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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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March 5, 2012 1:10:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yanxa,
"Button icons for colonials or cylons" - buttons as in race icons, menu/research/diplomacy/etc, or individual buttons - ship creation, research items, etc?

Research - both the category pictures and buttons. Almost any picture can be scaled down to a button size. So things for Hull, Armor, Weapons, etc.

I have all the ship buttons taken care of as those are generated from renders of the model.

Quoting bassman389,
what version of diplomacy are you guys making this for?

Always the latest.

Quoting Stalcore,

Quoting ZombiesRus5, reply 670TBH, not a lot of modding going on right now with the Rebellion beta going in addition to real life concerns. I probably won't have another release of my own until around April or so.

  NP Z Been playing rebellion a lot myself lately.Thanks to everyone helping to keep this mod going.

 

Thanks man. 

Quoting Cylon_Luvr,
Hey ZombiesRus5, do you have any ideas for what the Titan will be for Colonial? 

Nope.

Quoting BaredBelMedar,
By the way, is the 5.4 BnC available anywhere other than filefactory (who never has slots available for download?)

I'll have to look at uploading it elsewhere as filefactory is a bust right now.

 

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March 5, 2012 1:19:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Quoting BaredBelMedar, reply 675
By the way, is the 5.4 BnC available anywhere other than filefactory (who never has slots available for download?)
I'll have to look at uploading it elsewhere as filefactory is a bust right now.

 

http://www.gamefront.com/files/21399737/SotF+Blood+and+Chrome+R5.4.7z

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March 6, 2012 8:59:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Mucho Gracia.

 

Whilst hunting around for the R5.4 I gave your R6.2 a little play through.  I ran into a significant point of frustration though.  I thought I went and filled in the Descriptions of the ships from "Todo" to something with flavor text.  Turns out I didn't.  It still says "Todo".  where are the Strings I need to fix?

     The Below is purely questions for personal use and should by NO MEANS be taken as a suggestion.  I'm just a BSG imagery junkie.

As I'm playing this mod only because its both so damn well done and I'm a complete BSG(RMS) Junkie, I'd really like to get rid of stock pirates and get something a little more chromy.  Gimme a place to start and I'll do the rest myself.  How to I edit what will be the "Grey NPC Pirates"?  

If the above is possible, did the old "Sins of the 13th Tribe" MKII Basestar ever get finished?  If yes, I'll go looking for it, otherwise I think I can get Kyogre's done on my own.  I think I have a grasp of what it would take to create a special set of Pirates for personal offline use.  It would be boss to replace the stock soase pirates with a few old Basestars with old Raiders as the "stock" pirate ships.

Final Question, as I've never tried it and I'm sure you'd be able to "yes/no" the possibility, can Strike Craft (or simply the models) be used as the basis for a unit, and said unit be independently jumpable?  I ask purely because when I'm bored on my days off and feeling a solo game I canget as much of the Galactica Feel as possible, by having the much maligned toasters be able to send "Vulture Squadrons" as frigate.

(Side Note):  For the record, I haven't read any of the fanfic (and TBH don't intend to), but I do like the models.

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March 6, 2012 9:25:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As far as the colonial Titan. I was think the Titan class might work.

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March 6, 2012 10:06:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting BaredBelMedar,
Mucho Gracia.

 

Whilst hunting around for the R5.4 I gave your R6.2 a little play through.  I ran into a significant point of frustration though.  I thought I went and filled in the Descriptions of the ships from "Todo" to something with flavor text.  Turns out I didn't.  It still says "Todo".  where are the Strings I need to fix?

     The Below is purely questions for personal use and should by NO MEANS be taken as a suggestion.  I'm just a BSG imagery junkie.

As I'm playing this mod only because its both so damn well done and I'm a complete BSG(RMS) Junkie, I'd really like to get rid of stock pirates and get something a little more chromy.  Gimme a place to start and I'll do the rest myself.  How to I edit what will be the "Grey NPC Pirates"?  

