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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:

    

3,368,254 views 1,489 replies
Reply #551 Top

harpo, the exact name of the file is "harpo's mod utilities 1.181a.rar" within this file is the mod updater along with a number of other things that you know what they are considering you made the thing.

Now on with the files and such that i need to update and run the manifest maker on. Within the sins folder are all the different files. I created a new one called mods-entrenchment v.1.03. in with it is mods-entrenchment v.1.043. within the file 1.03 lies Sins of the 13th tribe v.0.81. the patch has already been copied. within the file 1.043 is nothing because i don't have any other mods. now that you know what files i have in what, i'm hoping you can tell me step by step what to do.

Reply #552 Top

Kirbster, not sure if you saw this, but it might help.

Quoting CloudsClear, reply 498
This is superb - absolutely great job. The Battlestar models are fantastic and the balancing seems to work really well.

For anyone who also comes into this cold, ie, without an existing installed 1.03 version to install, I got it working by...

- Installing the latest updates for Entrenchment and Sins.

- Creating a new directory in the mods directory labelled 1.03 instead of 1.041.

- Unzipping the main v0.8 file to the mods 1.03 directory and copying over the v0.81 files into each directory

- Running Harpo's v1.181a Mod Updater on the 1.03 directory, outputting to the 1.041 directory. It updates about twelve files.

- Running Harpo's v1.181a Manifest Maker on the 1.041 directory.

- Launching Sins, running Entrenchment, enabling and applying changes.

Anything else seemed to crash the Mod Updater with a Bad File Name error message, or Sins crashed when 'Apply Changes' were applied.

The game seems to work a treat. Didn't have any problems with my defences hitting pirates but I might just be missing something there. It's a lot easier to destroy pirate bases now, which I think is ideal because it was a pain in the a$$ before.

For some reason, I got a victory message when the Cylons were down to about four systems and still had a couple of basesships left, which was odd... but the game was more or less over anyway.

Best mod I've played for Sins or any other game.

 

Make sure when running the manifest maker that entity is checked for option 1, and the 13th tribe folder in the 1.041 folder is highlighted and selected in step 3 so that you can see the other folders like gameinfo etc underneath.

Reply #553 Top

as colonnello's post suggests your problem is the "mods-entrenchment v1.043" folder name the number SHOULD BE 'mods-entrenchment v1.03' withe 13 tribe mod folder inside it eg '\mods-entrenchment v1.03\Sins of the 13th tribe v.0.81' with the gameinfo etc if the mod here

the mod updater was designed for updating working mods from an earlier version to the current version, with the work around for people that want to use a mod from a numbered mod folder version that is earlier than they obtained, they just create a mods folder with the correct version number eg mods-entrenchmnt v1.01,mods-entrenchment v1.02,mods-entrenchment v1.03, mods-v1.15, mods-v1.16, mods-v1.17 with the mod inside the version folder, then run the mod updater, and for mods earlier than mods-entrenchment v1.04 also running the manifest maker on EACH mod updated to post mods-entrenchment v1.04 making a NEW entity manifest due to the 9 added entity files that ARE NEEDED for entrenchment to not minidump in 1.04/1.041

harpo

 

Reply #554 Top

okay, so the 'mods-entrenchment v1.043' folder name should be 'mods-entrenchment v1.03. inside this folder should be where the 13th tribe lay. if i'm wrong on any of this, tell me. now with the mod updater. when i run it, my first selection should be 'mods-entrenchment v1.03' but where do i copy and update the folders to?

