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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:

    

3,370,626 views 1,489 replies
Reply #976 Top

Awesome, I was getting confused and thought I had fraked something up. I'm perfectly fine with that kyogre. If I make any more I'll post them up here as well!

Reply #977 Top

a yes my mistake, I only launch the game to check my models i hasn't notice when you change that  :cylon:

Reply #978 Top

Ok, well I have some (hopefully) constructive criticism.

First of all, the mod is just amazing so far and it appears to be coming along great.

When I have bloom enabled the Cylon ship glows in a ghostly manner, not sure if that is deliberate or not on your part.


I think it would be beneficial for there to be more weapon upgrades for the Cylons, or at least extend the trees already present, such as increasing missile range and damage even further, adding more armor and hitpoints and the like.

In the series, the only Cylon bombers I saw were generic raiders, and heavy raiders were only personnel transports, so it makes little sense to me to have different models for the two roles, why not just use the raider model for both the fighter and bombers?
http://en.battlestarwiki.org/wiki/Heavy_Raider

My only real complaint is that the Resurrection Ship is a fairly weak capital ship and I think it should be more like 40 supply.

Why is the Colonial scout not a raptor?

Reply #979 Top

So I've been playing this mod like a crack-fiend. Good job guys :D. Hopefully all my mad posting isn't pissing anyone off. Then again, no one else seems to be posting anymore, so who would there be to piss off? XD

Some things I really like about this mod:

 

  • The huge amount of hitpoints ships get. Finally get to see battles that are actually fun looking. However, it would be great to see more upgrades to where late-game ships have around 50k hp and damage output relative to those upgrades.
  • The model work is awesome on the stuff that has been "finished" so far.
  • The sound effects that have been added so far are awesome. (Minor suggestion: maybe you could find an appropriate sound clip of a hybrid for the basestar?)
  • I also really like the directions you're taking the races, as in designing Cylons to be fast and do marauder style hit and runs (I haven't really played the colonials that much, however they appear to be a hammer for every situation, which certainly makes for interesting games for me as I have to try and hit weak points and disrupt econ without being falcon punched).
Also, I found a couple of links showing a bunch of nifty BSG ship types, might help inspire you guys on what you want to add to the mod: 
Also, I'm up for beta-testing anything you guys are working on.

 

Reply #980 Top

good finding, i think once kyogre have some free time, and make update it will be Boomer and Guardian for Cylons ;]

 

Reply #981 Top

Is there a new Guardian model? If so can you post a pic?

Reply #982 Top

well i cal it guardian but it's kyogre call.

Reply #983 Top

Is there any work being done for custom starbases? Because that would be a pretty awesome defensive structure.

Reply #985 Top

When I have bloom enabled the Cylon ship glows in a ghostly manner, not sure if that is deliberate or not on your part.

In general, with all Sins mods, not just this one, it is best to disable bloom. It does wierd things, and last I heard no one has really figured out a way to fix it.

I think it would be beneficial for there to be more weapon upgrades for the Cylons, or at least extend the trees already present, such as increasing missile range and damage even further, adding more armor and hitpoints and the like.

The Diplomacy version is going to have a totally redone tech tree. I intend to significantly extend it, add new stuff, etc.

In the series, the only Cylon bombers I saw were generic raiders, and heavy raiders were only personnel transports, so it makes little sense to me to have different models for the two roles, why not just use the raider model for both the fighter and bombers?

I know heavy raiders do in fact have weapons, they're not strictly transports. But that being said, the Cylons just need a little bit of diversity in their line up of ships. There isn't really another role it can fill.

My only real complaint is that the Resurrection Ship is a fairly weak capital ship and I think it should be more like 40 supply.

I intended it to be weak offensively, but able to vastly improve the fleet it's in. However, I've recieved a lot of complaints about it, so that might change in the future.

Why is the Colonial scout not a raptor?

Scaling problems, mostly. It is a pain to click on something that small.

As for starbases, the Cylon one will be the Ressurection Hub, and the Colonial one will be Ragnar Achorage, once the models and hardpoints and etc are done.

Reply #986 Top

You're alive! Awesome! Thanks for addressing my questions!

Reply #987 Top

So if the starbase will be the res hub, what is the repair structure going to be changed to?

