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:

    

3,369,718 views 1,489 replies
Reply #576 Top

I don't know how I came across the names but I do know that it was in fact a true list of 120 battlestars as vulture and kyogre also stated. As for the actual list, kyogre, if you want them I would prefer to send them via email rather than type them all again. Plus if you did put them into a mod, the fans would have suprises.

Kyogre, I have yet to download the 0.85. I was wondering if you could tell me how to install it before I downloaded it.

Reply #577 Top

lol BOOOOO HISSSS you just burst my bubble...dont love you any more harpo!   :pout:

wasnt entirley sure about it all i read earlier that am2 and am3 were the same pin set but that didnt really make much sense to me

oh well new mobo too i guess

thanks harpo :)

finaly got the new mod.....me likes :) got bottom prodded by those new smaller baseships feckers were everywhere! and they stood for a fight too instead of running away when they outnumber me like 10 to 1 it was great!

on the downside though small battles are a horror story for the colonials i was very nearly over run in 10 mins by the comp rushing me with gammas think it had 9 and a res ship i had 2 battlestars :( was a hard fight but managed to chase them off and hold my ground till the research was up a bit after that i pissed all over them! on massive maps the colonials will maul them in a fight once thier research is done i was taking them 4 at a time but low numbers might make it anal against another human it will turn into 17 battlestars against 17 baseship supported by 17 squillion gamma baseships! 

that said i do love it and this is just an opinion formed on a quick small map and will have to try out a big one tomorrow :)

 

Thanks again fellas

 

 

Reply #578 Top

Quoting kirbster329, reply 576
I don't know how I came across the names but I do know that it was in fact a true list of 120 battlestars as vulture and kyogre also stated. As for the actual list, kyogre, if you want them I would prefer to send them via email rather than type them all again. Plus if you did put them into a mod, the fans would have suprises.

Kyogre, I have yet to download the 0.85. I was wondering if you could tell me how to install it before I downloaded it.

To instal it, first download it. Then use winRar or 7zip or something similar to extract it. Put the folder called "Sins of the 13th Tribe v0.85" into your mods folder. The mod folder for Vista or Win7 is here: c:\users\(your user)\AppData\Ironclad\Sins of a Solar Empire\Mods Entrenchment v1.041. Then go ingame, go to options>mods, select the mod and enable.

I'll PM you my email for the names list.

Reply #579 Top

I forgot to put this in my last post.

I would like to know what you all think of the Gamma Basestars. FairyLiquid already started doing this (thanks:thumbsup: ) but I want to know if you think it gives the Cylons too much of an advantage, should the Colonials get something similar, etc?

Thanks

Reply #580 Top

:) it says at the top of the page under the notes for the update to leave feedback :)

i think it might be a bit much on really big drawn out maps gammas will be all over the place and colonial players will be spread very thin trying to defend

that said once the hostile research is about half way through the battlestars tear then apart i took on 6 gammas with 1 lvl6 battlestar an they didnt do a massive amount of damage

its hard to call..if you put a colonial ship into it too then it will go back to the colonials beating crap out of them in most even sized battles

is their no way to change the cylon cap limit so instead of 17 caps max each race the cylons could get 25 or 30

if you do go for a colonial ship have a look at the combatstar from homeworld 2 mod its a lighter battlestar with no strike craft but heavy focus on guns and anti strike craft poss lvl1 nuke and lvl1 burst :)

Thanks again for the mod kyogre its a work of art!

Reply #581 Top

Alright kyogre, I'll look for your email. Though this doesn't actually relate to sins, whenever I turn my grafics on very high, the game lags really bad. I know that means that I need an upgrade, but does anyone know if I need a better graphics card, or more ram, or both?

By the way, the instalation on 0.85 seems a hell of a lot easier than 0.81. That was a pain, though, it was worth it.

Reply #582 Top

Excellent mod I must say, I'm a big BSG fan.. well aside from that last episode which never happened... ANYWAY..

 

I like the idea on the Gammas, actually if anything it gives Colonials an advantage.

It's very easy to abuse the Board ability on the Sentrus Battlestar and end up with a whole fleet of Gammas on the Colonial side.

Reply #583 Top

Personally, I think the Gammas are too powerful. They're only very slightly less effective than a full Basestar. The AI just spams them like crazy, and since they take so much damage to destroy, this results in me being under nearly constant attack by one or two Gammas at a planet, and no way of defending against it unless I spread my fleet really thin. It's nice to see more Basestar-esque ships on the battlefield, but they're way too powerful. There's no reason to make anything but capitals and Gammas.

Major nerf is in order!

