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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:

    

3,367,974 views 1,489 replies
Reply #1426 Top

Quoting Ben_Maxwell, reply 1424
Kyogre12 Your Mod is AWSOME, take all the time in the world. To all the impatient Fans who keep moaning, why don't you learn how to mod and then you can play BSG Mod all you like, or better yet you could help Kyogre12 finish this mod ...

Ben_Maxwell - I do have some skill in modding, and asked Kyogre if he needed any help some months ago. I did not receive a response.

Everyone is entitled to their opinion, and I have shared mine. I side 100% with Unikraken, and the opinions he expressed almost 6 months ago.

That's a shame Kyogre, that you dont "care about the community dissolving" - My question is, if you don't care about the community around this mod, then why do it at all?

Reply #1427 Top

Quoting Cylon_Luvr, reply 1426
Ben_Maxwell - I do have some skill in modding, and asked Kyogre if he needed any help some months ago. I did not receive a response.

You did? Hmm, oops. I tend to forget about my PMs...

Quoting Cylon_Luvr, reply 1426
That's a shame Kyogre, that you dont "care about the community dissolving" - My question is, if you don't care about the community around this mod, then why do it at all?

I do it for myself, of course. I enjoy Sins and I enjoy BSG. If others share that, great, if not, who cares? I don't know why I need more reasons than that.

Quoting John_Coffey, reply 1425
See thats the type of thing I mean. If you had mentioned that it wouldnt have speeded up the development but it would have generated excitement even if it didnt work out (or I am greatly overestimating how understanding people on this forum can be)

You give them far more credit than I do:P . I'd rather leave you in the dark than build up your expectations with things that don't ultimately work.

Reply #1428 Top

Kyogre have you ever been to scifi Meshes and looked the blender fleet that Ice-Dragon made? Some of the best I've seen.

Reply #1429 Top

Quoting Stalcore, reply 1428
Kyogre have you ever been to scifi meshes.com and looked the blender fleet that Ice-Dragon made? Some of the best I've seen.

I suggest you edit your link; it tried to infect your computer:P

Anyway, I have been to scifi-meshes, and I've seen some of Ice-Dragon's work, but I'm not familiar with his blender fleet. Based on the other stuff he's done, it's probably too high poly for Sins anyway, although I'm sure it looks good.

Reply #1430 Top

Thank you Microsoft Security Essentials for removing that add aware thingy. :P

Reply #1431 Top

Hey Kyogre... I'm doing a bit of modding myself (on your mod) to make is more suited to my own individual style, and had a quick question.

I want to modify the player pictures that are displayed in the in-game diplomacy page for Entrenchment. I have changed the pictures in the Textures folder - Player_Portrait_Small.tga, Player_Portrait_Window.tga and Player_Portrait_Button.tga (just deleted out the old pics and pasted in some new ones). Player_Portrait_Large.tga doesn't seem to be used by Entrenchment... What file do I modify for the diplomacy page? Changing the files mentioned doesn't seem to have affected it...

Reply #1433 Top

kyogre12,

Don't listen to the douches complaining. As everyone at least should know, life doesn't always work out the way you want it. The last time I was here was back on page 32 or something because I haven't had time to do anything between school and work. So I know how you feel. Take your time, make the mod as awesome as you see fit, and let us reap all the benefits of having to do very little to help. It took Blizzard 10+ years to release a StarCraft sequel. I think we can wait the little bit of time it takes you to release the next version of the mod. I support you 100% and Unikraken and Cylon_Luvr can go take a hike if they're too impatient to deal.  

Reply #1434 Top

Okay, I just upgraded from 0.85 to 0.96 and I can honestly say that I am the happiest I've been in weeks. I can't wait until my good computer comes back so I see it on the highest graphics. Low just doesn't do Sins.

Reply #1435 Top

how am i supposed to install this? i can't find the mod folder in the entrenchment folder. also, can someone post a link to where I can download entrenchment v1.05 update.

Reply #1436 Top

Quoting dinodude122, reply 1435
how am i supposed to install this? i can't find the mod folder in the entrenchment folder. also, can someone post a link to where I can download entrenchment v1.05 update.

the entrenchment v 1.051 update is only available through impulse.

and as for the hidden folders inside a hidden folder to find the mods- folders here is my standard advice

assuming you have sins 1.191/entrenchment 1.051/diplomacy 1.31(the current non-beta versions), AND your windows is installed on the 'C:' drive,  the Mods NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.191
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.31

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.31

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

and if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion mods

harpo

Reply #1437 Top

Man, the Jupiter Class Battlestar is crazy expensive! Why not reduce the number of researches?

 

Reply #1438 Top

Quoting kirbster329, reply 1437
Man, the Jupiter Class Battlestar is crazy expensive!? Why not reduce the number of researches?