Also, I don't mean to say that they Res Ship is worthless or a bad idea, but I don't usually feel the buffs are strong enough to actually buy it. If the buffs were tweaked I would imagine it'd be a great addition to the fleet.

I'm not sure to what degree abilities can be produced and such, but a nifty idea for the Res Hub would be to have an ability that halves production time for all ship and squadron building since they would be so close to the source.

And again, you guys are doing a wonderful job on this so far, so take my criticism with a grain of salt, because they are merely suggestions.

Do you have an idea of when the Diplomacy version will be ready for testing? Because I would love to do that for you. :D

Reply #989 Top

Quoting tetromino, reply 988
the megaupload link doesn't work for me and i really want to play this mod. any help?

for me the link works...

do you have a blank site, or you have an download error, or another message??

 

and you use this link: http://www.megaupload.com/?d=ABORTM4L  ??

Reply #990 Top

Are you waiting the time on the page and then selecting the regular download option?

 

Also, I'm having an issue with the swarm raider ability on the worldstar. It doesn't appear to work for me at all. When I click it, nothing happens. :(

Reply #993 Top

Do you have an idea of when the Diplomacy version will be ready for testing? Because I would love to do that for you.

I don't have much time, so I'll only answer this question right now. The short answer is no. I will be very busy until the end of May, but starting in June, I should have a lot of free time. So without being too specific, expect it some time over the summer:P

Reply #994 Top

kyogre you didn't answer!! Do you want me to seg/uv this Battlestar that i made?? Do you want it with turrets or without it??

Reply #995 Top

Is noone else having that spawn raiders issue with the worldstar that I am having?

Reply #996 Top

Quoting Unikraken, reply 995
Is noone else having that spawn raiders issue with the worldstar that I am having?

 

yes, i have this issue.

Reply #997 Top

Kyogre, I have some more ideas for you to consider:

Increasing the speed of phase jumps, in the series a jump is instantaneous and I'm fairly certain that phase jump speed can be changed to at least be ridiculously fast.

Next, I think that having a technology that can be researched by both parties that allow capitals to initiate a phase jump from anywhere in a grav well would be fairly nifty, I would put it in the middle to late tier for research and it would be similar to the (Vasari I think) ability that allows one to phase jump further inside the grav well, just completely instead of slightly inside.

Also, I think that the ion bolt ability should be an AOE ability rather than a single target, affecting all enemy targets within a certain range that increases with level along with the duration.

The flak gun ability on the BSG I think should be more prevalent as well, such as it being faster to recharge and possibly less anti-matter.

Also, I've changed my mine about the Resurrection Ship, aside from thinking that it should have slightly more health, I would say 10,000 at the least, but certainly not much more than that. Unless you allow capitals to jump from inside the grav well, and then my suggestion for hit points goes out the window since that alleviates the primary problem with it.

If you really considering using the Resurrection Hub as the Cylon starbase then I have some ideas for that too, if you'd like to hear them.

These are just my suggestions so please take them in the way they are intended. The mod is great so far and you're doing a wonderful job on it. :D

Reply #998 Top

greeting i simply love your mod thx for it but i have some suggestion

1st: the worldstar is suposed to be way bigger than this like 5 to 10 time bigger than the BaseStar

 

2nd: the cylon trade ship aka Olympic carrier is suposed to be a bit more longer

 

3rd: please by the god change the jupiter design im 100% whith the idea but is design is bad as hell really sorry i didnt want to offence is creator

 

4th: for the Starbase on Cylon side you could even use the Worldstar it would be perfect

 

5th: if im right the Guardian basestar doesnt look like that for a sec

 

i have some model that i could send you but they are in CMP file so you would had to convert them im going to sleep but tomorow ill send you soe picture of them

 

and again a big thank you for your awesome mod ^^

Reply #999 Top

Quoting Calypso66, reply 998
greeting i simply love your mod thx for it but i have some suggestion


3rd: please by the god change the jupiter design im 100% whith the idea but is design is bad as hell really sorry i didnt want to offence is creator


5th: if im right the Guardian basestar doesnt look like that for a sec

 

you hurt my modeler heart  :cylon:

 

3rd: kyogre like it, if he doesn't he won't import this to the mod

5th: I call it guardian, as 5 another my model, the name will be kyogre call.