kyogre12 kyogre12

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 #402 Top

THX 4 the pics ky! :)

Reply #403 Top

Quoting JTAYLORPCS, reply 400
Fyi says link is broken

Are you sure? I can follow the link just fine. Maybe it's your browser?

Reply #404 Top

I got the patch last night...  The Galactica is a sexy beast now. 


GJ

Reply #405 Top

Quoting kyogre12, reply 403



Quoting JTAYLORPCS,
reply 400
Fyi says link is broken



Are you sure? I can follow the link just fine. Maybe it's your browser?

Could have been the fact that I was trying to click the link a few minutes after you posted it, btw i tried both firefox and ie 8

Reply #406 Top

Quoting JTAYLORPCS, reply 405



Quoting kyogre12,
reply 403



Quoting JTAYLORPCS,
reply 400
Fyi says link is broken



Are you sure? I can follow the link just fine. Maybe it's your browser?



Could have been the fact that I was trying to click the link a few minutes after you posted it, btw i tried both firefox and ie 8

Ok then, it not your browser. I use IE8 as well. So then I'll guess it is because you tried it right after I posted it, so try it again, and if it doesn't work, I got nothing:P

Reply #407 Top

already got it thanks btw ur mod is missing a texture file

 

debris gasket_cl.dds

Reply #408 Top

Quoting JTAYLORPCS, reply 407
already got it thanks btw ur mod is missing a texture file

 

debris gasket_cl.dds

hm...  I have not idea what that texture is for... wait, now that I think about it, I think I know what it is. But that, I think, is a problem for ManSh00ter, because if it's what I think it is, it's something from the Volumetric Explosions mod

Reply #409 Top

I love the Mod!!! The capital ships battles are awesome :D

I only have a few comments about balancing:

The cylon missile turrets dont work, the missiles get stuck or something, and  the colonial turrets should fire autocannon and not gauss cannon fire, the reason is that the cylon turrets benefit from the missile damage  research while the colonials don´t benefit from their own research.

 

I wanted to ask if it would be possible to make the turrets from both races to atack multiple targets if you researched enough, the cylons could get  a secondary fire salvo, and the colonials could use their lower cannons, I dont mean a special ability, just a secondary firing bank like the caps have.

 

Keep up the good work :thumbsup:

Reply #410 Top

The problem with the Cylon turrets is that the missles have their speed set to zero.  If you convert the files to text it's an easy fix, just set the speed to 1000 (the missle speed from one of the cap ships).

Reply #411 Top

Quoting souldead341, reply 410
The problem with the Cylon turrets is that the missles have their speed set to zero.  If you convert the files to text it's an easy fix, just set the speed to 1000 (the missle speed from one of the cap ships).

I keep forgeting to change that. Every time I see one of their turrets in game, I think "dang, I need to remember to fix that!" Then by the time I'm out of game, I've forgotten about it;P I'll get around to it eventu.... wait, what was I supposed to fix?:P

@Tyr: The Colonials do have research that increases gauss damage. It's in the defence tree, just like the vanilla TEC. It's actually rate of fire, but that has the same effect as increasing damage. I might change it to autocannon, or I might just change the values of the existing research to make it more effective.

I'm pretty sure that it's possible for turrets to fire on multiple targets, but I'm not sure if I'll implement that.

Ok, I have a question for everyone. Do you want me to put the vanilla races back in? It would mean that the Colonials+Cylons would be re-balanced to make them even with the TEC, Vasari and Advent. Since I'm back in school now, the wait for the next release would probably be the same, whether or not I put them back. So don't let "I want a new patch soon!!" affect your decision. So, what are your thoughts?

Reply #412 Top

Yes plz put the vannilla races but keep the cylons and colinals the same thing.

Reply #413 Top

hm not neccesary 4 me, would be better in my opinion that ure work more on the mod itself u know?i dont like the vanilla sins :)

 

Reply #414 Top

Quoting kyogre12, reply 408



Quoting JTAYLORPCS,
reply 407
already got it thanks btw ur mod is missing a texture file

 

debris gasket_cl.dds



hm...  I have not idea what that texture is for... wait, now that I think about it, I think I know what it is. But that, I think, is a problem for ManSh00ter, because if it's what I think it is, it's something from the Volumetric Explosions mod

It is from manshooters mod, If you need the file I have it or you can get it from danman he has it as well

Reply #415 Top

Personally, I'd like to see the 3 vanilla races fighting against the BSG races. My favorite part of the Requiem mod is that I can blow away TEC or Vasari or Advent under a hail of turbolasers :grin:

 

It would be fun to have the same as the Colonials or Cylons.

