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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

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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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April 22, 2012 12:12:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,

Quoting Cylon_Luvr, reply 798What 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.  


Overall i think that this picture isn't a bad edsign, but i'm not sure about how high up the upper hangars are, just doesn't look practical. If they were either larger (to accommodate the building of other battlestars like the jupiter does) or closer in to the ship, or both maybe, i think that'd be a great design. Or maybe push the bays more forward of the ship and elongate them, also to hold either more or larger ships?

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April 24, 2012 9:10:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wonderful, great, i like it so much. Why I didn't see before this mod.

But it's not too late. I'll try tanks.

 

So say we all !!!

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April 24, 2012 1:37:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey since in Rebellion The Vasari Loyalist have an emergency jump can that be an ability for the colonial for emergency FTL Jumps?

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April 24, 2012 11:38:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
Hey since in Rebellion The Vasari Loyalist have an emergency jump can that be an ability for the colonial for emergency FTL Jumps?

Why should it have to be for emergencies only? 

I think that the Colony needs to be seen as much more than just a "stationary" titan... It needs to be able to move around the map freely. 

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April 25, 2012 9:57:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
Hey since in Rebellion The Vasari Loyalist have an emergency jump can that be an ability for the colonial for emergency FTL Jumps?

Emergency Jump? Do you mean starbase mobilization? 

Quoting Mord_Sith84,
I think that the Colony needs to be seen as much more than just a "stationary" titan... It needs to be able to move around the map freely. 

The Colony is a Titan. It won't have any movement restrictions.

Cylon starbases will also be capable of phase jumping.

 

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April 26, 2012 4:50:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Need some help with this mod, downloaded all the R5's I needed, but when i go to start a new game, none of the cylon or colonial units or races are in the game, its just the default sins of the fallen races are in there, is there a particular order or combination I have to do in order to get the races to show up or something?

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April 30, 2012 3:30:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok i managed to figure out how to get this mod working, but now im wondering if the mine-layers are even enabled for this mod? does anyone know how to put mines down? otherwise i wont even both with the tech that enables them, from what i can tell its supposed to be a cruiser but i build every cruiser type and the ability isn't there, would gladly take any help on this

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April 30, 2012 9:38:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Its a squadron

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April 30, 2012 10:44:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@vackillers The research trees for Colonial and Cylon are stand-ins currently using the stock TEC and Vasari research trees. As such some functionality like Mines may not actually be tied to an implementation. 

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April 30, 2012 1:24:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yeah thats what i thought, so im guessing its not readily available yet then?

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April 30, 2012 1:40:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting vackillers,
yeah thats what i thought, so im guessing its not readily available yet then?

No guessing needed. It states release date as TBD in the OP.

Sins of the Fallen: Blood and Chrome

A Battlestar Galactica mod for Sins of the Solar Empire

Release Date: TBD

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April 30, 2012 5:34:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

oh yeah i know that, but i thought that everything was mostly implemented, just tweaking/fixing needed really gathering from this post, and went through all 33 pages and not one person mentioned anything about the mine fields...

 

frakking love this mod though, sins is really poor without this mod, and the sins of the fallen, brings so much to the game it actually makes it REALLY enjoyable! plus a huge fan os the BSG series anyway! finding it very hard to win though, cylons just completely over-throw my sh!t in numbers its very very difficult to defend... why i was hoping for the mines lol

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April 30, 2012 9:24:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@vackillers the mod is basically still in the asset stage. It needs research trees, custom abilities, artwork, etc before it's even close to finished. It should be a pretty good addition when it's done which may be towards the end of this year or beginning of next.

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May 1, 2012 12:55:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Alright man, well im still playing it anyway, because its ABSOLUTELY AMAZING!!!!!!!!!!! even though the AI is absolutely wooping my ass from left to right! Will be looking forward to seeing the finished product

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May 1, 2012 7:53:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z... you didn't comment on Cylon_Luvr's ideas for the Titan abilities? (post #797). What do you think? I agree with them. 

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May 1, 2012 7:55:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Z - have been in touch with DANMAN about working on that asteroid/old school basestar model. This is what he said: 

Steve,

 
Got it (finally lol)  I will work on it over the next couple of days.  Also, if you ever need any more help with the mod you are making, feel free to join DANMANGAMES for help and support with your mod.  That is why we exist!  We would love to help you with whatever mod you are making, and we love sharing resources.
 
Anyways, I'll email you the file when I am done.
 
Best Regards,
 
DANMAN
 
Could you ask DANMAN for help dude with the research trees? 
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May 1, 2012 9:02:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

hell yeah, this is gonna be the best mod to come out of sins for sure! love it when a community sticks together

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May 1, 2012 12:30:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Hey Z... you didn't comment on Cylon_Luvr's ideas for the Titan abilities? (post #797). What do you think? I agree with them. 

He also wrote about waiting for rebellion and vasari to release which I agree with and thus did not reply.

Quoting Mord_Sith84,
Could you ask DANMAN for help dude with the research trees? 

I'm glad he's offered to help you out with that model. Honestly I don't need help coding research trees. I know as much or more than most the modders around here about the technical aspects of making a mod. The lacking part right now is the creative side of the research trees which is why I've reached out in the OP for ideas.

Trust me I'm logging the various ideas as they are posted whether I'm specifically responding to it or not.

