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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:

    

3,372,693 views 1,489 replies
Reply #176 Top

Oh well... those links showing Cylon ships don't work. :( You have to click the link in source for seeing all cylon ships.

 

 

Reply #177 Top

Interesting. thanks for pointing those out to me. What I may do is have those be "upgrades" for the current ones. Research something and the ship gets stronger and "upgrades" into the new version. However, I suspect that getting all of those models to work with Sins+have the right textures, etc (assuming I can get permission to use them) would be a lot of work, so were this to be implemented it wouldn't be for a while.

Your abilities look good, though, I'm going to use many of them, thanks.

I don't really like the idea of the raider being the scout. Its not that I don't like the idea, but from a gameplay perspective, it doesn't work too well. The raiders are tiny, and trying to select one to tell it to go somewhere would be a pain. (Have you ever tried to select an individual strikecraft? not fun, let me tell you:thumbsdown:  ) Plus, now that I'm giving everything fighter movement, they will be even harder to select.

 

Reply #178 Top

Quoting kyogre12, reply 2

I don't really like the idea of the raider being the scout. Its not that I don't like the idea, but from a gameplay perspective, it doesn't work too well. The raiders are tiny, and trying to select one to tell it to go somewhere would be a pain. (Have you ever tried to select an individual strikecraft? not fun, let me tell you  ) Plus, now that I'm giving everything fighter movement, they will be even harder to select.

What about changing the role of that raider from the fighter to a scout frigate  and enlarging the meshes size a bit, so we can select them easily? That scout will act like a fighter/raider as well?

 

Reply #179 Top

Quoting Tollen, reply 3



Quoting kyogre12,
reply 2

I don't really like the idea of the raider being the scout. Its not that I don't like the idea, but from a gameplay perspective, it doesn't work too well. The raiders are tiny, and trying to select one to tell it to go somewhere would be a pain. (Have you ever tried to select an individual strikecraft? not fun, let me tell you  ) Plus, now that I'm giving everything fighter movement, they will be even harder to select.



What about changing the role of that raider from the fighter to a scout frigate  and enlarging the meshes size a bit, so we can select them easily? That scout will act like a fighter/raider as well?

 

To be honest, I think that the raider makes a better fighter than a scout. I mean, there are plenty of things that can scout, but only the raider can be the fighter. I don't want to make them bigger, because that throws the scale off. I was actually planing on making all the caps bigger, to make things more acurate.

Reply #180 Top

hm the caps are from the size perfect. dont make them 2 big cause the planets are so small in sins...

ky are in the next release all frigates and the texture of the carrier cap of the colonials in? love this mod!!! ;)

Reply #181 Top

Quoting kyogre12, reply 20



If you want a lot of races, I suggest 7 Deadly Sins. It has a ton of races, and in the next release the Colonials and Cylons will likely be in it.

Will the 7DS have your mod in it, or are they doing their own BSG models for it?

Reply #182 Top

Quoting Vulturev4, reply 6



Quoting kyogre12,
reply 20



If you want a lot of races, I suggest 7 Deadly Sins. It has a ton of races, and in the next release the Colonials and Cylons will likely be in it.


Will the 7DS have your mod in it, or are they doing their own BSG models for it?

It will have my mod in it, same models, etc. Obviously there will be some tweaking to balance them with the other races, but it will be the same.

Reply #183 Top

will u use the dynamic battle system mod also in ure mod?

Reply #184 Top

Quoting GulKelan, reply 8
will u use the dynamic battle system mod also in ure mod?

Yes, I have already implemented something similar for all the frigates+cruisers. I'm still debating wether or not to give it to the caps as well.

Reply #185 Top

Quoting kyogre12, reply 15

Quoting Tollen Kell, reply 13
A few thoughts:Why not make raptors a cheap frigate and use them for scouting? Raptors where always the scouts in the show so it would probably help the feel of the mod.
Also there should be no shieds on any ship in the BSG universe, I dont think it will kill gameplay for those to go.

the colonial textures are too bright.

I agree with making all the ships larger.  I think in this universe I would rather see fewer ships that are large.

I like the idea about the Raptors. Raptors will also probably be changed to be the Colonial bombers, as well.