Reply #416 Top

So much has changed and the balance is so screwed up the vanilla races wouldn't stand a chance against the Colonials or Cylons.

Reply #417 Top

I would have to vote no on that one.  These caps of yours, and the frigates have been so buffed up and everything changed around, I too think the other races wouldn't stand a chance.  Back a few versions back, before you changed the ships in grav wells by default to BSG ones, the ships in the grav wells stood absolutely no chance against your ships.


I say leave it colonials vs cylons.  I think that is what most play the mod want anyway.

 

 

Reply #418 Top

I would have to vote no on that one. These caps of yours, and the frigates have been so buffed up and everything changed around, I too think the other races wouldn't stand a chance. Back a few versions back, before you changed the ships in grav wells by default to BSG ones, the ships in the grav wells stood absolutely no chance against your ships.

Ok, I said in my post asking about this, and I quote:

 It would mean that the Colonials+Cylons would be re-balanced to make them even with the TEC, Vasari and Advent

So I would just be putting them in and letting you blow the sh!t out of the vanilla races. The Colonial and Cylons would be rebalanced to be on par with the vanilla races, much like the Requiem mod.

Reply #419 Top

Ok, in regards to putting the vanilla races back in, I have put a poll up on the 7ds forums: http://sri-corp.com/Forum/index.php?topic=2085.0 I believe you have to be a member there to see the post, so if you could please vote, that would be awesome, as it is way easier to find out how many people want what with a poll than trying to count "votes" on multiple forum pages.

Also, in the process, you can sign up to be a playtester for the latest version of 7ds, if you aren't already:grin:

Reply #420 Top

i think if u rebalance the caps etc the whole BSG feeling will be lost..

im sick of these caps made of paper in vanilla ..

i mean this mod is mostly about the caps and its great fun ! while the vanilla sins is about fleet composation

i also played the requiem mod and its a pretty good mod but even 0.5 BSG mod was way more fun to play

 

 

i got another suggestion

how a bout deleting carrier cruisers from the mod

in long games vs the Ai they just spam these and its really lowering the performace extreme

and still Ai as cylon only building about 4-6 (at the same time) caps in a 3h game

rest of Ai's fleet are carriers and lrf.. much like vanilla sins

 

question: have u tested deleting every light frigatte and cruiser except scout and colonyfrigatte ? if the Ai is building more caps then ? :D

Reply #421 Top

Actually, the AI is set to only build a certain amount of capital ships, focusing the rest of the time on frigates and cruisers.  Nothing Kyogre can do about it.

Reply #422 Top

Like SpardaSon said, there is nothing I can do about the number of capital ships the AI builds.

Reply #423 Top

I wouldn't add the Vanilla races to the BSG mod... if people want another race other than Cylon and Colonial then maybe in a future version of the BSG mod it could include the fabled Terran Alliance from the original BSG series, who were seperated somewhere along the path the colonials took and ultimately have similar yet less developed technology than the Colonial race they are related to... my two cents as I don't want to start another account on another forum when I can barely keep track of the ones I do have...

Reply #424 Top

is it possible to add some kind of visual effect to the impact of the nuke's ? like in the series

i mean u dont have to create some new effect just a little bonus explosion thats a bit bigger than the rest of the impacts and shines in another color :D

just a suggestion :D cuz right now u cant see anything special about the nukes unless the dmg.. :)

 

balance:

i still think the colonial caps are too cheap, especially in terms of fleetsupply, colonials only need 3-4 fleetsupply upgrades and are able to build the full amount of caps while cylons need at least 5-6 and that cripples the cylon economy wich is based on advent and thats allready kinda weak..

i would suggest to gief cylons also the possibility to research:

From TEC: Industrial Juggernaut, and Insurgency

From Vasari: Highly Attuned Sensors, Returning Armada (lower costs and possible to get CAPs?)

and all the requirements of course :) of course give them other names :P

like "Long Jump Raids" for Insurgency, or Resurection of the Fallen for RA .. well i'm not soo good at this :D

 

 

Reply #425 Top

For the moment, the nuke uses the impact visuals from the Ogrov's torpedoes. It looks okay, but I would prefer a bigger 'splosion as well

:drool: