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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:

    

3,367,369 views 1,489 replies
Reply #601 Top

A lot of people are complaining about the Cylons having an unfair advantage with the gammastars and stuff, and how they're really tough to beat and take forever to take down. While I would like to see the supply cost of the gammastars jump to 55 or 65, I'm actually quite pleased with the balance to the game. I've had no trouble (relatively) beating the cylons on large or small maps (point blank included!) at hard or unfair AI. Yes, it is a long process, and yes, I do have a hell of a time early game, but eventually the playing field levels out and an experienced player can definitely stomp the cylons, gammastar spam or not. The balance of the mod is perfect, I'd say, and doesn't need to be tweaked. The only thing i can say is the repair autocast, but that's been mentioned. It got quite tedious one game when I had to manually repair from 8 repair bays on the Galactica as it got pounded by eight gammastars and three basestars while i waited for reinforcements.

And I agree with Vulture, the am cost is fine. However, maybe if the AM cost was decreased along with the damage, so that the flak would fire near continuously and end up dealing the same amount of damage as the original flak did, just drawn out. It'd look cool, and a lot more like the series. Then again, it might cause some lag on computers. Not everything's perfect, I guess.

Except for this mod :D

 

Cadalancea
:cylon:

Reply #602 Top

Quoting Cadalancea, reply 601
A lot of people are complaining about the Cylons having an unfair advantage with the gammastars and stuff, and how they're really tough to beat and take forever to take down. While I would like to see the supply cost of the gammastars jump to 55 or 65, I'm actually quite pleased with the balance to the game. I've had no trouble (relatively) beating the cylons on large or small maps (point blank included!) at hard or unfair AI. Yes, it is a long process, and yes, I do have a hell of a time early game, but eventually the playing field levels out and an experienced player can definitely stomp the cylons, gammastar spam or not. The balance of the mod is perfect, I'd say, and doesn't need to be tweaked. The only thing i can say is the repair autocast, but that's been mentioned. It got quite tedious one game when I had to manually repair from 8 repair bays on the Galactica as it got pounded by eight gammastars and three basestars while i waited for reinforcements.

And I agree with Vulture, the am cost is fine. However, maybe if the AM cost was decreased along with the damage, so that the flak would fire near continuously and end up dealing the same amount of damage as the original flak did, just drawn out. It'd look cool, and a lot more like the series. Then again, it might cause some lag on computers. Not everything's perfect, I guess.

Except for this mod

 

Cadalancea

 

How did you beat the cylons in point blank?

Last time i played there they  jumped in with a gamma in less than 1 minute and by the time i had nearly destroyed the first one I had another gamma and 2 resurrection ships  helping it out

Reply #603 Top

What are the "Tiger" and "Prometheus" capital ship files? I'm not seeing them in either build-list, so something for a future date?

They were Battlestars from the Sins of Alethia mod. I was planning to add them in, but once they were in I realized how much bigger than everything else they are. The SoA versions of the Galactica, Mercury, Valkyrie, etc are slightly larger than the ones I'm usins, so the scale looks right in SoA, but here they were just too big to be used, so ther are no longer on the build list, but I forgot to take the files out.

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?

Do you mean how the name on the side isn't "Valkyrie"? Keep in mind, I did not make the models or textures. The Valkyrie is kreeargh's work. Speaking of which, if you ever see him, be sure to thank him. Without his work, this mod wouldn't exist.

Based on the feedback, I'm thinking of adding the research requirement for Gamma's back in, so that Gamma-rushing isn't quite so easy. Also, I might change the Bezerk into something similar to the Gamma, instead of its current position as a flak frigate.

I still havent' figured out why somethings don't like to autocast, but yes, it is very, very annoying when you have to micro repair bays.

Flak for now is probably going to stay the same. Like Vulture said, strikecraft is the main weapon of the Cylons. Take it away, and they don't have much.

 

Reply #604 Top

Hello everybody!

 

I´ve just read this thread and played the mod - I have to say: IMPRESSIVE!

 

Good work!!!

 

I also notice that all the points I saw in the mod are already spoken out here... So I´ll be happy for every release you make in the future!!!

