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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:

    

3,370,695 views 1,489 replies
Reply #776 Top

Very fun mod. And one question. Hiow come the ships don't have any shields.. at least few hundred points for capitals. ANyway. Love this mod. Also, is there any way to remove the shiny looking weapons effects. I think it's a bit much personally. Also, a custom starbase would be nice as well. The Argonov odesn't fit in to well well with all its lasers, beams, and shields and such.

Reply #777 Top

Quoting WilliamLeverett, reply 776
Very fun mod. And one question. Hiow come the ships don't have any shields.. at least few hundred points for capitals. ANyway. Love this mod. Also, is there any way to remove the shiny looking weapons effects. I think it's a bit much personally. Also, a custom starbase would be nice as well. The Argonov odesn't fit in to well well with all its lasers, beams, and shields and such.

Tell me where in the show you saw the Galactica have a shield:P

The Colonial starbase does not have lasers and beams, so what's your point? Custom starbases are coming, but they need models, which takes time, unless you'd like to volunteer to make them.

Yes, you can get rid of the (better) effects, just replace the particle effects with the vanilla Sins ones.

Reply #778 Top

Quoting kyogre12, reply 775


To remove the extra planets, you *should* be able to just delete all references to them in the GalaxySenerioDef file, found inside the gameinfo folder for the mod. You will have to convert everything to txt, first though. And I'm not 100% sure that doing that won't cause a crash. If it doesn't crash but you still get slowdown, try also removing them all from the entity.manifest. When deleting things from either file, make sure you update the little counters at the top, otherwise you will definetly run into crashes. If that still doesn't work, I don't know. I might try to put out a non-planets version of the mod later (don't expect that for a while, though).

 

Thanks for the tip.  Instead of going through the code line by line I just decided to insert the original game app data and it works great now.  I apreciate you taking time to help me out.

 

Also any take on my question about swapping the New Gamma Design For the Original Basestar one you used before?

 

Thanx

Reply #779 Top

Quoting kyogre12, reply 772

i dunno about the jupiter-basestar counter for cylons

i would rather see a very VERY strong special starbase for the cylons

that would kinda back up their defense abilities and if you remember the big fight in the last series at the cylon starbase would be more cannon in my opinion

my ideas for the starbase 6 weapon slots, moving, of course the tec shipyard upgrade, ALOT of strikecraft slots 20-30 and still upgradeable 50 at max maybe? maybe a insta build "basestar" ability like the one at the jupiterclass, abuffed vertigo from the advent cap, extra long range missles so it mostly covers 1/2 of the gravwell ? and of course TONS of hp @ maxed out hp upgrade about nearly 200k ?

Not going to happen, sorry The Cylon SB will (eventually) be the Ressurection Hub. 6 weapon slots is impossible, 3 is the max. Moving SB+building ships doesn't work. The buttons cover each other. 50 squads from just one structure would lag the game to #$%& The Ressurection Ship already has an insta-build basestar ability (lvl 3 of Ressurect Ships) And 200k health is just rediculous. So, to sum up, no


i also would suggest it costs more capshippoints than just one
Impossible, hardcoded.


and maybe nerf the nuke volley a bit 2500dmg/25 waves is really extreme strong
It's supposed to be strong. It's the level6 ability of an incredibly expensive ship that you can't get until research teir 7. And it's really easy to interupt it, especially since almost every Cylon cap has ion bolt.


and what about the novalith .. in my opinion its far more devastating than the new super-cap and by far cheaper
It's only strong if you have 20 of them. If you have that many, you're going to win no matter what. And if you let your enemy build that many, you're screwed no matter what By the time your opponent can build novaliths, you should be at the point that temporarily losing a planet isn't going to matter.

Quoting tewb, reply 771
i gotta ask, why is the cylon ships only missle based? there are plenty of scenes in the series that the cylon raider's 
 (  http://en.battlestarwiki.org/wiki/Raider_(RDM)  ) uses autocannons and the Heavy Raider uses alot of auto cannon fire aswell

feels completly off that they only use missiles

cheerios...



