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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 11, 2012 6:56:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Colonial - Culture:

DNA marker - increasing this technology allow colonial for faster DNA check of potential Cylon or other civilization spy in human disguise, greatly reduce the strenght of enemy propaganda.

 

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March 11, 2012 7:45:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That's a good one Koobalt

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March 12, 2012 3:41:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
@All - The comments look good. only one that is not possible is increased allegiance via an envoy from what I can tell.

 

 

In dolynick's Stargate mod, the Asgard envoy's have the ability "Quell Unrest" which can restore planet allegiance over time... There are probably other ones that are out there that are better anyway... 

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March 12, 2012 3:42:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
Colonial - Culture:

DNA marker - increasing this technology allow colonial for faster DNA check of potential Cylon or other civilization spy in human disguise, greatly reduce the strenght of enemy propaganda.

 

I like this too! 

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March 12, 2012 4:02:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Do the colonials or cylon have superweapons? (planet structures that is) 

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March 12, 2012 8:47:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Colonial - hull

Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.

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March 12, 2012 9:23:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,

Quoting ZombiesRus5, reply 700@All - The comments look good. only one that is not possible is increased allegiance via an envoy from what I can tell.

 

 

In dolynick's Stargate mod, the Asgard envoy's have the ability "Quell Unrest" which can restore planet allegiance over time... There are probably other ones that are out there that are better anyway... 

That is the old Advent envoy ability that was removed because it didn't really affect gameplay.

There is no modifier that increases allegiance similar to what the advent starbase can do is what I meant. This is what I would want as an envoy ability.

Quoting Cylon_Luvr,
Do the colonials or cylon have superweapons? (planet structures that is) 

TBH, I don't like superweapons in their current form for various reasons and spend less time thinking about how to mod new stuff in for them.

Currently colonials don't have anything specific for a superweapon and the cylons of the resurrection hub though it doesn't do anything cylon'ish right now.

 

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March 12, 2012 4:54:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,


Quoting Cylon_Luvr, reply 705Do the colonials or cylon have superweapons? (planet structures that is) 

TBH, I don't like superweapons in their current form for various reasons and spend less time thinking about how to mod new stuff in for them.

Currently colonials don't have anything specific for a superweapon and the cylons of the resurrection hub though it doesn't do anything cylon'ish right now.

 

 

Makes sense.... in the series the colonials don't actually have anything like a superweapon. The Cylons kinda do with the resurrection hub (which i believe is going to be linked in to the resurrection ships). Although the player should only be able to build one of these? Z? 

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March 12, 2012 4:57:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
Colonial - hull

Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.

 

Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlocked pact through diplomacy... 

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March 12, 2012 8:18:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,

Quoting koobalt, reply 706Colonial - hull

Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.

 

Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlocked pact through diplomacy... 
I have to agree with you. Might work in rebellion. I am thinking for the Rail guns have a light rail for frigates and cruiser leads to a unlock of a heavy rails for battlestars and the tiger destroyer and Asgard battlestar.

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March 13, 2012 4:18:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,

Quoting Mord_Sith84, reply 709
Quoting koobalt, reply 706Colonial - hull

Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.

 

Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlocked pact through diplomacy...  I have to agree with you. Might work in rebellion. I am thinking for the Rail guns have a light rail for frigates and cruiser leads to a unlock of a heavy rails for battlestars and the tiger destroyer and Asgard battlestar.

 

Sounds good...

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March 17, 2012 2:01:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

One of the oldest and biggest ship, from Kobalt Defense Fleet, the Cetus Battlestar, if ZombiesRus5 will want it and if i find time to complete it perhaps a Titan for Colonials

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March 17, 2012 7:56:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks awesome Koobalt.

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March 18, 2012 1:56:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks pretty different to the other battlestars.... I like it! 

But I guess we already have the Jupiter though? 

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March 18, 2012 7:07:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

this ship is based on the image belove, from description on site i find it, it's the oldest battlestar that actually was leading one of the exodus fleet from kobol, know to be lost found abandon in space, refited to newest technology the biggest of all ship in colonial fleet.  

 

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March 18, 2012 12:07:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

well if Koobalt is able to finish it. I vote for the cetus. For one thing it looks more like a colonial Battlestar than the Jupiter. All so it just looks tough.

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March 18, 2012 12:12:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
well if Koobalt is able to finish it. I vote for the cetus. For one thing it looks more like a colonial Battlestar than the Jupiter. All so it just looks tough.

I vote for both personally. Both would make good looking Titans and I like the back story to the Cetus.

Similarly Cylons will have two buildable Titans.

 

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March 18, 2012 12:50:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yes... and a question is there a change in max weapon per site in rebellion or still 3x20 per each site??

and do we wont a visible guns since i think it may look cool but it's a waste of poly, and they will no rotated so sometimes it looks at least strange? 

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March 18, 2012 1:03:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
yes... and a question is there a change in max weapon per site in rebellion or still 3x20 per each site??

and do we wont a visible guns since i think it may look cool but it's a waste of poly, and they will no rotated so sometimes it looks at least strange? 

Titans have 5x20 is my understanding right now.

Also, I like some visible turrets. Like for KEW I find the visible turrets add more to the immersion and didn't add a lot of performance penalty. For FLAK i don't care to have any.

Missile tubes could be from textures so some visible view is there.

I believe rebellion is adding two new weapon types too of FLAK and RAILGUN. Not sure if Railgun fits, but Titans will have KEW, Autocannon, Flak, Missile, 5th could be railgun or one of the other weapons with maybe higher damage longer cooldown or some such.

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March 18, 2012 9:25:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rail guns would fit the colonials. I was thinking Bow mounted Heavy Rail guns for the titian. Mounted in Batteries of Two.

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March 18, 2012 11:35:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
this ship is based on the image belove, from description on site i find it, it's the oldest battlestar that actually was leading one of the exodus fleet from kobol, know to be lost found abandon in space, refited to newest technology the biggest of all ship in colonial fleet. Reduced 51%Original 1098 x 401 

 

Don't want to be a stickler for detail... but the ship that left Kobol was called the Galleon... although I guess there could have been others. 

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March 19, 2012 4:19:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,

Quoting koobalt, reply 715

Don't want to be a stickler for detail... but the ship that left Kobol was called the Galleon... although I guess there could have been others. 

 

no the Galleon was the ship that take the leaders of 12 from capital to the Tomb of Athena on kobol.

there is no where said what ship or ships take part in exodus from kobol, the story of Cetus is most likely someone fanfic created to the image of very cool battlestar. 

 

by the way if anyone find any image of this Galleon give me a message.  

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March 19, 2012 9:16:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i checked all of my BSG sites and couldn't find any images of the Galleon. and Mord_Sith84 is right the Galleon was the ship that took the Twelve Tribes of Kobol to the colonies. Which means it would be Huge!

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March 20, 2012 2:43:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
i checked all of my BSG sites and couldn't find any images of the Galleon. and Mord_Sith84 is right the Galleon was the ship that took the Twelve Tribes of Kobol to the colonies. Which means it would be Huge!

Yep! Would need to be a Cylon Colony-sized ship at least... because i would imagine that it would need to fit millions of people! 

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March 20, 2012 9:13:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

what is the poly limit for a titan class ship??

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