If the above is possible, did the old "Sins of the 13th Tribe" MKII Basestar ever get finished?  If yes, I'll go looking for it, otherwise I think I can get Kyogre's done on my own.  I think I have a grasp of what it would take to create a special set of Pirates for personal offline use.  It would be boss to replace the stock soase pirates with a few old Basestars with old Raiders as the "stock" pirate ships.

Final Question, as I've never tried it and I'm sure you'd be able to "yes/no" the possibility, can Strike Craft (or simply the models) be used as the basis for a unit, and said unit be independently jumpable?  I ask purely because when I'm bored on my days off and feeling a solo game I canget as much of the Galactica Feel as possible, by having the much maligned toasters be able to send "Vulture Squadrons" as frigate.

(Side Note):  For the record, I haven't read any of the fanfic (and TBH don't intend to), but I do like the models.

If you want to send me some strings anytime that would be cool. I accept string entries all the time for my different races.

Also, a pirate addon sounds like a cool idea. We were also talking about an old school style militia as an option too. I'll look over the Pirate code some and give you some pointers to work on. If you get it finished I'd like to include it with the mod.

I think I have his Hades MkII mesh included in the mod now too. I do have all the other assets cleaned up some, I'll have to look them over again and let you know.

 

On strikecraft, it is possible to have frigates use small strikecraft meshes with fighter movement. They would be built from frigate factories and would dock with anything though. Basically, like the Rebellion Corvettes.

 

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March 6, 2012 10:07:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
As far as the colonial Titan. I was think the Titan class might work.

It's a cool looking model. In a practical sense I'll probably have to go for a bird in the hand unless someone steps up to model this beast.

 

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March 6, 2012 11:38:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Also, a pirate addon sounds like a cool idea. We were also talking about an old school style militia as an option too. I'll look over the Pirate code some and give you some pointers to work on. If you get it finished I'd like to include it with the mod.

I think I have his Hades MkII mesh included in the mod now too. I do have all the other assets cleaned up some, I'll have to look them over again and let you know.

I guess my question is more what string/other doc am I looking for edit that?  I tried a File called "PlayerPirate" but nothing stuck, came out with game defaults.  Most of what I've figured out has been "reverse" engineering what I've looked at so far or was in that short "Modding Basics" doc from Ironclad.

Do i need to create a new folder for a race "Pirates" in order to get it to work?

Quoting ZombiesRus5,


On strikecraft, it is possible to have frigates use small strikecraft meshes with fighter movement. They would be built from frigate factories and would dock with anything though. Basically, like the Rebellion Corvettes.

 

I guess I'll elaborate:  What I'd like to do is have a "squadron of raiders" capable of jumping.  My initial thought is to create a frigate that uses the Cylon Heavy Raider mesh, make said follow all the rules of a standard frigate, and give said heavy raider the ability to produce a squadron of vultures.  If, as you daid the squadron is produced in a frigate factory, A.) will the factory produce a full squadron? and B.) Dock anywhere?!  Elaborate please. 

Also, I'll send yah anything I do, but please keep in mind I'm modding your mod on my end to be more cinematically in tune with the show: i.e Squadrons the right size and number,  Cylons with more base stars, and swarming with vultures, getting fighters to turn on a dime and have vipers and raiders be more effective vs Capships, Adjusting ship abilities to be more like the show...  stuff like that.  Small but "vs. SOASE" unbalancing and internet lag intensive.  Totally not meant to be played against human opposition.

That being said, one of my projects right now is making a particle effect of three Heavy Raiders rather than the ball that is Ion Blast.  I shall call it "Steve".  Or "Centurion Assault".  Largely the same effect, but more "Showish" visual.

And speaking of said project, is there a special trick to getting particle forge to actually launch and not just "Stop Responding" upon attempt to launch.

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March 7, 2012 12:00:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey what ever happened to the Jupiter Titan of the Colonials? I remember seeing that on a previous BSG mod cant that be reintroduced into this mod plz its abilities and weaponary can rival the rebellion titans with ease!