 

By the way: Around 40k HP for Battlestars and half for the Cylons - that´s hell!!! Long-lasting fights - that is how I like it :)

 

Greetz, Joe

Reply #605 Top

Quoting kyogre12, reply 603


Do you mean how the name on the side isn't "Valkyrie"? Keep in mind, I did not make the models or textures. The Valkyrie is kreeargh's work. Speaking of which, if you ever see him, be sure to thank him. Without his work, this mod wouldn't exist.

 

The ship model is not the same as the Valkyire/Yashuman model seen in the show - the model used is a fan based CGI model - the model you're using has a tail like thing on it (like the Olympic Carrier has).

 

And yes, thank you for doing all this - all of you :)

Reply #606 Top

Quoting kyogre12, reply 139
The 'shields have failed' messages get annoying quickly. I think it would be good if you replaced the sound file with one that says something along the lines of 'capital ship has engaged the enemy' or 'capital under attack.
Yeah, it really does. I wish that there were a way to get rid of it entirely, but it is hardcoded. Your idea works, too. I will look into doing that.

Not sure if this is still something that needs to be dealt with, but there's actually a very easy way to eliminate these messages.  Replace it with a short, silent Ogg Vorbis file.

Reply #607 Top

}:) played against a pal last night it was his first time with the new mod teehee...we normally split the map do the reaserch build our fleets then meet for a monster fight :) he arrived with 17 battlestars and about 200 smaller ships of diff classes and laughed aloud at my 17 baseships as he tore into them :) i laughed aloud when from behind my 70 gammas arrived and opened his anus nice and wide :) gammas could prob do with taking up more supply points but other than that lovin it  :)

 

on another note today while playing i noticed 2 things firstly whats the crack with fleet supply reaserchi had 4 battlestars i had an income of 163 credits and around 20 or 30 for my crystal and metal at the end of the ship supply reaserch they had gone down to 23 for credits and 5 and 6 for the others but i had no new ships? so...increasing your supplys makes your ships cost more to keep eh hows that work?

the second was comp AI the comp player gave up today with 9 planets remaining and looking through the charts at the end the same comp had like 300k on each of its resources and higher incomes than me lol it should have been able to paste me but instead it gave up? lol i was really enjoying fighting on 2 fronts and rushing between defensive planets i had just beat a big fleet and was running to the otherside to fight off another attack lol it reminded me of a bloody child "you destroyed my fleet so im not playing anymore" lol sorry just moaning now :)

Reply #608 Top

Quoting Yanxa, reply 605



Quoting kyogre12,
reply 603


Do you mean how the name on the side isn't "Valkyrie"? Keep in mind, I did not make the models or textures. The Valkyrie is kreeargh's work. Speaking of which, if you ever see him, be sure to thank him. Without his work, this mod wouldn't exist.




 

The ship model is not the same as the Valkyire/Yashuman model seen in the show - the model used is a fan based CGI model - the model you're using has a tail like thing on it (like the Olympic Carrier has).

 

And yes, thank you for doing all this - all of you

I haven't seen the episodes with the Valkyrie in so long I forgot that it didn't have the tail:P Oh well. I'll see about getting a more "cannon" Valkyrie model.

on another note today while playing i noticed 2 things firstly whats the crack with fleet supply reaserchi had 4 battlestars i had an income of 163 credits and around 20 or 30 for my crystal and metal at the end of the ship supply reaserch they had gone down to 23 for credits and 5 and 6 for the others but i had no new ships? so...increasing your supplys makes your ships cost more to keep eh hows that work?

That's just the normal Sins game mechanics. The more ships that you can have, the less income you have. So you don't rush to the biggest fleet supply right away.

The AI surrenderring is again a vanilla Sins thing. Nothing I can do about that. If you don't want the AI to surrender early, try to have smaller fleets so it doesn't get scared as much.

Reply #609 Top

Well, I finally got the hang on the newest version of the Mod, Cylons are still way to overpowered in my opinion, a perfect example is what FairyLiquid mentioned in his post (70 Gammas :(O ), the colonials need their own Gamma version or at least a frigate capable of holding its own against a gamma for a little while, but anyway, what i found to work againt the cylons  is to be   far more aggresive than them,  never let them rest or they will overwhelm you with Gammas,  I found that  the  pegasus and carrier capital ships  working has a team is a particularly effective way to counter the gammas, and i also wanted to ask what good does the utility cap ship restore shields ability do in this Mod,  maybe a  repair hull ability would work better and would make that cap a more atractive option.