I'm also debating internally with myself how "standard" the colonial and cylon tech trees will be. The standard path for tech trees is:

Combat: Weapons/Durability/Prototypes

Defense

Civilian: Trade&Resources/Culture/Colonization

Diplomacy

I've done this four times over now with Nephilim, Plague, Hypercorps and Rogue. Basically, I'm not quite sure how I want the colonials to map out research/technology advancement wise, so I'm mining for ideas on abilities and what not while I think this through.

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May 1, 2012 4:06:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Zombie russ mind if i toy around with your mod a little? Colonial ships should be able to be at least on par with the tec on survivability however i played against the tec and they made mince meat out of the ships

I would also like to see if i can make battlestars target fighters effectively as well as add up to 3 targets for the left and right sides

Im asking permission now from the sins of a scifi multiverse team to see if i can use some of thereabilities (Such as using un networked systems for the galactica) however im not entirely sure how to bring in abilities from other mods but i will try to work through it with your and there permissions

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May 2, 2012 8:42:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok, so summary of Cylon (and a few additional ideas that I have thrown in): 

Cylon research

  • Cylons start with an operational Resurrection Hub, but do not currently have the knowledge to rebuild it from game start, if it is destroyed. They will be able to unlock the resurrection hub design later down the track.
  • “Resurrection” Basic ability at game start for the Hub. Passive ability. Allows a player to “resurrect” the last destroyed capital ship at 25% reduced production cost. No experience returned.
  • “Enhanced Resurrection” Passive ability. Allows player to “resurrect” the last destroyed capital ship at 50% reduced production cost. 50% of experience returned.
  • “Ultimate Resurrection” Ultimate Cylon passive ability (final research tier). Allows player to “resurrect” the last destroyed capital ship. 100% experience returned.

 

Resurrection Hub (tier 3) --> Basic Resurrection (tier 4) ---> Enhanced Resurrection (tier 6) ---> Ultimate Resurrection (final tier ultimate ability)

  • Give Armada ability to Resurrection Ships. This ability can only be used if the Resurrection Hub exists. Resurrection ships can only resurrect non capital class ships and there must be some kind of limit here. You also stated “The Resurrection Ship itself should have abilities that boost the Cylon fleet's performance in addition to the colonize ability. For example: increasing strikecraft dps could be an option as the cylons get fidgety if they think they are out of range of resurrection. Maybe resurrect strikecraft as the AM required ability.”
  • Z, you stated – “One thing that is important to me is the AI is able to successfully use resurrection. I have an idea on how to make this work for the AI taking advantage of how Abilities and Buffs work so the AI won't target Capitals that have previously been Resurrected.”
  • The Resurrection Hub is another type of star base for the Cylons. Not really a super weapon.
  • Viruses could make up a large part of Cylon research. There could even be an entire Cylon research tree dedicated to Viruses/Espionage? The below viruses can be unlocked for different ships (capitals?):

 Disorientate: Ship goes offline and drifts for a few seconds.

 Logic Bomb: Causes damage to a ship over time (overloads systems etc)

 Disable: Disables a structure for a period of time.

 Disrupt systems: Decrease combat effectiveness of targeted ship/reduces hull strength

 Total System subversion: Completely takes over an enemy ship. Long cooldown period. Same as “Advent Domination” ability.

 Advanced firewalls: Reduces the impact of enemy culture and propaganda on the cylon populace.

 Disrupt Dradis: Ship cannot lock on to target effectively for a period of time.

 Superluminal bomb: Slows FTL jumps

 Infiltration: Tracks a ship for a period of time i.e. is visible.

 

Others... 

"Boarding Troops"

Description: Cylon Raiders attempt to Land on and disrupt an enemy vessel.

Use: Boarding parties effectively lower a ships efficiency (ie, lower damage done / shields / movement etc)

 

"Heavy Fallout"

"Grants the Heavy Fallout ability to the Cylon Siegestar and Basestars, which causes planets they bombard to have reduced population growth for a period of time."

 

"Tracking Beacon"

"Cylon scout ships in danger deploy a Tracking Beacon, which provides vision at a location for some time even after the scout perishes there."

 

"Improved Hybrid Systems"

 "Onboard hybrid systems are perfected, allowing Cylon capital ships to reach higher levels of experience."

for culture improvements (or a decreased cost of structures due to increased labour)

 

"Total Centurion Allegiance"

"An advanced allegiance algorithm is programmed in to the Centurions, increasing their allegiance to the united Cylon cause."

Could the following ability be given to the Cylon scout ship?

 

"Cylon Agent Infiltration"

The enemy planet is infiltrated by Cylon agents who insert themselves into human society. These highly skilled spies provide vision of the planet long after the scout ship has left the gravity well."

"Human farms"

Research facilities are established on the planets surface to explore human-cylon reproductive capability. This results in a small population cap on each of your planets.

Population could be 10 on each planet? This would allow for a small planet income...

I'm thinking that this could be under "develop planet", and replace "Civilian infrastructure", or, could be in one of the research trees....

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May 2, 2012 11:05:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

fantastic implementations there!!! like all of that mord.....  Like the logic bomb and the Disorientate, making ships spin out of control is brilliant haha!! YEAH!!!

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May 5, 2012 7:39:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

In the new beta change log for Rebellion, it says this for the Advent: 

  • Fixed crash bug from using Resurrection ability on a Flagship.
  • Progenitor Mothership Resurrection ability range changed to 5000/20000.

These abilities would fit the Cylons really well. How does it work exactly for the Advent? 

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May 5, 2012 8:16:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And how did the Jupiter turn out Koobalt?

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May 6, 2012 2:04:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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May 6, 2012 5:19:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks awesome! I like it! 

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