Reply #555 Top

the mod updater DOES the copy and updating for you,

the source folder should be for this instance the Mods-entrenchment v1.03 WITH the various mod's folders visible in the window, then click on the BIG button below the treeview control labeled 'set source to copy from',
then the destination treeview will become visible to the right of the source treeview, you should only need to click on the button labeled 'set destination to copy to',
then the button labeled 'copy and update the entity files'

and WHEN the program has told you how long it took to copy and update the files then click on exit

AND NOW YOU NEED TO RUN the  SINS MANIFEST MAKER FOR MODS

for each of the mods that has been updated from 1.03 with the mod updater YOU MUST make a NEW entity.manifest for the mod as there are 9 new entity files that ARE NEEDED for 1.041 & mod's to NOT MINIDUMP.

harpo

 

Reply #556 Top

At very, very long last, after an excruiciatingly painful wait, I give you Sins of the 13th Tribe v0.85, compatable with Entrenchment v1.041.

I know for a fact there are other changes that I made, but I don't remember what they are, it was so long ago:P  

I decided to take advantage of the AI's spamming of carrier cruisers by replacing them with a slightly weaker version of the Basestar for the Cylons. So this way when you're fighting them you are pretty much garenteed to see a lot of "capital" ships. To further give the AI more chances at getting capital ships, I added the Basestar (capital version) to the Resurrection Ship's Resurrect Ships ability (level 3)

Depending on how well this works out, and what you guys think, the Colonials may get a similar cruiser version of a capital ship.

Enjoy! Or else:cylon:

Reply #557 Top

Ah! Just as I'm fiddling with the old version. You Sir just made my night :cylon:

Giving this a try immediately

Reply #558 Top

Awesome!

[Fixed]Are u guys also getting a 503 temporary error from the download website? I can't seem to download it.

 

Fixed, it works :) Im just impatient i guess.

Reply #559 Top

umm the Link doesnt work, I keep getting a 404 Error

Reply #560 Top

kyogre, i cannot express just how much i love this mod. Battlestar is one of my favorite universes, and being able to play in it on the best game ever made is happiness beyond comprehension.

I'm so glad you could get a stable 1.141 compatable version out, and it will continue to be on my most-played-mods list.

Thank you.

Reply #561 Top

okay harpo, whenever i click on the controll "set source to copy from" i get runtime error 76 path not found. do i need to redownload the mod and/or the mod updater? do i need to extract the mod to a different file? Grrr, sometimes computers frustrate me.

Reply #562 Top

The new version just posted yesterday doesn't require you to use the modupdater. Just move the folder into the mods-entrechment v.1041 making sure the Sins folder is not inside another sins folder (happens when you extract the folder sometimes). Kyogre said its compatible with the latest version of entrenchment, that is if you are running the latest version.

Reply #563 Top

Hey Kyogre,

 

On the worldstar, under Enhanced Hybrid, the description says string not found.

Reply #566 Top

kirbster are you doubleclicking on the mods-entrenchment v1.03 folder before you click on the set source to copy from button?

harpo

 

Reply #567 Top

@Kirbster  I just patched my copy of sins today...  and  tried to run Harpo's updater without running sins FIRST so it can make the new  mods-entrenchment 1.041 folder, and got that error too.  I ran sins, exited out, and ran the updater and it ran smoothly.

 

 

Reply #568 Top

thank you vulture! I was having problems getting the thing to run and I read back through the forums and everyone helping me out, especially harpo, who was the one that told me what files to have. When I got the files correct, I ran the updater and there was still the error. Then I checked the posts and saw yours. I ran Sins and vwolla, it works! Thank you everyone that's helped me!

Reply #569 Top

Oh my godst this mod is freakin' awesome! Kyogre, you deserve a nobel prize for making this thing! Not complaining or anything but just telling you of a few ideas you might like for future patches and such. The voices need to be a little louder. The effects I don't think are too quiet at all. I have the names for the 120 Battlestars that were destroyed at the bombing of the colonies. I'm not the one who made the list but they did check it with one of the staff of the show and were informed that they are the actual names. So maybe you could find a way for the names to be assigned to the capital ships when they're complete that way the game would have more of a BSG feel to it. I know that you already posted that the ships glow occasionally but I've found with my games that the ships will go from normal to glowing sometimes when you go to a different planet. The only other idea that I have right now is maybe making the jump sequence more like the show where the glowey flash-like thing moves from the front of the ship to the back before it jumps. If I'm overstepping my boundries as a player and not a maker, than tell me. I'm just trying to help make it a better mod. Personally, if this is the best it gets, than I'm perfectly happy with it ;P .