Reply #610 Top

The sentrus can use the shield restore on tooled up starbases :) makes for a good defensive ship

as for the 70 gammas that was a couple of hours of messing around talking and building and an agreed time and place for the fight!

i could never have pulled that many ships into a random battle they would have been spread out and unless you heavily outnumber them a battlestar will win hands down...at points i was easily taking on 1/2 baseships with 4/5 gammas in support with 1 battlestar the way to beat the cylons is fast advance then build it up with hanger bays and a starbase at a key junction planet or nebula :) i used a starbase with 1 point on supply docks and maxed out the weapons and health points then put a sentrus next to it in a nebula that prevents you from using strike craft (cant remember what its called) the cylon player just kept throwing gammas into it at 1 point thier were 7 gammas a ress ship and a hades attacking and i won destroyed most of them too! :) cylons aint overpowered its all about tactics smash and grap then defend while you build up what you just captured

in my opinion the gammas upkeep could be knocked up a little to poss 100 i think thats more than the caps but its the only limit for them apart from that i like them

Reply #611 Top

Quoting FairyLiquid, reply 610
The sentrus can use the shield restore on tooled up starbases makes for a good defensive ship

as for the 70 gammas that was a couple of hours of messing around talking and building and an agreed time and place for the fight!

i could never have pulled that many ships into a random battle they would have been spread out and unless you heavily outnumber them a battlestar will win hands down...at points i was easily taking on 1/2 baseships with 4/5 gammas in support with 1 battlestar the way to beat the cylons is fast advance then build it up with hanger bays and a starbase at a key junction planet or nebula i used a starbase with 1 point on supply docks and maxed out the weapons and health points then put a sentrus next to it in a nebula that prevents you from using strike craft (cant remember what its called) the cylon player just kept throwing gammas into it at 1 point thier were 7 gammas a ress ship and a hades attacking and i won destroyed most of them too! cylons aint overpowered its all about tactics smash and grap then defend while you build up what you just captured

in my opinion the gammas upkeep could be knocked up a little to poss 100 i think thats more than the caps but its the only limit for them apart from that i like them

You might be right, beating the cylons is certainly a chore, but its awfully fun too, yeha we might whine about the  gammas and how the cylons are so awful and all that, nevertheless what kyogre has managed to do is to make the AI a far more formidable oponent, in most other Mods you would need  2 unfair AI to make you really sweat, this Mod on the other hand grabs you by the troath  and doesnt let go,  it really gives you the sense of tension and aprehension of what the  other side will do that you normally can only have in multiplayer.

Reply #612 Top

Kyogre12, I noticed that the repair bays stopped fixing structures auttmatically after I researched the superior bots, maybe something there is causing the malfunction???

Reply #613 Top

Oh my gods! I just got out of a 13 hour sins of the 13th tribe game. It took me 3 hours to get out of my home planet's gravity well against an unfair cylon opponent on point blank. Gamma after gamma after gamma after gamma! Kyogre, you really need to make it to where you have to research the gamma before building it. And I take back what I previously said about cutting the gamma health.

Just an idea, but when the Galactica jumped in the show, the hanger bays were retracted. Think you could do that with the mod? Also, either the sentrus or the warrior class battlestars should be replaced with the old school battlestars. I don't remember seeing those models ever.

Reply #614 Top

I would love to see the long range bombardment cap ship replaced with the old school Colonial Battlestar. The original series already showed it armed with long range missles in the Pegasus team up.

Reply #615 Top

what good does the utility cap ship restore shields ability do in this Mod, maybe a repair hull ability would work better and would make that cap a more atractive option.

I've been meaning to change it to hull repair, just haven't gotten around to it yet;P

Kyogre12, I noticed that the repair bays stopped fixing structures auttmatically after I researched the superior bots, maybe something there is causing the malfunction???

Thanks for the info, I'll look into it. Do you know if it was the first level or second that made them stop?