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March 7, 2012 2:21:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

OK, update, I tried running a "Cylons as Pirates" manifest...  Result was a mini dump.

Tomorrow I'll try an edit that is less "Cut and paste" and "set to 0".  Tips would be helpful

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March 7, 2012 3:52:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting Stalcore, reply 679As far as the colonial Titan. I was think the Titan class might work.

It's a cool looking model. In a practical sense I'll probably have to go for a bird in the hand unless someone steps up to model this beast.

 
Quoting Holybeast,
Hey what ever happened to the Jupiter Titan of the Colonials? I remember seeing that on a previous BSG mod cant that be reintroduced into this mod plz its abilities and weaponary can rival the rebellion titans with ease!

Have you used the Jupiter in your mod Z? If not.. could fit well..

Or maybe we could use the Thor Class as the Titan? 

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March 7, 2012 4:04:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting BaredBelMedar,
I guess my question is more what string/other doc am I looking for edit that?  I tried a File called "PlayerPirate" but nothing stuck, came out with game defaults.  Most of what I've figured out has been "reverse" engineering what I've looked at so far or was in that short "Modding Basics" doc from Ironclad.

Do i need to create a new folder for a race "Pirates" in order to get it to work?

Modding pirates is an odd combination of files that need to be touched. 

I currently plan to mod the pirates to use the Rogue fleet and it's Titan as a hard pirate addon. 

If you can't figure it out by then you could probably piggy back off my changes.

Quoting BaredBelMedar,
I guess I'll elaborate:  What I'd like to do is have a "squadron of raiders" capable of jumping.  My initial thought is to create a frigate that uses the Cylon Heavy Raider mesh, make said follow all the rules of a standard frigate, and give said heavy raider the ability to produce a squadron of vultures.  If, as you daid the squadron is produced in a frigate factory, A.) will the factory produce a full squadron? and B.) Dock anywhere?!  Elaborate please. 

If the heavy raider has the squads then you would build the heavy raider. The vultures would dock with the heavy raider when you phase jump.

Quoting BaredBelMedar,
Also, I'll send yah anything I do, but please keep in mind I'm modding your mod on my end to be more cinematically in tune with the show: i.e Squadrons the right size and number,  Cylons with more base stars, and swarming with vultures, getting fighters to turn on a dime and have vipers and raiders be more effective vs Capships, Adjusting ship abilities to be more like the show...  stuff like that.  Small but "vs. SOASE" unbalancing and internet lag intensive.  Totally not meant to be played against human opposition.

Well good point... I'll also warn you that your are modding off a moving target. 

Quoting BaredBelMedar,
That being said, one of my projects right now is making a particle effect of three Heavy Raiders rather than the ball that is Ion Blast.  I shall call it "Steve".  Or "Centurion Assault".  Largely the same effect, but more "Showish" visual.

Might be some cool stuffs here, I'm still interested in you sharing stuffs I might include in the mod.

Quoting BaredBelMedar,
And speaking of said project, is there a special trick to getting particle forge to actually launch and not just "Stop Responding" upon attempt to launch.

No idea... there's a thread somewhere about particle forge. I'd post in it and see if you get any help from other modders.

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March 7, 2012 4:07:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
Hey what ever happened to the Jupiter Titan of the Colonials? I remember seeing that on a previous BSG mod cant that be reintroduced into this mod plz its abilities and weaponary can rival the rebellion titans with ease!

That's one plan as the model is actually available and was done by Koobalt.

Quoting Mord_Sith84,
Have you used the Jupiter in your mod Z? If not.. could fit well..

Or maybe we could use the Thor Class as the Titan? 

Another possibility.

 

Even thought about scrubbing Pegasus and Galactica from the main textures and making them purely Mercury and Jupiter classes. Then the Titan so to speak would be the Pegasus or Galactica with beefed up stats and abilities. More like a hero ship basically.