Sheilds will go, eventually, but the shield meshes will have to stay. Sins apparently uses shields for collision detection, so removing sheilds entirely will cause some unwanted problems.

The problem with textures in general (Colonials + Cylons) are being worked on. They have some problems with the data map, which is why you have glowing white colonial ships and team-color-tinted cylon basestars, etc.

Ships, and probably planets, will get bigger eventually, but that probably won't be for a while.

I've got an idea mate. Why not model scout frigates after the standard Raptor (with an ability the same as the TEC scout - to fire a scout drone) as for the CAG bombers, use Raptors with the rocket pods if it is possible to model them? It'll probably behave more like the long range missile frigate but I'll leave that one for you guys to figure out :P

Then make a special scout frigate, the Black Bird or the Stealth Star (S3E08) which will not be detected by incoming jump sensors (but obviously able to be visualised and attacked in planetary orbit) with low health and have an ability to fire a missile that disable a ships's FTL drive before getting the heck out of dodge?

Also perhaps consider different firing modes on Battlestars as abilities?

Selective fire - not sure what this would be for, but it was mentioned in several battles in the show.

Salvo fire - anti-Basestar

Full auto close range - anti-fighter/bomber, like an ability one of the TEC capital ships already have.

 

As for soundtracks, do you know how to download torrents? I've got Season 1-3 soundtracks. Beautiful tracks. Got 'em from here:

http://www.mininova.org/tor/952615

Reply #186 Top

Music is taken care of, but thanks anyway.

The Raptor at the very least is going to be the Colonial bomber, possibly the scout as well. I haven't changed that yet, because DANMAN is in the process of resizing it for me, so that it is more to scale.

Thanks for the suggestions.

Reply #187 Top

There is another BSG mod for sins, Sins of Alethia. I've visited their forum, the mod seems to be dead, but they managed to get a lot of the work done. The screenshots are looking awesome. Maybe you could continue the work on this mod or use some elements of it. (If the Team of SoA allows that)

 

http://www.modcraft.net/community/index.php?s=0ca4bcdd053354dc5516704c955d737a&showtopic=13400

 

It's just a proposal...

Reply #188 Top

Quoting Homie1984, reply 12
There is another BSG mod for sins, Sins of Alethia. I've visited their forum, the mod seems to be dead, but they managed to get a lot of the work done. The screenshots are looking awesome. Maybe you could continue the work on this mod or use some elements of it. (If the Team of SoA allows that)

 

http://www.modcraft.net/community/index.php?s=0ca4bcdd053354dc5516704c955d737a&showtopic=13400

 

It's just a proposal...

Actually, I was a member of the SoA team, but it kind of became apparent that the mod was going downhill fast. Then Kreeargh (who was also at one time a member of SoA) contacted me, and told me that he had a bunch of BSG models, and that if i wanted I could help him code and turn it into a mod. I agreed, and the Sins of the 13th Tribe mod was born. I would possible like to use some of their stuff, but I have no idea who to contact about that. Most of the people involved have drifted off to other projects.

Reply #189 Top

I don't know if someone already asked this question but do you have a preliminary estimate on the release of v0.6 or whatever the latest version is?

Reply #190 Top

Quoting eraser310, reply 14
I don't know if someone already asked this question but do you have a preliminary estimate on the release of v0.6 or whatever the latest version is?

It definetly won't be before the new patch. Since that will probably be tomorrow, that doesn't help you much, does it:P

If the new patch breaks the mod (which I think is unlikely) I will try to get something up that works with it. Otherwise I'm going to hold off. DANMAN is redoing all the textures, at I want to wait for those to be done before any releases.

Reply #191 Top

hm the idea to use a normal raptor without rocket launchers as scout is not bad. also an scar could be a cylon scout. is this possible? would be very canon...

ky just try to contact them, the work of them would make it be much more easier for u i think.

wehen the rocket raptor will be bomber will there be 2 fighter types be aviable? one time the mark 2 (produces faster but lower health points 4 example) and mark7 (which is heavier armoured?)?

