Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2013 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2013 Stardock Entertainment

[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
+229

 

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

   

 

1699 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
April 14, 2012 4:53:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

has this mod stalled? 

Reason for Karma (Optional)
Successfully updated karma reason!
April 14, 2012 5:30:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There is progress, i think how to redone the Jupiter all the time  

edit:

I have already redone the model, and i'm preparing it for texturing,Cetus will be like Defensive Titan and Jupiter will be like Offensive Titan

Reason for Karma (Optional)
Successfully updated karma reason!
April 14, 2012 1:06:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
has this mod stalled? 

No. 

Reason for Karma (Optional)
Successfully updated karma reason!
April 14, 2012 2:35:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus5 i hope you don't mind that i remove the central part of Jupiter, and place there very big gun , something similar to the offensive rebel TEC titan. 

Reason for Karma (Optional)
Successfully updated karma reason!
April 15, 2012 12:09:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
There is progress, i think how to redone the Jupiter all the time  

edit:

I have already redone the model, and i'm preparing it for texturing,Cetus will be like Defensive Titan and Jupiter will be like Offensive Titan

Awesome!

How will the Cetus and Jupiter compare to the Cylon Colony in terms of size? I'm thinking that although closely matched in strength, the Colony should be larger? 

What do you think Z? 

Reason for Karma (Optional)
Successfully updated karma reason!
April 15, 2012 8:52:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

VIP texture in progress

Reason for Karma (Optional)
Successfully updated karma reason!
April 15, 2012 1:19:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

No offense, but those hangars look really dumb just hanging on the small center section like that.  Try and make the center section larger and have the connections the hangars use to connect to it be a lot more robust.  This really doesn't look at all like a battlestar.  Keep in mind these ships need to store fuel, ammo, food, air, water, and spare Vipers and Raptors, and all that takes up space, so this really needs a massive central area.

Reason for Karma (Optional)
Successfully updated karma reason!
April 15, 2012 1:46:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

something like the ankylon titan would certainly work

now those are some robust connections between the inner and outer shells

Reason for Karma (Optional)
Successfully updated karma reason!
April 15, 2012 1:53:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is a image showing the top of the ship, i don't know if you see the actual ship in kyogre12 mod, but the hangars cover only aprox 15% of the wings, so there is a lot of place for fuel, ammo, food, air, fighter/bombers...

We will wait and see what ZombiesRus5 will write... 

Reason for Karma (Optional)
Successfully updated karma reason!
April 18, 2012 6:45:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I sent a couple comments to Koobalt.

On the rebellion front, it looks like I can have my mod running in development shortly after it releases.

So if you have any idea for Titan abilities for the Colonials and Cylons poor it on   

I'm still sorta floundering on the research trees for the colonials.

I'd like to do something different in regards to the trees because I'm sorta bored with the standard layouts. Just not really having any inspiration yet.

Reason for Karma (Optional)
Successfully updated karma reason!
April 18, 2012 9:44:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Awesome!

How will the Cetus and Jupiter compare to the Cylon Colony in terms of size? I'm thinking that although closely matched in strength, the Colony should be larger?

What do you think Z?

I agree that cylon colony should be larger then the Cetus and the Jupiter.

Great work Z and Koobalt. Thank you for a good April fools joke glad it wasn't true

 

Reason for Karma (Optional)
Successfully updated karma reason!
April 19, 2012 5:58:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

still going to be diplomacy releses right?

Reason for Karma (Optional)
Successfully updated karma reason!
April 19, 2012 7:01:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,
still going to be diplomacy releses right?

They'll stop when I port to Rebellion. 

Reason for Karma (Optional)
Successfully updated karma reason!
April 20, 2012 10:01:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ok anyone have any idea how to redone the Jupiter middle part??

Reason for Karma (Optional)
Successfully updated karma reason!
April 20, 2012 10:30:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

One thing i don't like about the Jupiter design is that it doesnt have the "Gator Head" that all other battlestars seem to have, though in all honesty i don't even know whether or not that would work with the eight hangar sections surrounding it.. but i would definitely like to see the mid section be much larger and actually connecting fully with the hangar sections rather than having pieces connecting them together. It just looks flimsy having the small connection paths, like a single nuke or even a few well placed missiles would severely damage what is supposed to be a beast of a ship.