No solid plans yet so dreaming is easy until something is actually coded.

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March 7, 2012 5:57:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,


Even thought about scrubbing Pegasus and Galactica from the main textures and making them purely Mercury and Jupiter classes.

 

You would be my hero.

 

Okay, to those strings, I have hunted and hunted for "Colonial_English" and for the life of me I can not figure out where there's an older string at.  Still stuck with "stock" descriptions and stock names.  I fore one like having more Greek in my name generator.

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March 7, 2012 7:15:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Thor class could work but The Nova would be a better fit as the titan simply do to the shear size of the Nova class. But in the end it is your mod Z.

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March 7, 2012 10:50:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I really like the idea of using Koobalt's Jupiter as the Titan.. 

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March 8, 2012 5:39:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
I really like the idea of using Koobalt's Jupiter as the Titan.. 

I've got it, I think it just needs some fixing of the tangent.

 

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March 8, 2012 6:35:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rough Colonial Research Tree Items (Feel free to make suggestions).

Fleet Shipyards (Combat)

Fleet Designs

Defender Gunstar Ability?
Alberio Gunstar Unlock -> HEIAP Rounds
Vigilant Skirmishstar Unlock -> Heavy Fallout -> High Yield Warheads
Berzerk Escortstar Unlock
Sentinal Gunstar Unlock
Moebius Flattop Unlock -> Demolition Teams
Tiger Gunstar Unlock -> Designate Target
Asgard Battlestar Unlock -> HEIAP Rounds, HEIAP Warheads

Weapons

Auto-cannon -> HE Rounds, HESC Rounds, HEIAP Rounds
Missile -> HE Warheads, CR Warheads, EFP Warheads, Nuclear Warheads
KEW -> HE Rounds, HESC Rounds HEIAP Rounds 

Reinforcement

Antimatter -> Nuclear Reactor, Improved Nuclear Reactor
Armor -> Basic Ribbed Armor, Improved Smooth Armor, Basic Radiation Shielding, Improved Radiation Shielding
Shield Mitigation -> Point Defense 3x

Angular Thurst -> Sublight Maneuvering
Hyperspace Charge -> FTL Calculations


CIC (Defense)

Most the technology works here except for the shield generator. I was thinking about having a special structure CIC that would boost player and friendly damage.

Need to remove/change some of the upgrades for the KEW defense turret too.

Other Ideas?

 

Colonies (Non Combat)

Trade Unions (Economy/Trade/Refineries)

Refinery -> Upgrades?

Trader Port -> Upgrades?, thinking something that increases population growth with trade ports present

Metal & Crystal Upgrades

Other Ideas?

Religion (Culture)

Culture Center -> Allegiance Boosts ( would like to integrate some of the god names into techs )

Other Ideas? Increase trade if culture center present?

Colonization (Planet/Population)

Ice/Volcanic/Gas unlocks -> Population increase

Terran/Desert population increase

Other Ideas?

Quorum of Twelve (Diplomacy)

Will mainly be standard diplomacy stuff to not break diplomacy (need ideas for names/descriptions though).

Ideas for Envoy?

 

Colonial Fleet (Logistics)

Need good names/descriptions for research.

 

 

Designing research trees is hard if you haven't figured that out yet. I've done 4 unique research trees so far and each one gets a bit harder to do.

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March 10, 2012 5:29:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! 

Quoting ZombiesRus5,
Rough Colonial Research Tree Items (Feel free to make suggestions).