 

Reply #192 Top

Good new! :thumbsup: Well, good for me, bad for you:P I just tested it, and the mod works with 1.03. That means there won't be a new version for a while.:P

Reply #193 Top

I was waiting to upgrade until I heard if it was going to foul up the various mods.  Looks like I'll be upgrading now.

 

 

Reply #194 Top

I have a quick question - yes it does work with 1.03 v on my end too but everything or all ship models are BRIGHT white, red and or green. No texture, no detail to the models, any clue on this?????

 

Also I don't have some images in the icon area, the ship, forgot what it's called - but the ship that makes the starbases is missing and some images in the research screen, any ideals on that too?????

 

Please someone help me out here, looks so cool and want to play it so much but can't get passed the image problems - I use to Mod for SFC 3 and it's one of those Virgo things of mine.

Reply #195 Top

Quoting JonJay, reply 19
I have a quick question - yes it does work with 1.03 v on my end too but everything or all ship models are BRIGHT white, red and or green. No texture, no detail to the models, any clue on this?????

 

Also I don't have some images in the icon area, the ship, forgot what it's called - but the ship that makes the starbases is missing and some images in the research screen, any ideals on that too?????

 

Please someone help me out here, looks so cool and want to play it so much but can't get passed the image problems - I use to Mod for SFC 3 and it's one of those Virgo things of mine.

Yeah, those are known problems. Pretty much all of the textures are broken in some way. The Colonials are bright white, although with the right lighting in-game they appear normal. The Cylon ships have problems with the team color, so if you are red, all of your ships will have a red tinge to them, or will be completely red.

However, DANMAN is re-doing all the textures, so they will be fixed soon.

And yes, some of the images are missing. That's because the person who did those images doesn't have Entrenchment yet, so he didn't know about those ships. I am working on fixing it.

Reply #196 Top

Cool - I love the game as it is, will try to do the lighting, not bad, needs some work but youre doing good and I have to say - THANKS -

 

When do you think this will be done???? I would love to see how much can get done or even if you have abit done, one or two items, can you release them????

Reply #197 Top

Well, like I said, DANMAN is re-doing all the textures. I believe he is close to being done with mod of them. I want to hold off releasing anything until I get the new textures, so you should bug him about when he'll be done:grin: jk, don't really do that, but that's what I'm waiting for.

I'll be going out of town for a week in a couple days, so if I don't get anything before then, you'll have to wait for me to come back before any releases.

Reply #198 Top

Quoting JonJay, reply 19
I have a quick question - yes it does work with 1.03 v on my end too but everything or all ship models are BRIGHT white, red and or green. No texture, no detail to the models, any clue on this?????

 

Also I don't have some images in the icon area, the ship, forgot what it's called - but the ship that makes the starbases is missing and some images in the research screen, any ideals on that too?????

 

Please someone help me out here, looks so cool and want to play it so much but can't get passed the image problems - I use to Mod for SFC 3 and it's one of those Virgo things of mine.

 

Most of the models except Coxxon's and Major A Pane's work came from my Cloak & Dagger studios BSG SFC model pack thats why you got Virgo ;P Sfc and sins dont like each others texture format and i had to screw that up for you all. Danman is on the case now so that will be fixed. :thumbsup:   On the entrenchment icons and mini pics i am working on the fixes now. But i dont know how to make the icons for the ingame screen when you zoom up i am not a good pixel artist and i cant render up pics that small to fit.

Reply #199 Top

He the funny thing:

 

I put this on my computer and it has bright white colors and no texture on my system......I put it on a friends computer for him, and the Models have texture, I don't get it - maybe it's my system but it's the same computer except I have more memory....going to reload the Mod and see if that helps.

Reply #200 Top

Quoting JonJay, reply 24
He the funny thing:

 

I put this on my computer and it has bright white colors and no texture on my system......I put it on a friends computer for him, and the Models have texture, I don't get it - maybe it's my system but it's the same computer except I have more memory....going to reload the Mod and see if that helps.

I'm going to guess it was just that he got lucky. Like I said before, the right in-game lighting will make them look right. So turning the ships, having them move, go to other gravity wells, etc will change what they look like. If you just play the game for  a while, you'll notice they go from white to normal to white again back to normal etc etc.