 

 

Reply #584 Top

Honestly, I like the high cost of the Gammas, but I think that 22000 health is too much.  Make it maybe half of the health, and it would work better.  Last night, the AI jumped 5 gammas and a basestar into one of my desert planets, and it took me forever to get them out.  Finally I had to jump my level 8 galactica, and two level 5 Warriors, on top of the 10 flack frigates and 10 Kodiaks already in there to get them out of there.

 

 

 

 

Reply #585 Top

The problem is that no matter how expensive you make a unit, the AI cheats at any level and will spawn a whole bunch no matter what.

I wish they'd improve upon the AI to allow more units like these.

Reply #586 Top

Just downloaded and tested out 0.85. I am extremely impressed as to how much the graphics have improved. On a small map and two and a half hours of gameplay, none of the colonial ships glowed but I zoomed in on a crystal asteroid and the ship on it was glowing. As for the gammas, I agree with vulture on how the health is too much. I personnally would cut it down to about 14000.

Reply #587 Top

Hey Kyogre...

Is it supposed to be possible to build the Gamma without research?  I am able to build gammas right out of the gate without researching the drone hosts.

Reply #588 Top

I downloaded the mod yesterday evening, and....
WOW!
Craptacular, it's amazing. I love the music, the voices, the looks of the ships, the weapon effects..it's awesome and very Battlestar Galactica. I almost don't want to ever play vanilla entrenchment again. Some people seem to have a problem with the Gammastars (as I call them), but personally, I <3. I'll probably never play as the cylons (will mention that in a moment), and as the colonials the gammastars really make the game hectic, enjoyable, and absolutely colonial vs cylon at-your-frakking-throat fest. I just finished a game on point blank vs an unfair cylon, and for a good hour i was having to stand firm at my home and only planet with the Pegasus and Galactica against hordes of basestars. Every attack I just barely managed to beat off, and I could just start to rep my battlestars when the cylons would return. I know many people would hate a game like that, but godsdamn it, it was fun.
The colonials are definitely waaaay more powerful than the cylons, once they have enough time to get some good research in. In the Point Blank game, once I had done all the hull, AM, and armor researches, I stomped the cylons planet by planet with only the Galactica and the Pegasus running in tandem. I never lost either even after taking out 13 cap ships, and innumerable gammastars, and two fully upgraded starbases (which have shields....).
Still, it was enormous fun.
And, it was BSG! Auto 5*

Now, for some ideas.
to start out, give the poor cylons some love! This is the main reason I'll probably never play as them.
No voices? I was soo hoping to hear a hybrid go "Jump!" or Cavil declare "Let's get this genocide started." Sort of dissapointing. The whole battlestar galactica feel with the music sort of dies when your basestar goes 'For the Unity!' Also, ship sounds too. The vipers, raptors, and battlestars all have unique sounds, from Kara shouting to engage and the distinctive chum-chum-chum of the viper guns. The cylons? Nada. Please add more! Where is teh love, teh love, teh love?
There's also some ships with no textures, although I dunno if that's a mod thing or a failure on my part.

Frigs/Cruisers
Really rather pointless, at least to me. I rarely ever build them, simply prefering to use battlestars in all the necessary roles. While they have been buffed so they last longer, they're really just cannon and xp fodder. The only useful one is a gammastar, which is really just a capship anyway. Not really a suggestion, I know, more of a heads up. Or a balance issue, maybe. Then again, I hate cruisers and frigates so much as it is. Maybe in Diplomacy there'll be a Cap Ship Only/ Frigate-Cruiser only option for games. Stupid lag frigates....

Starbases
Maybe the cylon one could look like the colony. And the Colonial one like....I dunno actually. Also, they still have shields.

Admiral Cain! Let's get some Cain and the Peggy crew dialog for the Mercury class, that'd be awesome!

 

Other than that, I'm in love with this mod. Everything is so, so epic. It just about made my month for me...

 

Cadalancea
:cylon:

Reply #589 Top

Cadalancea, I thought I was the only one that used nothing but cap ships. I agree with everything you said on the ideas. For the record, I think that the achievements should have their very own BSG achievements area. I mean common, there should be a Battle Over New Caprica acheivement when you ram a level ten basestar that has like 50 gammas around it with the mercury battlestar. Also, this has nothing to do with ideas or anything else except personnal pride, all enemy ships destroyed in the gravity well with my planet down to 100 health. All because of the Pegasus's Ram ability.

 

Lastly, I love your elite picture. I wish I had ODST :'(

Reply #590 Top

Quoting Vulturev4, reply 587
Hey Kyogre...

Is it supposed to be possible to build the Gamma without research?  I am able to build gammas right out of the gate without researching the drone hosts.

That was actually intended. 1. It made things a lot easier to test, and 2. It means that the Cylon AI could get more "capital ships" out quicker, since it loves to spam carriers, and the Gamma takes the place of the cruiser carrier.



to start out, give the poor cylons some love! This is the main reason I'll probably never play as them.