Fleet Shipyards (Combat)

Fleet Designs

Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) 
Alberio Gunstar Unlock -> HEIAP Rounds
Vigilant Skirmishstar Unlock -> Heavy Fallout -> High Yield Warheads
Berzerk Escortstar Unlock
Sentinal Gunstar Unlock
Moebius Flattop Unlock -> Demolition Teams
Tiger Gunstar Unlock -> Designate Target
Asgard Battlestar Unlock -> HEIAP Rounds, HEIAP Warheads

Weapons

Auto-cannon -> HE Rounds, HESC Rounds, HEIAP Rounds
Missile -> HE Warheads, CR Warheads, EFP Warheads, Nuclear Warheads
KEW -> HE Rounds, HESC Rounds HEIAP Rounds 

Reinforcement

Antimatter -> Nuclear Reactor, Improved Nuclear Reactor
Armor -> Basic Ribbed Armor, Improved Smooth Armor, Basic Radiation Shielding, Improved Radiation Shielding
Shield Mitigation -> Point Defense 3x

Angular Thurst -> Sublight Maneuvering
Hyperspace Charge -> FTL Calculations




CIC (Defense)

Most the technology works here except for the shield generator. I was thinking about having a special structure CIC that would boost player and friendly damage - Sounds good

Need to remove/change some of the upgrades for the KEW defense turret too.

Other Ideas?

 

Colonies (Non Combat)

Trade Unions (Economy/Trade/Refineries)

Refinery -> Upgrades? - Cargo holds upgrades 1,2,3 or increased refinement upgrades that equals greater rates? 

Trader Port -> Upgrades?, thinking something that increases population growth with trade ports present - awesome. Or increased industrialisation which results in increased build rate of infrastructure or decreased cost? 

Metal & Crystal Upgrades

Other Ideas?

Religion (Culture) - Faith of Hera/Zeus/Athena all with different culture strength upgrades. Scrolls of Pythia could be another one...

Culture Center -> Allegiance Boosts ( would like to integrate some of the god names into techs) - would this be the same as the above?

Other Ideas? Increase trade if culture center present?

Colonization (Planet/Population)

Ice/Volcanic/Gas unlocks -> Population increase

Terran/Desert population increase

Other Ideas?

Quorum of Twelve (Diplomacy) - love this

Will mainly be standard diplomacy stuff to not break diplomacy (need ideas for names/descriptions though).
n
Ideas for Envoy? extraction increases, increased population, increased planet allegiance? 

 

Colonial Fleet (Logistics)

Need good names/descriptions for research. - the TEC ones look fine to me? Could change one to Admirality Academy and another to Colonial War College? 

 

 

Designing research trees is hard if you haven't figured that out yet. I've done 4 unique research trees so far and each one gets a bit harder to do.

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March 10, 2012 3:55:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! 


Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions).

Fleet Shipyards (Combat)

Fleet Designs

Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) 
Alberio Gunstar Unlock -> HEIAP Rounds
Vigilant Skirmishstar Unlock -> Heavy Fallout -> High Yield Warheads
Berzerk Escortstar Unlock
Sentinal Gunstar Unlock
Moebius Flattop Unlock -> Demolition Teams
Tiger Gunstar Unlock -> Designate Target
Asgard Battlestar Unlock -> HEIAP Rounds, HEIAP Warheads

Weapons

Auto-cannon -> HE Rounds, HESC Rounds, HEIAP Rounds
Missile -> HE Warheads, CR Warheads, EFP Warheads, Nuclear Warheads
KEW -> HE Rounds, HESC Rounds HEIAP Rounds 

Reinforcement

Antimatter -> Nuclear Reactor, Improved Nuclear Reactor
Armor -> Basic Ribbed Armor, Improved Smooth Armor, Basic Radiation Shielding, Improved Radiation Shielding
Shield Mitigation -> Point Defense 3x

Angular Thurst -> Sublight Maneuvering
Hyperspace Charge -> FTL Calculations




CIC (Defense)

Most the technology works here except for the shield generator. I was thinking about having a special structure CIC that would boost player and friendly damage - Sounds good

Need to remove/change some of the upgrades for the KEW defense turret too.

Other Ideas?

 

Colonies (Non Combat)

Trade Unions (Economy/Trade/Refineries)

Refinery -> Upgrades? - Cargo holds upgrades 1,2,3 or increased refinement upgrades that equals greater rates? 