Reply #570 Top

Quoting kirbster329, reply 569
Oh my godst this mod is freakin' awesome! Kyogre, you deserve a nobel prize for making this thing! Not complaining or anything but just telling you of a few ideas you might like for future patches and such. The voices need to be a little louder. The effects I don't think are too quiet at all. I have the names for the 120 Battlestars that were destroyed at the bombing of the colonies. I'm not the one who made the list but they did check it with one of the staff of the show and were informed that they are the actual names. So maybe you could find a way for the names to be assigned to the capital ships when they're complete that way the game would have more of a BSG feel to it. I know that you already posted that the ships glow occasionally but I've found with my games that the ships will go from normal to glowing sometimes when you go to a different planet. The only other idea that I have right now is maybe making the jump sequence more like the show where the glowey flash-like thing moves from the front of the ship to the back before it jumps. If I'm overstepping my boundries as a player and not a maker, than tell me. I'm just trying to help make it a better mod. Personally, if this is the best it gets, than I'm perfectly happy with it .

 

I'm sorry, but did you just say that you "found" a list of 120 Battlestar names, and the show confirmed them as being accurate? I find that very hard to believe.

Reply #571 Top

Yeah ther was only 12-13 basttlestars.

Reply #572 Top

I don't know about the old series, but in the new more recent one, pilot, they reference the destruction of many many more than just 12 or 13...   Adama talks about losing 30 baattlestars in the opening attack, and Starbuck says that was a quarter of the fleet.

 

Kyogre would know.  He has proven himself as knowing the series very well, and built his mod around it.

Reply #573 Top

Quoting Vulturev4, reply 572
I don't know about the old series, but in the new more recent one, pilot, they reference the destruction of many many more than just 12 or 13...   Adama talks about losing 30 baattlestars in the opening attack, and Starbuck says that was a quarter of the fleet.

 

Kyogre would know.  He has proven himself as knowing the series very well, and built his mod around it.

As much as I would like to have seen the show enough to have memorized the names of every battlstar mentioned in it, I haven't:P

However, in the mod, there are 15 battlestar names for the capital ships, but because I didn't think that was enough, I left in a bunch of the vanilla TEC names as well. Although you should notice that the prefix has been changed to "CFS" for "Colonial Fleet Ship"

I got the names from the Battlestar Wiki: http://en.battlestarwiki.org/wiki/Battlestar 12 battlestars are explicitly named in the show (13 including Galactica), but I added a couple from the original series. The names in the mod are:

  • Athena
  • Atlantia
  • Columbia
  • Erasmus
  • Night Flight
  • Pegasus
  • Solaria
  • Trition
  • Uned
  • Universal
  • Valkyrie
  • Galactica
  • Acropolis
  • Pacifica
  • Rycon

As for the number of battlestars, Vulture is right about there being about 120. It's in the miniseries.

Reply #574 Top

Hi gents

i know this is really cheeky because its got nothing to do with sins of bsg

but does anyone know if an nf-mcp61 (its a socket am2 940 according to cpu-z) will hold an am3 proc its driving me bloody insane everypage i go to it tries to sell me loads of crap that have nothing to do with my mobo

the reason i ask is im looking to upgrade from an athlon x2 4200 to a phenomII dual 3.1ghz with the multi core unlock tech (that whole unlock it to quad thing) its only £80 quid so if it dont work i aint that bothered still a hell of a jump up in spec!

thanks :grin:

Reply #575 Top

am2 mobos do NOT accept AM3 CPUs, you are restricted to the am2+ cpus

am2 & am3 cpus have a different pin layout so CAN NOT plug an am3 cpu into an am2 mobo

harpo