No voices? I was soo hoping to hear a hybrid go "Jump!" or Cavil declare "Let's get this genocide started." Sort of dissapointing. The whole battlestar galactica feel with the music sort of dies when your basestar goes 'For the Unity!' Also, ship sounds too. The vipers, raptors, and battlestars all have unique sounds, from Kara shouting to engage and the distinctive chum-chum-chum of the viper guns. The cylons? Nada. Please add more! Where is teh love, teh love, teh love?

There's also some ships with no textures, although I dunno if that's a mod thing or a failure on my part.

It's a lot harder to get good Cylon sound effects:P But there will be sounds coming eventually. And speaking of sounds, Mercury sounds will be coming. Before my computer died, I was getting sounds of Cain+Apollo in command of the Pegasus. But then of course it died#:(

Starbases: The Cylon starbase will for sure be the Resurrection Hub. I'm just waiting for it to get hardpointed. Colonial, I'm not sure. Maybe the Ragnar Achorage.

Frigates/Cruisers: I will admit that I don't use them either. They're really there just because the AI needs them to work. And some of them look pretty cool.

Reply #591 Top

Kyogre, would you consider dropping Gamma health by half? They're ridiculously hard to kill as it is, especially early on.

Reply #592 Top

For the love of god Kygore, please upload this onto media fire or megaupload filedropper link says that your download DOES NOT  exsist...

 

Please Kygore I really loved your v0.81 I REALLY wanna try your v.085!!!! As a dedicated BSG fan PLEASE upload an alternate link...

 

Reply #593 Top

I definitely vote for Ragnar Anchorage as the Colonial Starbase.

Reply #594 Top

Quoting kyogre12, reply 573



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

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.

 

120 Battlestars, yes, but they didn't reveal the names of every single Battlestar - only the 13 or so that were mentioned. I don't quite see why the cast and crew of BSG would sit there and come up with 120 names for Battlestars.

 

Also, Yashuman is another named Battlestar (named in The Plan)

I have a bunch of Battlestar names that I've come up with if you're interested - just simple things like Poseidon, Sepera, Janari, Novus, Phoenix, Alexis, etc :)

 

Anyway, the main point of my post is that I wanted to ask about your "Valkyrie" model - how comes you didn't go for the Valkyrie?

Reply #595 Top

Glad to hear the Cylons are gonna get some attention. I love the Cylons, and The Plan made me <3 them even more.

Really, this is a great mod, and I cannot wait for any new updatesand additions to this. Screw TEC Advent and Vasari, Colonials and Cylons forever.

Also, Ragnar Anchorage would be perfect. Maybe it could have an ability to have double repair or give ships in a radius around it a boost to firepower or firing speed because of it being a munitions depot.

 

Cadalancea
:cylon:

Reply #596 Top

Don't know if anyone mentioned this, but the Gammas don't use their Raze ability on planets automatically, even when it's toggled. I have to individually make each Gamma use the ability.

Reply #597 Top

Quoting MercenaryMuffin, reply 596
Don't know if anyone mentioned this, but the Gammas don't use their Raze ability on planets automatically, even when it's toggled. I have to individually make each Gamma use the ability.

For some reason, sometimes abilities don't like to autocast. I'vve noticed myself that repair bays will eventually stop autocasting. I have no idea why it is doing that, and I can't seem to figure it out.

Reply #598 Top

I've gotten to play this, and I absolutely have to say that I love it.  What's vanilla?????  and yes, that was a retorical question, meaning this just became my standard, lol.  great models, and effects.  Though, I'm with you guys, I pretty much just stick to the galactica, pegasus, and valkarie.  I am curious about something though.  What are the "Tiger" and "Prometheus" capital ship files?  I'm not seeing them in either build-list, so something for a future date?

Reply #599 Top

Quoting kyogre12, reply 597

Quoting MercenaryMuffin, reply 596Don't know if anyone mentioned this, but the Gammas don't use their Raze ability on planets automatically, even when it's toggled. I have to individually make each Gamma use the ability.

For some reason, sometimes abilities don't like to autocast. I'vve noticed myself that repair bays will eventually stop autocasting. I have no idea why it is doing that, and I can't seem to figure it out.

 

The repair bay never autocast for me either, that single fact makes beating the cylons unbeatable in small maps, the mod has it is right now makes the repair tech from the bays a must, but its useless if the bays dont autocast.

Also,  can the antimatter cost of the  flak ability be reduced?, those gammas have way to many figthers.

Reply #600 Top

I think the cost of flak is just fine.  If you lower the cost of flak, then you would have to give the basestars either the ability to build faster, or up their own weapons.  The cylons fighters / bombers are basically their main weapons.  If you make it so the colonials can wipe out fighters / bombers faster, then any fight would heaviliy be in the colonials favor.