Trader Port -> Upgrades?, thinking something that increases population growth with trade ports present - awesome. Or increased industrialisation which results in increased build rate of infrastructure or decreased cost? 

Metal & Crystal Upgrades

Other Ideas?

Religion (Culture) - Faith of Hera/Zeus/Athena all with different culture strength upgrades. Scrolls of Pythia could be another one...

Culture Center -> Allegiance Boosts ( would like to integrate some of the god names into techs) - would this be the same as the above?

Other Ideas? Increase trade if culture center present?

Colonization (Planet/Population)

Ice/Volcanic/Gas unlocks -> Population increase

Terran/Desert population increase

Other Ideas?

Quorum of Twelve (Diplomacy) - love this

Will mainly be standard diplomacy stuff to not break diplomacy (need ideas for names/descriptions though).
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Ideas for Envoy? extraction increases, increased population, increased planet allegiance? 

 

Colonial Fleet (Logistics)

Need good names/descriptions for research. - the TEC ones look fine to me? Could change one to Admirality Academy and another to Colonial War College? 

 

 

Designing research trees is hard if you haven't figured that out yet. I've done 4 unique research trees so far and each one gets a bit harder to do.

Looks good. as far the Colonial fleet ( Logistics ) maybe making one Picon HQ would work also.In Diplomacy The Articles of Colonization leads to the Quorum of Twelve might work?

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March 10, 2012 9:00:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! 


Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions).

Fleet Shipyards (Combat)

Fleet Designs

Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) 

 

Was just thinking... maybe this should be an armor increase instead? Enhanced hull plating? This would be more suitable considering that it is a "defender", rather than an "offensive" ship? 

Quoting Stalcore,


Looks good. as far the Colonial fleet ( Logistics ) maybe making one Picon HQ would work also.In Diplomacy The Articles of Colonization leads to the Quorum of Twelve might work?

Sounds awesome! 

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March 10, 2012 9:06:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Z... did you get a chance to have a look at the new sounds that I recorded for colonial and cylon? 

And how hard will it be to get your mod to work with Rebellion? ie. converting it over? 

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March 10, 2012 10:23:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,

Quoting Mord_Sith84, reply 693Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! 


Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions).

Fleet Shipyards (Combat)

Fleet Designs

Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) 


 

Was just thinking... maybe this should be an armor increase instead? Enhanced hull plating? This would be more suitable considering that it is a "defender", rather than an "offensive" ship? 


Quoting Stalcore, reply 694

Looks good. as far the Colonial fleet ( Logistics ) maybe making one Picon HQ would work also.In Diplomacy The Articles of Colonization leads to the Quorum of Twelve might work?

Sounds awesome! 

well if you go but the colonial definition of a gunstar ether one would work. Never did like the defender class name. sounds to much like an old Atari game of that name.   gunstars are basically escorts with both offensive weapons and defensive weapons.

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March 11, 2012 4:36:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

To lazy to read it all; but my suggestion:

Weapon: 

Advance targeting system (for fighter) - the higher the research is the better targeting system fighter has, the better chance to hit enemy fighter (deal additional damage)

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March 11, 2012 5:19:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
To lazy to read it all; but my suggestion:

Weapon: 

Advance targeting system (for fighter) - the higher the research is the better targeting system fighter has, the better chance to hit enemy fighter (deal additional damage)

Sounds cool! 

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March 11, 2012 5:29:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@All - The comments look good. only one that is not possible is increased allegiance via an envoy from what I can tell.

Quoting Mord_Sith84,
Z... did you get a chance to have a look at the new sounds that I recorded for colonial and cylon? 

Yes, just haven't had a chance to integrate them yet.

Quoting Mord_Sith84,
And how hard will it be to get your mod to work with Rebellion? ie. converting it over? 

No one has any real idea as the modding tools for Rebellion haven't been released yet. I'm assuming a fair amount of work will be needed to convert to Rebellion just to support 4th level abilities and rebel/loyalist faction code.

 

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