Just an idea, but when the Galactica jumped in the show, the hanger bays were retracted. Think you could do that with the mod?

I think that could be possible, but not worth it IMO. Sins doesn't allow animations like rotating turrets, spinning parts of ships, retractable hanger bays, etc, but there is a way around that using the particle system. However, it would require a new model+texture for the Galactica as well as a lot of other work.

Also, either the sentrus or the warrior class battlestars should be replaced with the old school battlestars. I don't remember seeing those models ever.

I have planned from the beginning to include at some point at least the original Galactica, possibly the others. But I don't have models for them at this time. Waiting for Kreeargh to finish them.

But you're right, you would not have ever seen the Warrior or Sentrus in the show, they are fannon. If the mod were limited to only things in the show, the Colonials would have only 4 ships (Galactica, Mercury, Valkyrie, Berzerk) Not very fun:P

Reply #616 Top

Hey Kyogre,

this may be intentional on your part, maybe not...  but the trade ships for the cylons, are modeled after the Galactic carrier? 

 

Also I love what you did with the Gammas, maybe even the health is at a good spot, but I think that if you add a research level to obtain them, that it need at least 4 or 5 military bases for it.

Reply #617 Top

this may be intentional on your part, maybe not... but the trade ships for the cylons, are modeled after the Galactic carrier?

Somewhat intentional. There really isn't anything else the Cylons have for trade ships. But back in the miniseries they took over the Olympic Carrier so it alllmost makes sense:P

Reply #618 Top

I thought that may have been why they were on there.  First time I noticed that, I was playing the cylons and I kept trying to tell my guys to shoot those things down, and they wouldn't do it.  ;P

 

Oh, and I love the colonial trade ships...  the ships with the shipping containers on it.  My compliments to the chef.

Reply #619 Top

[quote]If the mod were limited to only things in the show, the Colonials would have only 4 ships (Galactica, Mercury, Valkyrie, Berzerk) Not very fun[/quote

Understandable. I'ts just that I've seen model kits of the bezerk and colonial defender and relized that I've never seen any battlestars other than Galactica, Pegasus, and Valkyrie. Not including the old school ones.

Oh, something I just thought of. Whenever the ships take heavy damage, they spew out fire and stuff. Is it possible that when the galactica gets damaged that badly, to make it look like the battle scared Galactica as show in it's last moments in the show?

This isn't an idea, but please call me crazy if i'm wrong. on some of the colonial ships, when they are destroyed it seems like I can see a body fly into space. It doesn't have any detail but it is in the shape of a human body.

Reply #620 Top

Oh, something I just thought of. Whenever the ships take heavy damage, they spew out fire and stuff. Is it possible that when the galactica gets damaged that badly, to make it look like the battle scared Galactica as show in it's last moments in the show?

Don't think it's possible, unfortunately.

This isn't an idea, but please call me crazy if i'm wrong. on some of the colonial ships, when they are destroyed it seems like I can see a body fly into space. It doesn't have any detail but it is in the shape of a human body.

Nope, you're not crazy. Those are bodies. You should see them for the Cylons as well. That, like all of the other explosion effects, is thanks to ManSh00ter. His work is just amazing:thumbsup:

 

Reply #621 Top

I installed this mod and can enable it but when I click on apply changes it freezes and I have to close down sins from task manager. I have the correct version of entrenchment. I am running vista 64 bit. Can anyone help me?

Reply #622 Top

are you getting the check sum number before activation and what sins version are you using?

Reply #623 Top

im using sins ver 1.16 and entrenchment ver 1.02. iv tried loading up entrenchment from the icon, not loading up original sins then clicking on the entrenchment tab but this still doesn't work. if i put the mod in the 1.16 mod folder then try to activate it, it says "the application has requested runtime to terminate it in an unusual way". when I put it in the entrenchment mod folder i can enable it but when I click on apply changes it freezes and i have to close it through task manager. I get the checksum number, it is: 176909200

Reply #624 Top

This mod only works on Entrenchment 1.03.  I'd say that you have a pirated version if you are still on 1.16/1.02.

Reply #625 Top

I dont update games. The only reason I updated sins was to get entrenchment working.