That's the Raider, not the basestar. I can garrantee you that you have never seen a basestar shoot anything other than missiles. And the raiders in the mod already shoot both guns and missiles.

Reply #780 Top

awesome! just finished a 1.5days lanparty only playing this mod :D

and

"50 squads from just one structure would lag the game to #$%&"

the game lags anyway to #$%& when theres more than just a 1on1 :D

we had numerous battles with about 800 ships in the same gravwell +structures and mostly 2 starbases :D

the only thing that helps is the nuke volley + timed flakbursts :D

i must say the extra planets rock also the huge urban planets are just insane moneymaking machines :)

i still kinda dislike the idea of a supercap for the cylons it breaks the whole "quantity than quality" thingie

quality is reserved for the colonials!!! :D

the new berzerk escort is fine but it should still have some antifighter capability imo and less heavy cruiser style

Reply #781 Top

Also any take on my question about swapping the New Gamma Design For the Original Basestar one you used before?

Maybe. I'm not sure yet.

"50 squads from just one structure would lag the game to #$%&"

the game lags anyway to #$%& when theres more than just a 1on1

Fair enough:P It still isn't going to happen.

i still kinda dislike the idea of a supercap for the cylons it breaks the whole "quantity than quality" thingie

Remember, it's not going to be a supercap like the Jupiter. Right now I'm thinking 1v1 it will be able to kill a regular battlestar, but 2v1 and it loses.

Reply #782 Top

so the cylon "supercap" wont rely too much on strikecraft?

cuz if it does it would still be kinda weak against the flakburst?

a real heavybattleship would be rather cool with many many missleslots ? :D

Reply #783 Top

Hmmm, how about you do something about the gamma, with the model you had in the Worldstar's slot before this model was put in...  Cannot remember what it was called.  You could put that in the regular basestar's space, then just use the model now for the Gamma.

 

I wonder about the Boomer cap, I have to admit, I haven't really taken the Jupiter into a real battle.  The times I did manage to get one, I had the game under control and the AI had almost given up, so I am not sure about how it does in a real battle.  The Jupiter looks like a game ender though, especially with the nuke ability if they can get it to a level 6, and that instant barrage of fighters it can spew out could spell certain doom for cylons.  The Boomer should be something that if the cylons have it, it would place immense pressure on the colonials to take it out...  not just send two caps after it and destroy it. If all else fails, and you still think your idea is fair...  at least give it some extremely sweet abilities.

 

I am okay with researching the cylon boomer be as painful to research, and every bit as expensive to give them something to counter the Jupiter with.

Reply #784 Top

I have better idea, delete all cylon ships, and give them a white flag.  :ninja:

Reply #785 Top

no no ^^ gief the cylons a cap with the ability "all the sexy ladies" wich seduces an entire battlestar

kinda like"board" but with much more sexapeal ^^

Reply #786 Top

Quoting koobalt, reply 784
I have better idea, delete all cylon ships, and give them a white flag. 

I've said it before, the emphasis of the Cylons is quantity, not quality. In most games, a Colonial player will only field one Jupiter, two if it's a really long game. The Boomers, however, will be just about as spamable as all their other caps. So it's quite likely that the Cylons will be able to get 5+ Boomers before the Colonials get one Jupiter (maybe. That number might need some tweaking, but they will definetly be able to have more than 1)

 

Reply #787 Top

I have been playing your mod since V.03, and I think you have done a very good job balancing the sides.  I play both sides, and really, no one side is harder to play than the other.  Your outnumbering idea works pretty good, there is just a difference in how you play each side.  The colonials getting access to trade earlier than cylons makes setting up a economy easier for them, but in the long run, it's no big deal honestly.

 

I think the cylon answer to the Jupiter, should be a 8th tier research weapon, but have faster research times.  If the cylon version was to have an answer to the jupiter, as in they learned of its intent through espionage, or similar to that.  IMHO, it needs to be heavily armed, which I am sure it will be.

