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:

    

3,367,369 views 1,489 replies
Reply #701 Top

Quoting ShasVreTauKais, reply 699
The files are corrupted for myself and a friend..

Crap, you're right, there is something wrong with the files. I'll get a new version up as soon as I can.

EDIT: Ok, the problem seems to be with Filefront. I'm working on finding another site to upload it to.

Reply #703 Top

Quoting Cheif50, reply 702
no release today eh?

Depends on how well the other sites work. I'm uploading to MegaUpload right now, we'll see how that goes.

Reply #704 Top

I wish i could help you by uploading it to my website and making a dl link but sadly its on a school system.

 

EDIT: hows the megaupload?

Reply #705 Top

Ok, it's up. I checked, and there doesn't seem to be an problems. No corrupt files anyway:P Link is in the OP. Unfortunately, megauploads does the stupid "you have to wait 25 seconds before you download" thing, but it's the best I could do.

Reply #706 Top

Be

Quoting kyogre12, reply 705
Ok, it's up. I checked, and there doesn't seem to be an problems. No corrupt files anyway Link is in the OP. Unfortunately, megauploads does the stupid "you have to wait 25 seconds before you download" thing, but it's the best I could do.

Better then nothing good job Kyogre12. For the mod and its awsomeness.

Reply #707 Top

I just got done figuring out how to make a Jupiter...  and finally did. After I accidently clicked the Mercury button, and watched the Jupiter poop a Mercury  :D , I had an idea after I realized it wasn't a capital ship.

 

Instead of having the Berserk Escort, you should replace it with the Mercury (non cap ship) that the Jupiter makes.  Honestly, the Berserk Escort isn't as intimidating as compared to the Gamma, when it jumps in, I actually have to check it to see if it is a cap or not...  I would like to see the Mercury non cap take the escort role.

 

Also, when the Jupiter is making a Mercury, I think it should have a build time and cost quite a bit of anti matter too...  I would imagine even for a ship that big, constructing something of that size should task the ship in some way.. 

 

So far, I love the new changes.

Reply #708 Top

As Kyogre12 tell me the jupiter will be very expensive, and unavailable until tier 8 research in final version, so until then you need another cap ship, and the Mercury is there.

 

And what you think about Jupiter??

Reply #709 Top

:')  The best ship... The overkill ship...Do I need to go on?

PS koobalt in the forward hangers are there supposed to be inner holes that faced inside the ship? You can only see them from inside the hangers. But still awsome ship that although requires the research 4 time is worth it.

PPS I will try to get my recent gameplay video uploaded but be warned it was a crappy game for me lol.:P

PPPS does anyone know how to change record files so they are video files?

Reply #710 Top

Quoting Cheif50, reply 709
PS koobalt in the forward hangers are there supposed to be inner holes that faced inside the ship? You can only see them from inside the hangers.

Normally, the outer hangar go trought the full section with two side opening, and the inner hangar are with one side opening...

Is there is hole somewhere else, it is not normal... a screenshot with the "holes" is more that welcome... since i have not see them during the very special UV ( special because these model use the texture of a ship already existing in the mod, who lead to a very very low memory use )...

If there is holes ( that i have not see ), i am responsible, not Koobalt since i have modify the poly inside the hangar... so, it will be my job to correct any error that i have create... the original model from Koobalt was without any error... but i have need to use some more poly at some place for be able to use already existing textures in the mod... only two possibilities... i have mess up or XSI have mess up... or maybe too much zoom is allowed with the model, it have already happen with other model that when you zoom to much a big model, the engine don't render all poly and some hole appear...

Reply #711 Top

guys, i have a problem, v.0.85 worked perfectly but when i try to enable new version i get mini dump crash, checksum is 97774188

please help, i've been waiting too long for this one... 

Reply #712 Top

Quoting cesc601, reply 711
guys, i have a problem, v.0.85 worked perfectly but when i try to enable new version i get mini dump crash, checksum is 97774188

I am not a expert... but what is your sins version ???

Usually a crash at the enable stage mean that you have not the right version... If i good remember, these mod need Entrenchment and the last update...

It can be other problem... and having not yet download the last version of it, i don't know the checksum... about checksum, i think that the mod devs need to add it in their main post... it will allow to know if the download was good or not...

Reply #714 Top

My checksum is 97774186 and it's work, (your 97774188) - maybe try to unpack it again or once more download

about the hole in hangar, i don't see it.

 

Wait until you see what my favourite race (Cylon) build in they secret shipyard ;] ;] ;]

For the glory of her Empress.

Reply #716 Top

Disable any other mod that you have enabled, from folder where you put the 13tribe mod folder delete the EnabledMods file, delete the older version of the mod and check that you place the folder in Mods-Entrenchment v1.041 folder.

