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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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May 6, 2012 11:19:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes! 

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May 6, 2012 12:52:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks Awesome. Now that is a Titan. good work Koobalt.

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May 6, 2012 1:18:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

[quote who="koobalt" reply="824" id="3146400"][/quote]

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May 15, 2012 2:22:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Regarding the Cylon research tree, a lot of their technology should be based on sabotage and infiltration - considering that they are experts in this. 

Hey Z, will you also bring the other Sins of the Fallen races across to Rebellion? Will you give them Titans or just take one of the existing models, beef it up and convert it to become a Titan? 

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May 16, 2012 11:14:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ZombiesRus 5 I send you Jupiter with texture did you receive it??

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May 16, 2012 8:36:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
ZombiesRus 5 I send you Jupiter with texture did you receive it??

Yes, sorry I should have PM'd you earlier when I downloaded it. Just been busy busy...

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May 17, 2012 9:13:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.

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May 17, 2012 10:16:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Daeican,
Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.

I'm worried people will be dissapointed when the find out the Vasari Loyalist Titan cannot destroy worlds... It's actually just a simple research/scuttle that allows vasari to destroy worlds. Which of course means this is sadly unusable by the AI which is it's other failing.

 

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May 18, 2012 9:18:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z I was wondering if you were still think of making gas giants colonizable for blood and chrome? also I was think of an ability for the titans. Nuclear barrage. basically a heavy missile strike of nuclear missiles.

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May 21, 2012 12:21:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
Hey Z I was wondering if you were still think of making gas giants colonizable for blood and chrome? also I was think of an ability for the titans. Nuclear barrage. basically a heavy missile strike of nuclear missiles.

Hey Stalcore, nice to hear from you

Yes, I'm planning on making gas giants colonizable for all races. 

Nuclear Barrage will definitely fit as a Titan ability as well.

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May 22, 2012 1:34:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cool. Thank you for your hard work.   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?

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May 22, 2012 2:46:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Zombierus i made a few changes that have seemed to work really well

20 40 60 on the armor its interesting because it actually makes battlestars able to soak up damage like they should

ive lowered the ammount of ships you can build (To try to focus people on battlestars rather then lots of small ships)

made it so only pegasus flagstars have the ram ability

added missile spam to regular pegasus ships (In reducing the overall amount of ships capitals are vunerable against frigate spams however im orking on the damage done by them to make it more fair)

beefd up the nuke because nukes are nukes and should be more powerfull then they were

changed the galacticas abilities slightly however having problems integrating some special abilities from other mods and the game itself into this mod any time i try it either wont load right or all the abilities for the capital ship will disappear all together

equiped anti light autocannons to battlestars giving them the ability to target fighters effectivly like a battlestar would as well as keeping the ability to effectivly target other ships (Looks cool with or without the effects mod enabled)

made it so 3 ships can be targeted on oiter side of the pegasus (Normal ones not sure quite yet if ive got it right with flagstars) i tried making it to 4 but it just looked wierd when the weapons fired so scaled it back to 3 and it looks great sort of like a barrage

4 works fine with the galactica and it works well as a sort of anti fighter capital ship it now has nuke colonise burst rockets and armor i was planing on replacing the burst rockets with non networked systems but cant get it to work right

am in the process of beefing up the defences on planets however my goal is to find a way to only beef up the tec and colonial defences as they get stomped on by huge fleets

i was thinking about adding non networked systems to the hangers to balance out the cylon super weapon a little

lowered the damage on the boomer basestar because its fire rate is so damn high

cant think of any thing else off the top of my head but im thinking about asking permission to add the imperials to it from danman and with your permission to do it (just for my own purposes it will not be relesed however if you would like to see it i can send you the modified files if you like)

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May 23, 2012 10:31:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stalcore,
Cool. Thank you for your hard work.   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?

Honestly I don't see any new development with Diplomacy other than pulling in the Cetus and Jupiter done by Koobalt. 

Rebellion opens a lot more modding possibilities to differentiate these factions through research and abilities that you just can't get in Diplomacy. Basically after seeing what Rebellion has to offer for modding leaves me with little desire to keep modding Diplomacy.