 

Have you had issues with the Jupiter using its abilities in battle?  The other night, I had one built, leveled it up to level 7, then took it to the front lines.  It got jumped by 11 Gammas, 2 Worldstars, and a Hades.  I launched all the fighters, and they got cut down to 30 or 40 percent, so I hit the boost building abilities for fighters, and the ability shown as being running, but nothing got boosted, err, at least I couldn't see any significant boost.  Had a similar issue with nuclear barrage, hit the button, nothing happened.  Is that ability supposed to be for non-ship attacks?  Later on, it worked for taking out 2 frigate factories, a cap ship factory, 2 military stations, and a civic station.

 

 

Reply #788 Top



Have you had issues with the Jupiter using its abilities in battle? The other night, I had one built, leveled it up to level 7, then took it to the front lines. It got jumped by 11 Gammas, 2 Worldstars, and a Hades. I launched all the fighters, and they got cut down to 30 or 40 percent, so I hit the boost building abilities for fighters, and the ability shown as being running, but nothing got boosted, err, at least I couldn't see any significant boost. Had a similar issue with nuclear barrage, hit the button, nothing happened. Is that ability supposed to be for non-ship attacks? Later on, it worked for taking out 2 frigate factories, a cap ship factory, 2 military stations, and a civic station.

Is it possible that your Jupiter got hit with an ion bolt without your noticing? That would stop the nuclear missile barrage cold, and basically mean you wasted a lot of antimatter for nothing:P It should be targeting ships as well as structures. Not sure about the instant-fighters, though.

Reply #789 Top

It could be, I didn't see it, but it was a very hectic 3 minutes or so...  and without the abilities, only 3 of 14 ships escaped, and they did so with really bad headaches.

Reply #790 Top

i think the balance of cylons should focus more on the economic part

cylons should have better economy than colonials but maybe not with the usual tradeport spam

since why would cylons trade with eachother anyway..

i would suggest cylons get a huge boost on their refinery ships and can build that earlier maybe even on T1 a orbital refinment research ? that would make them more resource based as they are

maybe lower the credit costs on some cylon ships and increase a bit the metal and crystal price instead so money isn't that important for them

Reply #791 Top

i think the balance of cylons should focus more on the economic part

cylons should have better economy than colonials but maybe not with the usual tradeport spam

since why would cylons trade with eachother anyway..

i would suggest cylons get a huge boost on their refinery ships and can build that earlier maybe even on T1 a orbital refinment research ? that would make them more resource based as they are

maybe lower the credit costs on some cylon ships and increase a bit the metal and crystal price instead so money isn't that important for them

I agree :D

Reply #792 Top
suggestion for another cap ability for colonials! if you make the mod more like discribed above i would like to see some kind of "board" ability on the galactica instead of the nukemissle like in the series when the stole the tyllium ? from the cylon outpost wher baltar just guesst the right location :D maybe something like it controls the 1/3 of the planets resource outcome of the planet on lvl 1 for ~2minutes believe it wouldn't be that hard to mod cuz the tec carrier cap had a similar ability and this would make "hit and run" attacks much more effective for the colonials since they have to fight a guerilla style war
Reply #793 Top

Quoting kyogre12, reply 788


Is it possible that your Jupiter got hit with an ion bolt without your noticing? That would stop the nuclear missile barrage cold, and basically mean you wasted a lot of antimatter for nothing It should be targeting ships as well as structures. Not sure about the instant-fighters, though.
Is that an ability that is used only in friendly grav wells?  It happened to me last night too.  I had a Jupiter in a hostile grav well, I took out a star base and 3 gammas, and 3 more jumped in from across the well, well out of range.  I checked my stats, my fighters were roughly 50 to 60%, I hit the ability, and nothing.  It had been long enough, there was no chance of it being an ion bolt.  The only thing I found, was the ability talks about using the planet...  I wondered about the nearest planet being a hostile one.  If it happens again, I will fraps it for you.