Reason for Karma (Optional)
Successfully updated karma reason!
April 20, 2012 5:04:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I wish stardok billed me when my mom actually still had a credit card damn ok

 

will we get the finished version for diplomacy at least?

Reason for Karma (Optional)
Successfully updated karma reason!
April 20, 2012 5:09:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,
I wish stardok billed me when my mom actually still had a credit card damn ok

 

will we get the finished version for diplomacy at least?

Honestly, I never intended to finish a diplomacy version. The modding potential is so much greater with rebellion for creating mods with unique characteristics. I'll likely get the last of the models in place though with my final Diplomacy releases, but the real meat will be with Rebellion.

Reason for Karma (Optional)
Successfully updated karma reason!
April 20, 2012 7:54:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

 I would say eather make the middle part larger or make it more like a Battlestar

 

Reason for Karma (Optional)
Successfully updated karma reason!
April 21, 2012 9:46:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

I'm still sorta floundering on the research trees for the colonials.

I'd like to do something different in regards to the trees because I'm sorta bored with the standard layouts. Just not really having any inspiration yet.

Z.... A while back, NHD-151 wrote this:

 

"Hey Zombie, I wonder if you read a post a couple pages back from me about researches? never got a response.

It just asked if it was possible to have two researches be dependent on the other NOT being researched, IE Research 1 is bought, so research 2 is now unavailable. Something i had thought of to find a way to distinguish between play styles (defensive vs offensive, or cultural/economical vs militaristic).

And working off of that, i wonder if i might help you out with research tree designs. I'm drawing up a schematic of the research tree interface so i can tinker with tiers and the number of researches and how they link together. I am planing on starting with the cylons, as their offense research three currently has a bunch of weapon researches that are useless, same with shield research.

I look forward to your input." 

 

Looks like he's done a bit of work already? I've sent him a PM to ask him to help out.

Also, you've already posted a draft research tree for colonial a few pages back.... aren't you just working from this? 

I'm also pulling together all of the suggested abilities that have been posted across this forum. Once I have compiled this, I'll shoot it through. 

Also thinking of of ability ideas for the Colony.... 

Reason for Karma (Optional)
Successfully updated karma reason!
April 21, 2012 9:49:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
 

 I would say eather make the middle part larger or make it more like a Battlestar

 

Definitely needs to look more like a battlestar!

Reason for Karma (Optional)
Successfully updated karma reason!
April 22, 2012 1:42:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z, NHD-151 said that he actually posted up a mock research tree for Colonial at some stage. I've had a look back over the forum and I can't actually find it. Do you remember seeing it? I'll ask him. 

I think he really does want to help out... All you would need to do is ask him. He's got some great ideas.  

Reason for Karma (Optional)
Successfully updated karma reason!
April 22, 2012 8:21:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some ideas for the Cylon Titans (ultimate abilities): 

Ultimate Virus ability for Titan (Boomer Class): Super Virus: Can transmit a long range virus signal at a planet. For a period of time, the planet is crippled i.e. reduced credits, production, build rates, crystal/metal etc. Interestingly, this could also be the ability of a super weapon…

Ultimate ability for Titan (Colony): Total Atmospheric Expulsion: Atmosphere is literally "sucked" away from the planet, rendering it uninhabitable due to the atmosphere being destroyed (affect would look the same as the Vasari "Drain Planet" ability. I think that one of the Vasari Titans will have this ability?)

I'm thinking that it may not be a good idea to suggest any more until all the Titans are released? There may be some cool new abilities in there that we could use/repurpose for Cylon or colonial. 

Also, I'm thinking that the Colony should have the ability to construct frigates? This would be true to the series... like a starbase ability.  

Reason for Karma (Optional)
Successfully updated karma reason!
April 22, 2012 8:50:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What do you think of this Koobalt? (and everyone else!): 

 

Reason for Karma (Optional)
Successfully updated karma reason!
April 22, 2012 10:44:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well a little to star-trekish for me

And i all ready drop the big gun model, and model new more battlestar middle part. 

Reason for Karma (Optional)
Successfully updated karma reason!
April 22, 2012 12:01:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
What do you think of this Koobalt? (and everyone else!): 

 

Reduced 92%Original 617 x 242

I Think like Koobalt it's too Star Trek.  This might give a good Idea what it could look like.  

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108436  walnut3   Server Load Time: 00:00:00.0000859   Page Render Time: