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[SotF] Fall of Kobol (Battlestar Galactica) Rebellion v1.1 Released 11/19/2012

By on September 13, 2011 10:09:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus5

Join Date 02/2009
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Compatibility:  

 SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 SotF: Fall of Kobol Reb.1.1.15 (Full)Alternate downloads:  (Pending)  (mediafire

  • Rebellion 1.1 compatible

 SotF: Fall of Kobol SVN Instructions  

 How To Install Sins of the Fallen

Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.

 How to Activate Sins of the Fallen


Sins of the Fallen: Fall of Kobol

A Battlestar Galactica mod for Sins of the Solar Empire

Release Date: TBD

NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!

 

* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).

Quick synopsis

This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach. 

 

Colonial Fleet

Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.

 

Colonial Fleet

Doctrines: 

Defense Forces - You believe disagreements can be resolved politically. You are more likely to build alliance with the majority of factions making it easier to reach cease fires and pacts. Your Titan is more defensive and able to act as a mobile fleet command when needed.

Separatists - You believe all Cylons are Toasters and can't be trusted. You also have a anti-Xeno bigotry that extends to all non-human factions. Your Titan is heavily offensive capable of inflicting mass damage.

Cetus class Titanstar

Doctrine: Hardliner

Abilities: She Won't Fail Us, Flak Shells, Maison Radiation Sweeps, Authorize nuclear barrage, Blaze of Glory 

    

  

Jupiter class Titanstar

Doctrine: Reformist

Abilities: Load Nuclear Ordinance, Flak Shells, Instant Build Fighters, Vetern Pilots, Fleet CIC

    

 

Gallactica/Columbia class Battlestar

Abilities: Colonize, Flak Shells, Non-Integrated Computers, Nuclear Defense

   

  

Pegasus/Mercery class Battlestar

Abilities: Authorize Medium Yield, Flak Shells, Repair Teams, Expanded Hangar Facilities

   

  

Thor class Battlestar

Abilities: Authorize Low Yield, Flak Shells, Enhanced Armor, Scramble Raptors

   

  

Valkyrie class Battlestar

Abilities: Electro-magnetic Pulse, Flak Shells, Stealth Recon, Scramble Vipers

   

 

Nova class Battlestar

Abilities: Authorize High Yield, Flak Shells, Virtual Intelligence, Rapid Manufacturing

   

 

Cygnus class Gunstar

Abilities: Electro-magnetic Burst, Incendiary Rounds, High Explosive Warheads, Micro Jump

   

 

 

 

  

Cylon Armada

Doctrines:

Extermination

Rebellion

Cylon Colony

Abilities: Total Atmospheric Expulsion, Organic Armor, Resurrect Basestar, Logic Bomb

Squads: Raider, Heavy Raider

Cylon Boomer

Abilities:Super Virus, Organic Armor, Nuclear Barrage, Spawn Raiders

Squads:Raider, Heavy Raider

Resurrection Ship

Abilities: Research Facilities, Weapons Virus, Resurrect Strikecraft, Resurrect Crew

Squads:Raider, Heavy Raider


Cylon Worldstar

Abilities: Boarding Troops, Organic Armor, Expanded Hangar, Infiltration

Squads:Raider, Heavy Raider

Cylong Basestar

Abilities: Disorientation Virus, Organic Armor, Low Yield Nukes, Advanced Hybrid

Squads: Raider, Heavy Raider

Cylon Guardian MkI

Abilities: Lockdown Virus, Organic Armor, Cylon Infiltrator, FTL Virus

Squads: Raider, Heavy Raider

Cylon Guardian MKII

Abilities: High Yield Nuke, Organic Armor, Heavy Fallout, Subversion

Squads: Raider, Heavy Raider

   

 

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February 18, 2012 12:53:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus5 look on this, perhaps you will like it 

 

http://www.mediafire.com/?lbz7hdf5qevswu5

 

and how i need to compose this file to actually have it in game and no a big black nothing...

 

edit:

if you like it, i can make better, i have allready some ideas.

and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??

 

TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Planets SinsPlus R6"
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Bonus Density R6"
enabledModName "SotF Addon Effects R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Race Cylon R6"
enabledModName "SotF Race Colonial R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"
 

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February 18, 2012 2:18:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
ZombiesRus5 look on this, perhaps you will like it 

I like it... It gets the hybrid in 

Quoting koobalt,
and how i need to compose this file to actually have it in game and no a big black nothing...

I use gimp so don't know how to do that in photoshop if that's what you're using. I can deselect the alpha layer and ensuring I keep the current invisibile pieces in place.

 

Quoting koobalt,
edit:

if you like it, i can make better, i have allready some ideas.

Sure! you always surprise me

Quoting koobalt,
and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??

Are you using the latest R.2 and did you fully delete the previous versions before unzipping the newest?

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February 18, 2012 2:50:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting koobalt, reply 626ZombiesRus5 look on this, perhaps you will like it

I like it... It gets the hybrid in


glad you like it, well i compose your HUD with an image of rain, some red dots and hybrid (the last one is hard to find ;/)

Quoting ZombiesRus5,

Quoting koobalt, reply 626and how i need to compose this file to actually have it in game and no a big black nothing...

I use gimp so don't know how to do that in photoshop if that's what you're using. I can deselect the alpha layer and ensuring I keep the current invisibile pieces in place.

I use gimp to, just i don't know what layers need to be, ok so how you deselect the alpha layer??


Quoting ZombiesRus5,

Quoting koobalt, reply 626edit:

if you like it, i can make better, i have allready some ideas.

Sure! you always surprise me

Well i thinking about making the red dots moving in to rain, hope i will manage to achive what i want.
Quoting ZombiesRus5,


Quoting koobalt, reply 626and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??

Are you using the latest R.2 and did you fully delete the previous versions before unzipping the newest?

Well i just reinstall sins so the mod folder was empty, i past there only the folders that are listed, i thought that R6 is the current up to date?

 

edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi 

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February 18, 2012 3:50:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Here's a tutorial I already did that would apply for the alpha channel: http://forums.sinsofasolarempire.com/381494

I'll download the other hud and let you know later this evening.

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February 18, 2012 4:40:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow.... ok I really like your version Koobalt.... really cool

 

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February 18, 2012 4:43:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

 Just working on those sounds....  

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February 19, 2012 11:36:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2


Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
DefaultHomePlanetSetup groups for ALL races standardized in build scripts
Cylon hybrid sounds added (courtesy of Mord_Sith84)
Cylon eye sounds added for strikecraft
Cylon exhaust sounds added for frigates/strikecraft
Cylon icons, main view, infocard and buttons added for most ships and modules
Cylon Resurrection ship orientation fixed for some weapon hard points
Cylon envoy ship added
Cylon utility frigates switched meshes to match properly
Cylon resurrection hub mesh moved to superweapon (needs retextured)
Cylon non combat lab texture changed to resurrection ship style
Cylon refinery added
Cylon repair platform using old culture center broadcast mesh (needs retextured)
Cylon bounding radius fixed on boomer
Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
Cylon string names changed
Cylon constructor texture fixed to not be missing parts


 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).
When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these 

Z... The link for Blood and Chrome R6.2 doesn't seem to be working anymore... 

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February 20, 2012 9:59:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Wow.... ok I really like your version Koobalt.... really cool

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others   

Quoting koobalt,
edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi 

Something happened with this version. The image is flipped and doesn't look quite as sharp, but the hybrid is more clear. I'll try flipping the image back and see how it looks.

Quoting Mord_Sith84,
Z... The link for Blood and Chrome R6.2 doesn't seem to be working anymore... 

Apparently some overnight maintenance. All should be good now.

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February 20, 2012 11:37:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting Mord_Sith84, reply 630Wow.... ok I really like your version Koobalt.... really cool

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others

... that's offense or sarcasm intended to me or others ?


Quoting ZombiesRus5,
Quoting koobalt, reply 628edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi

Something happened with this version. The image is flipped and doesn't look quite as sharp, but the hybrid is more clear. I'll try flipping the image back and see how it looks.

well i actually flipping the mask on rain layer and dodts layer to give them nice floe one in to another, and accidentally flip hybrid layer, but in the newest HUD i correct this, i still try to get it more clear, will post once i think is enough.

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February 20, 2012 12:16:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
Quoting ZombiesRus5, reply 633

Quoting Mord_Sith84, reply 630Wow.... ok I really like your version Koobalt.... really cool

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others

... that's offense or sarcasm intended to me or others ?

Neither actually. Just pointing out to those that said just use the Tech hud that things happen when you try new stuff out. And to point out that you built off my original version making it even cooler. But things have to have a starting point which is sorta the point of modding.

It's hard sometimes to express feelings when writing sometimes...

Quoting koobalt,
well i actually flipping the mask on rain layer and dodts layer to give them nice floe one in to another, and accidentally flip hybrid layer, but in the newest HUD i correct this, i still try to get it more clear, will post once i think is enough.

Cool.

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February 21, 2012 7:03:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

so if you would like to take my HUD blind here the link just paste it in your mod folder and say yes to overwrite the folders/files. And a correction of speed buttons no longer on white background, now transparent.

(edit: it will work only if you have cylon and colonial R6.2 folders ) 

here the link: http://www.mediafire.com/?wp9brpiri4mzy2n

and here the .xls file of my HUD if you like to tweak it Zombies 

here the link: http://www.mediafire.com/?2ap7aer8kmh9582

 

one problem i get is that on image in red circle no idea how to correct this, perhaps it's me playing in to high resolution 1280x800

 

 

edit2: and still playing cylon i don't get the CAP ship    [e digicons]:'([/e] .

 

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February 22, 2012 3:46:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hmm.... I do think that the Hybrid you can see in the background when you display a planet, ship etc does look a bit odd though! i.e. seeing a head pop up on a planet! In my opinion, this area should be black or with a streaming code pattern so that you can view ships and planets properly in this window. 

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February 22, 2012 6:01:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I agree with Mord_Sith, the hybrid is rather distracting, but the streaming code just looks too cool.

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February 23, 2012 2:53:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I agree too. The hybrid looks out of place. The purpose of that box is to view your planets and other assets and the hybrid takes away from that. Obviously Zombies decision though! 

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February 23, 2012 9:42:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

since i keep every part of this hud in separated layer, moving the hybrid will be no problem, it's just Zombies5Rus decision.

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February 23, 2012 5:49:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So is there a full blown release for this yet thats playable or no?

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February 24, 2012 3:25:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,
So is there a full blown release for this yet thats playable or no?

 

There is a playable relesea, i think 2 page ago where links to it, this mod is a part of Sins of the fallen and still WIP 

edit:the last version is R6.2 

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February 24, 2012 1:23:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
 

 Just working on those sounds....  

Cool. Have a few two I'll match up with what you find. Maybe fill in some more gaps 

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February 24, 2012 1:23:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,

Quoting jason8648776, reply 641So is there a full blown release for this yet thats playable or no?

 

There is a playable relesea, i think 2 page ago where links to it, this mod is a part of Sins of the fallen and still WIP 

edit:the last version is R6.2 

Here's what was a couple pages back... Up to you to decide if it's playable or not.


