be putting out a patch (I don't want to upload the whole mod again) with the fixed textures, and possibly a couple other changes. I'm not completely sure when, because I go back to school tomorrow:'( and there is some summer work I might have neglected until the last minute:blush: If I can get it done fast enough, who knows, you might see the patch later today, but most likely it will be later this week.

Reply #399 Top

Ok, patch v0.81 is up. Since it's a patch, you have to merge it with the existing files. The instructions for installation, download, and changes are in the OP. And make sure you back up v0.8 before you patch, just in case.

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Reply #400 Top

Fyi says link is broken