 

 

Reply #794 Top

Quoting Vulturev4, reply 793



Quoting kyogre12,
reply 788


Is it possible that your Jupiter got hit with an ion bolt without your noticing? That would stop the nuclear missile barrage cold, and basically mean you wasted a lot of antimatter for nothing It should be targeting ships as well as structures. Not sure about the instant-fighters, though.Is that an ability that is used only in friendly grav wells?  It happened to me last night too.  I had a Jupiter in a hostile grav well, I took out a star base and 3 gammas, and 3 more jumped in from across the well, well out of range.  I checked my stats, my fighters were roughly 50 to 60%, I hit the ability, and nothing.  It had been long enough, there was no chance of it being an ion bolt.  The only thing I found, was the ability talks about using the planet...  I wondered about the nearest planet being a hostile one.  If it happens again, I will fraps it for you.


 

 

No, you can use it anywhere, but if you want the full effect it has to be over one of your planets. If you use it around an enemy/neutral planet you *should* still get the instant-fighters, but no bonuses to construction on the planet (duh:P )

One question, though. Are you looking at the Jupiter's fighters, or all of your fighters? Because it only applies to the Jupiter's fighters, so if you're looking at the other ones, you wouldn't notice any change.

As for the suggestions, they sound good. I'm going to do some testing and see how well they work.

Reply #795 Top

 

I think I found the problem...  looking at the squadron percentages, I was assuming a squadron of 5 at 40% meant they only had 2 ships out there...  it could just mean the average health was at 40.  The ability does not seem to repair fighters/bombers already damaged, just replaces ones lost...  is that correct?  If so, chalk it up as operator error.

 

Nuclear barrage, are there no explosions associated with hits?  I was assuming since I seen no explosions, they weren't being hit.  I watched nuc barrage take out 2 gammas and a hades...  just no fantastic explosions.

 

Never mind me I guess, I'm just here for the cake. :cylon:  

Reply #796 Top

Quoting Vulturev4, reply 795
 

I think I found the problem...  looking at the squadron percentages, I was assuming a squadron of 5 at 40% meant they only had 2 ships out there...  it could just mean the average health was at 40.  The ability does not seem to repair fighters/bombers already damaged, just replaces ones lost...  is that correct?  If so, chalk it up as operator error.

 

Nuclear barrage, are there no explosions associated with hits?  I was assuming since I seen no explosions, they weren't being hit.  I watched nuc barrage take out 2 gammas and a hades...  just no fantastic explosions.

 

Never mind me I guess, I'm just here for the cake.  

Yeah, it doesn't repair them. Good to know there isn't actually anything wrong with it, though:P

As for NB, how long had you been in that game? If you play for a long time, particle effects start to disappear. This happens in vanilla sins too, but the graphical enhancement mods make it more obvious. In the user.settings file, there are two line, something like maxparticlecount and maxparticlesimulations, try increasing those numbers. You should be able to go longer without anything dissappearing.

Reply #797 Top

Quoting kyogre12, reply 796

If you play for a long time, particle effects start to disappear. This happens in vanilla sins too, but the graphical enhancement mods make it more obvious. In the user.settings file, there are two line, something like maxparticlecount ....

Have know similar problem with manshooter and bailknight graphic mod... have simple raise the particule count from 6000 to 16000... and have never have problem with after, with any mod... and it don't seem to slow down the game...

Reply #798 Top
i dont agree on the nuke missle is too good but i agree on the weak flak (not flakburst) i would prefer to see the berzerk escort to carry only 1 squad and instead have some serious flak batteries on them or maybe a smaller version of the flakburst ability the best cylons can do to kill a strong defended position is bring a lot of raiders and 10-15 anti-structure original entrenchment ships they eat starbases and its defenses fast but aslong the colonials have squads out there they get raped hard so the anti fighter stuff shouldn't be too good also.. hard to balance :) instead of the selfdestruct ability for colonial starbase a "flakburst" ability would be much better i think :D the dmg of the cylon ship to ship missles from the gammas should do more dmg if the raiders get nerfed etc , like in the series when the vipers had to shoot the incomming missles to prevent them hitting galactica :D
Reply #799 Top

just a friendly hi, and thanks for the making of such an enjoyable mod keep up the fantastic work i wish i had a microscopic bit of skill and tallent to give you a hand, but i am just a peasant lol 

Reply #800 Top

Great mod, it really feels true to the series, which is amazing since this is probaly the only game we'll ever have where we can play BSG.