 

That one ship alone can take out a fleet, it reaches level 10 in maybe two large battles so then it's pegasus-class making ability gives it reinforcements it doesnt even need (and can bring a person over the population cap making a literally endless supply of ships) and is quite possibly an unstoppable force if not alone. Making it any less expensive would probably be a bad idea.

Reply #1439 Top

Any news about the update?

Reply #1440 Top

Quoting Unikraken, reply 1439
Any news about the update?

Well, it looks like there a few different scifi at war mods given permission to use Sot13t. I'm also working on a fallen version of the Colonial and Cylon with permission, though mine will balanced a bit more towards the stock races.

 

Reply #1441 Top

Here's a video showing what I put together for the Colonial fleet using kyogre12's mod and rjhughes's BSG UI.

I also added all new hud buttons, and main view icons. 

Reply #1442 Top

Quoting ZombiesRus5, reply 1441
Here's a video showing what I put together for the Colonial fleet using kyogre12's mod and rjhughes's BSG UI.

I also added all new hud buttons, and main view icons. 


Hey ZombieRus5.... thank you so much for picking this up... where can I download this? What has been done on the Cylon side i.e. have you updated hud buttons, main view icons etc, and does it include the Boomer Class basestar?

Reply #1443 Top

I'm not quite ready for a download yet and it's only the colonial fleet right now.

I plan to make all new icons for the Cylons and integrate them as well. It was quite a bit of work creating all of those for the colonial fleet and will take a bit of time to re-energize.

Also, I do have the Boomer class basestar and plan to integrate it with the Cylons.

 

 

Reply #1444 Top

Quoting NHD-151, reply 1438
That one ship alone can take out a fleet, it reaches level 10 in maybe two large battles so then it's pegasus-class making ability gives it reinforcements it doesnt even need (and can bring a person over the population cap making a literally endless supply of ships) and is quite possibly an unstoppable force if not alone. Making it any less expensive would probably be a bad idea.

I can understand that. You make a valid point. However, if someone has enough resources to research and build it, is it not likely that they will have already won? I mean, Battlestars are pretty tough as they are. Back in v0.85, I used two Mercury Class Battlestars and one Galactica Class Battlestar to defend against endless onslaughts of the unfinished Basestars. The A.I. was on the Hard setting.

Reply #1445 Top

Quoting ZombiesRus5, reply 1443
I'm not quite ready for a download yet and it's only the colonial fleet right now.

I plan to make all new icons for the Cylons and integrate them as well. It was quite a bit of work creating all of those for the colonial fleet and will take a bit of time to re-energize.

Also, I do have the Boomer class basestar and plan to integrate it with the Cylons.

 

 

So has Kyogre12 abandoned his mod?

That's awesome ZombieRus5 that your mod will incorporate cylons... will all of the feedback, and all of Kyogre's current work come across in your mod? I think that Kyogre's mod had already updated tech tree's, hud icons etc for the cylons... couldn't you just ask him to use all this stuff? Would kinda sound like covering the same ground twice...

Reply #1446 Top

Quoting Cylon_Luvr, reply 1445
So has Kyogre12 abandoned his mod?

Not sure, but don't think this is the case.

Quoting Cylon_Luvr, reply 1445
That's awesome ZombieRus5 that your mod will incorporate cylons... will all of the feedback, and all of Kyogre's current work come across in your mod? I think that Kyogre's mod had already updated tech tree's, hud icons etc for the cylons... couldn't you just ask him to use all this stuff? Would kinda sound like covering the same ground twice...

I have no idea what all the feedback is and won't be reading through 58 pages to see. I do have what I think is all his current work though I do have a few questions I'll be posting back to him.

Really what I view I'm doing is a reboot of Sot13t, so it will be a bit different and won't be constrained to the current mod giving me freedom to make changes as I see fit especially in regards to balance.

 

On the research, the current mod uses primarily Tec and Advent trees with only a few modifications. On the icons, they just weren't very pleasing or uniform to me. Additionally many hud icons were replicated for colonial and they were all using the stock main view and info card icons. I consider this adding polish not covering the same ground twice.

Reply #1447 Top

Or someone might have already made ​​the texture of the Galactica a little brighter? Even if the Galactica looks in the series after the fire many very dark, almost black, so it is metallic but originally much like the pegasus. And it can be seen partly bad.

Reply #1448 Top

So... still working on the colonials. Found several issues in the textures I'm trying to resolve. Here's a couple shots of the fixed textures for the constructor and shipyards...

Reply #1449 Top

Quoting ZombiesRus5, reply 1448
So... still working on the colonials. Found several issues in the textures I'm trying to resolve. Here's a couple shots of the fixed textures for the constructor and shipyards...



Reduced 55%

Original 1024 x 768

Reduced 55%

Original 1024 x 768

 

Thank Heavens!

Reply #1450 Top

The Jupiter is going to be pulled for now as it has some Tangent problems causing weird lighting. I'm going to put in a new Thor class Battlestar in it's place.

 

Modeled and textured by Koobalt.