 

R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2
  • Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
  • DefaultHomePlanetSetup groups for ALL races standardized in build scripts
  • Cylon hybrid sounds added (courtesy of Mord_Sith84)
  • Cylon eye sounds added for strikecraft
  • Cylon exhaust sounds added for frigates/strikecraft
  • Cylon icons, main view, infocard and buttons added for most ships and modules
  • Cylon Resurrection ship orientation fixed for some weapon hard points
  • Cylon envoy ship added
  • Cylon utility frigates switched meshes to match properly
  • Cylon resurrection hub mesh moved to superweapon (needs retextured)
  • Cylon non combat lab texture changed to resurrection ship style
  • Cylon refinery added
  • Cylon repair platform using old culture center broadcast mesh (needs retextured)
  • Cylon bounding radius fixed on boomer
  • Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
  • Cylon string names changed
  • Cylon constructor texture fixed to not be missing parts
 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).

When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these  

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February 25, 2012 12:10:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks big help! not being sarcastic i swear

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February 25, 2012 2:18:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I find the only ship i use is the pegasus

in sins of the 13th tribe each ships role is clear this one its really hard to tell

 

also the abilities mix for each ship with the exception of the planet bomber and pegasus is really bad it needs to be tweaked

 

the flack burst what in this does it do exactly? it dosnt seem to do anything

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February 26, 2012 12:04:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,

 

the flack burst what in this does it do exactly? it dosnt seem to do anything

 

Are you talking about the active ability or the passive?

The Flak burst mitigates damage taken from other ships in fights.  Since in the BSG universe, there aren't any shields, this was put in place to make it more realistic, and it plays a large difference in how long ships survive,  try tweaking the files and set that to zero.  You die a lot faster.

The active flak ability on some of the ships that you can activate just causes damage to the fighters around your ship.

 

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February 26, 2012 1:38:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,
I find the only ship i use is the pegasus

in sins of the 13th tribe each ships role is clear this one its really hard to tell

 

also the abilities mix for each ship with the exception of the planet bomber and pegasus is really bad it needs to be tweaked

 

the flack burst what in this does it do exactly? it dosnt seem to do anything

 

Thanks for the feedback. Would you be able to help ZombiesRus5 with these? i.e. can you help with the abilities mix? Your ideas are ambiguous - could you please provide some detailed suggestions? 

Please read through the requirements that ZombiesRus5 has listed at the start of the forum - "It would be ideal if you give an ability or research idea that you provide a name and description in addition to the effect you think it should do." 

Your suggestions need to be detailed to be useful for this forum/mod. 

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February 26, 2012 11:40:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@jason8648776 - I think you may be suffering from a bit of Sot13t nostalgia. I'm just not sure how you rate the ship classifications as bad even in the current form. Bear in mind this mod is NOT a total conversion like Sot13t and in fact at this point is a complete reboot of BSG in sins and meant to balance with the stock races ultimately. 

Also note: I'm releasing this mod in various stages so people can give constructive feedback and help. Mord_Sith84 is correct in that simply posting it's bad without suggestions for specifically how to improve doesn't help and ends up just being ignored. 

Please do participate in the discussion, just follow some of the guidelines re-iterated by Mord_Sith84 which basically boils down to make specific suggestions in terms of how to improve the mod. It helps a lot when I document peoples ideas and look to integrate them down the road. 

The slate is clean so to speak with mostly filler abilities, rough balance and stock research trees between the two BSG factions. My primary goal with the previous release for Colonial and the next release for Cylon is to have the art assets in place. Lots of technical stuff being done right now before we can start on the feel of the races that ultimately present themselves in their balance, abilities and research.

@Mord_Sith84 and Daeican - Thanks for the responses. I really am relying on you guys that help here to get this mod completed. Don't get offended if I push back on some things I either feel are or aren't important. I'm like everyone else here with my own ideas on this but am easily influenced when specific mod suggestions are made. 

 

I'm ok if you want to complain about something too, just don't be offended if I respond back in my own way.   I actually do like the banter if your willing to play along.

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February 26, 2012 11:56:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
I'm ok if you want to complain about something too, just don't be offended if I respond back in my own way.   I actually do like the banter if your willing to play along.

 

Great. Then all I have to say is your a jerk. 

 

Your turn. 

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