 

 

And kyogre i don't like what you done to cylon resurection ship, is weak, limited help with his abilities to fleet, it's waste of resources, supply and cap ship point. I understand that you want make it like in BSG but in sins is better for him in these form to be a cruiser than a Cap ship. My opinion, so far no bugs, great mod ;]

Reply #718 Top

No more idea  :cylon:  . Maybe kyogre will think something up.

Reply #719 Top

Ok, lots of stuff to reply to here, hopefully I won't miss anything:P

Instead of having the Berserk Escort, you should replace it with the Mercury (non cap ship) that the Jupiter makes. Honestly, the Berserk Escort isn't as intimidating as compared to the Gamma, when it jumps in, I actually have to check it to see if it is a cap or not... I would like to see the Mercury non cap take the escort role.

I just think that as one of four combat ships actually in the show, the Berzerk should have a semi-important role.:P   It's not really supposed to be quite as scary as the Gamma. The Cylons need Gammas in order to put up a decent fight. The Berzerk, more than anything else, is a distraction  for the Gammas while the Battlestars do the real pounding.

Also, when the Jupiter is making a Mercury, I think it should have a build time and cost quite a bit of anti matter too... I would imagine even for a ship that big, constructing something of that size should task the ship in some way..

Unfortunately, as far as I can tell, it can only have a cost of resources OR antimatter, not both. Build time is impossible too. For it to actually "build" ships it would have to be a starbase with abilities like the TEC one. But the buttons for building things are covered up by the ones for moving. And it wouldn't be able to jump. So basically, it won't work;P

And kyogre i don't like what you done to cylon resurection ship, is weak, limited help with his abilities to fleet, it's waste of resources, supply and cap ship point. I understand that you want make it like in BSG but in sins is better for him in these form to be a cruiser than a Cap ship. My opinion, so far no bugs, great mod ;]

Alright. I wasn't really sure how people would like it. If I made the abilities better, would it be more worth it? Also, level 3 of the ressurect ships ability has a chance of spawning a "real" basestar (capital ship version, not Gamma) Don't know if that will change your opinion of it at all, but I don't think most people know that.

Also, in case you havent' noticed yet, koobalt modeled the Jupiter, and Thoumsim/Fileosoft textured it, so major thanks to both of them. Right now koobalt is working on the Cylon equivilant to the Jupiter, expect some teaser pics of it in a couple days:P

@cesc601: I'm sorry, but I have no idea what's wrong. If you already have a different mod enabled, try selecting that mod, disable it, hit "apply changes" then enable Sot13T. Sometimes if you're switching between two big mods, you have to do that, otherwise the game will crash because it's using too much memory.

Reply #720 Top

Then can you up the cooldown time on the Jupiter making the Mercury...  say maybe 5 minutes mnimum, maybe even 10?  So anyone with the Jupiter can't just spam those things.

 

I'll play cylons tonight, see how different the resurrection ship is now.  That is always the first ship I start with.

Reply #721 Top

I always build resurrection ship as my first cap ship ( for colonization ability), now is so weak that i can't conquer a neutral planet.

 

And some pic of Boomer class Basestar, but we will wait for it until File'o'soft show me how make the texture files.

   

Reply #722 Top

Quoting Vulturev4, reply 720
Then can you up the cooldown time on the Jupiter making the Mercury...  say maybe 5 minutes mnimum, maybe even 10?  So anyone with the Jupiter can't just spam those things.

 

I'll play cylons tonight, see how different the resurrection ship is now.  That is always the first ship I start with.

I'll play around with the cooldown time, see what works best.

I wouldn't recommend starting with the Resurrection ship anymore. At the very least, you'll want to get a 2nd cap asap. It has low health and almost no armor. And it can't really defend itself. What it can do (intended to do anyway) is support the fleet that it is a part of, making it bigger, or increasing its firepower, or healing it.

Reply #723 Top

Maybe the resurrection ship could help with making  fighter and bomber  construction become  much faster, in essence "resurrecting" the fallen fighters, it could also make the fighters more powerful, that way it really becomes a powerful adition to a cylon fleet.

Reply #724 Top

Quoting kyogre12, reply 719
Also, in case you havent' noticed yet, koobalt modeled the Jupiter, and Thoumsim/Fileosoft textured it, ...

I have texture nothing ( lucky for you since i am not a super texturer )... i have use the coxxon modified texture by Kreeargh... my work was simply a UV work, nothing more...

 

Reply #725 Top

Quoting koobalt, reply 721
And some pic of Boomer class Basestar, but we will wait for it until File'o'soft show me how make the texture files.

It is not very complex... but these forum is not very good for image heavy tutorial...

And the new place for the 7DS forum, http://danmangames.com/forums/index.php , is so slow that i have time to go work and back before the main page appear... more bad, it seem that the forum is back in time, everything after the 18 june 2009 have dissappear... in fact, you don't exist anymore on these new forum !!!

So until there is a new forum who is working correctly, you will need to wait...