 

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May 23, 2012 10:35:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jason8648776,
Hey Zombierus i made a few changes that have seemed to work really well

These look like some interesting changes I'll keep in mind.

Though I'm not a big fan of "RAM" personally. I feel this is mainly a plot mechanic of the TV series to remove the more modern, powerful Battlestar. 

Quoting jason8648776,
cant think of any thing else off the top of my head but im thinking about asking permission to add the imperials to it from danman and with your permission to do it (just for my own purposes it will not be relesed however if you would like to see it i can send you the modified files if you like)

You do not need my permission to mod any of my files as long as you don't release them. Feel free to tinker, modify, etc to your hearts content and also feel free to let me know like above if you think your on to something. No guarantees whether I'll agree with you or not, but dialogue does start the process of modifications on my end too.

 

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May 23, 2012 4:51:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How do you add races im still coming up on that barrier? I also cant brin in other abilities

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May 23, 2012 7:50:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting Stalcore, reply 836Cool. Thank you for your hard work.   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?



Honestly I don't see any new development with Diplomacy other than pulling in the Cetus and Jupiter done by Koobalt. 

Rebellion opens a lot more modding possibilities to differentiate these factions through research and abilities that you just can't get in Diplomacy. Basically after seeing what Rebellion has to offer for modding leaves me with little desire to keep modding Diplomacy.

 

I completely understand. I've been playing Rebellion a lot.  I can't wait to start making maps again with the new galaxy forge.

 

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May 24, 2012 4:59:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting Daeican, reply 832Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.

I'm worried people will be dissapointed when the find out the Vasari Loyalist Titan cannot destroy worlds... It's actually just a simple research/scuttle that allows vasari to destroy worlds. Which of course means this is sadly unusable by the AI which is it's other failing.

 

I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 

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May 27, 2012 11:00:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 

The capability to scuttle worlds (i.e. stripped to the core) cannot be performed via an ability on any ship. It is currently only available using the UI scuttle button after the appropriate research is performed. 

I would have much rather this been a dual feature of Maw such that planets attacked with Maw are stripped to the core in addition to the current affect when frigates are targetted.

Maybe we can convince the devs to open this up as a Buff instant action type

 

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May 28, 2012 7:59:58 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Quoting Mord_Sith84, reply 842I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 

The capability to scuttle worlds (i.e. stripped to the core) cannot be performed via an ability on any ship. It is currently only available using the UI scuttle button after the appropriate research is performed. 

I would have much rather this been a dual feature of Maw such that planets attacked with Maw are stripped to the core in addition to the current affect when frigates are targetted.

Maybe we can convince the devs to open this up as a Buff instant action type

 

 

Ok cool. Still fits in really well with the Cylons though, i mean, if they are exterminating humanity, they would capture a planet and then completely ruin it to prevent humans settling there again...

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June 9, 2012 3:39:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z, so are you waiting for Rebellion to come out before you do any more work on this mod?

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June 11, 2012 4:52:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
Hey Z, so are you waiting for Rebellion to come out before you do any more work on this mod?

Pretty much. Will probably wait a while after that too for Rebellion to gel a bit more.

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June 11, 2012 11:24:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Makes sense. Surely it has to come out soon! 

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June 11, 2012 11:32:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It comes out tomorrow I think... 

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June 12, 2012 6:58:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey guys I'm sorry to be a pain but I just downloaded this mod and have been trying to enable it in diplomacy. However every time I try I get a minidump and the game crashes. Is there a specific way to install this (and I apologise if the instructions are in an obvious place that I missed) or does a computer need to be above a certain performance level for it to work? Sorry again but I am dying to try this mod.

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June 12, 2012 7:57:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting John_Coffey,
Hey guys I'm sorry to be a pain but I just downloaded this mod and have been trying to enable it in diplomacy. However every time I try I get a minidump and the game crashes. Is there a specific way to install this (and I apologise if the instructions are in an obvious place that I missed) or does a computer need to be above a certain performance level for it to work? Sorry again but I am dying to try this mod.

Go here. Sin's of the fallen and blood and chrome work the same way. http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen-r5

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