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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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June 21, 2012 9:13:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting ZombiesRus5, reply 873Quoting NHD-151, reply 872
I had them all on medium. It had to be maybe 25 minutes into the game, i built the colony, and gave it one level on each of the passives to hull/weapons. Then, boom. Medium map, 3 normal AIs, each on random.
Ok, I'll try recreating that one. Seems pretty straight forward to try. I basically uploaded this as soon as I verified it would load in Rebellion correctly

I still haven't been able to recreate this yet. Who knows right now. It's my first build out with rebellion so all kinds of things could still be wonky



Reloaded the most recent autosave, and it played just fine from there besides one issue when i first started, and that's when i set the Colony to build (again) and it was, at first, solid red (my team color), and then after a moment it turned solid gray, so i messed with the graphics settings once to refresh the textures and it was fine afterwards. I suspect that may have had something to do with the building process.

And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

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June 21, 2012 9:30:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,

Quoting ZombiesRus5, reply 868Here's the first iteration with a titan for the cylons. I also cleaned up a bit of the research so it wasn't really awful. Now it's just sorta awful. 

http://www.gamefront.com/files/21879896/SotF+B%26C+Rebellion+Alpha0.7z

I have no idea when the next update will be, I'll just post them when I can.

 

I imagine that in future versions you will add the Boomer class as a Titan? Or is it already in there? 

I'm slowly adding in things. I also want to try the faction selection functionality as a research item versus the current select at game start.

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June 21, 2012 9:32:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NHD-151,
And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

Ya, I really need to tweak this. I might have to reduce the number of hard points as well

Just need to find a sweet spot.

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June 21, 2012 9:49:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, sorry Z. I'll make it a habit to look back at least three pages before I ask another dumb question again.

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June 21, 2012 10:24:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gladiatormaster87,
Yeah, sorry Z. I'll make it a habit to look back at least three pages before I ask another dumb question again.

Don't be so hard on yourself. It was answered in the same page a few replies above.

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June 21, 2012 10:55:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Also, good job on the port so far. I love it!. Can't wait till Colonial comes in!

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June 21, 2012 11:14:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

But, a few things. First, some of the icons: all the victory conditions, victory condition time, and at the end the titan tab icon is missing. Second, the race selection is back to the original game. Third, when I have victory conditions set to flagship, the model is shown as the radiance. Besides that I made a few tweaks, just the command points and fleet size.

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June 22, 2012 12:09:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gladiatormaster87,
But, a few things. First, some of the icons: all the victory conditions, victory condition time, and at the end the titan tab icon is missing. Second, the race selection is back to the original game. Third, when I have victory conditions set to flagship, the model is shown as the radiance. Besides that I made a few tweaks, just the command points and fleet size.

Ya, don't really care about most of that right now.

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June 22, 2012 12:58:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Fair enough. I know that they're minor, but those are the only things I have found that don't feel right.

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June 22, 2012 11:44:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gladiatormaster87,
Fair enough. I know that they're minor, but those are the only things I have found that don't feel right.

This is just a quick and dirty conversion to satisfy those that wanted to play something in Rebellion before I start tearing apart the research and abilities. As previously stated it will take about 6-9 months to redo the abilities and research trees for the Cylons and Colonials. During that time I'll also cleanup any lose ends like you posted above.

 

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June 22, 2012 11:48:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Here's the first iteration with a titan for the cylons. I also cleaned up a bit of the research so it wasn't really awful. Now it's just sorta awful. 

http://www.gamefront.com/files/21879896/SotF+B%26C+Rebellion+Alpha0.7z

I have no idea when the next update will be, I'll just post them when I can.

Next version for cylons.

Adds the boomer class titan.

Requires you to research Loyalists or Rebels on the Fleet Logistics screen before you can build a Titan.

http://www.gamefront.com/files/21884556/SotF+Blood+%26+Chrome+%28Rebellion.0.1%29.7z

 

Let me know if the AI has any issues building a Titan. 

Also, delete your previous version before applying this one.

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June 22, 2012 1:02:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting NHD-151, reply 876And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

Ya, I really need to tweak this. I might have to reduce the number of hard points as well

Just need to find a sweet spot.

Looks like hard point reduction is in order. I tried making it work with better with other settings, but it appears the reduction is the best way to handle this situation.

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June 22, 2012 11:30:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting ZombiesRus5, reply 878
Quoting NHD-151, reply 876And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

Ya, I really need to tweak this. I might have to reduce the number of hard points as well

Just need to find a sweet spot.

Looks like hard point reduction is in order. I tried making it work with better with other settings, but it appears the reduction is the best way to handle this situation.


Looking forward to less missile/FWOOOSH spam =P

So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

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June 23, 2012 2:15:40 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well you can compensate less missile with more damage

 

So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.  

 

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June 23, 2012 8:24:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NHD-151,
Looking forward to less missile/FWOOOSH spam =P

Indeed. It's overwhelming currently.

Quoting NHD-151,
So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

lolz, your funny.

Quoting koobalt,
Well you can compensate less missile with more damage

They'll probably get some of that too with some rebalancing. 

Quoting koobalt,
The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.  

About sums it up.

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June 24, 2012 3:35:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Kind of an off topic question, but I was wondering if anyone could tell me where I need to goto change the volume on the Cylon sound effects, everything else in the game is fine, but the missles and such for the cylons are so much louder then the rest of the game, I would like to balance it out more.

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June 25, 2012 3:03:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Daeican,
Kind of an off topic question, but I was wondering if anyone could tell me where I need to goto change the volume on the Cylon sound effects, everything else in the game is fine, but the missles and such for the cylons are so much louder then the rest of the game, I would like to balance it out more.

They would be in the Cylon's sound directory.

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June 25, 2012 3:18:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NHD-151,
So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.

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June 25, 2012 4:55:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting NHD-151, reply 889So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.

Z, take as much time as you need. I am enjoying the Cylons, allot! And I can probably speak the the rest of us when I say wan't the Colonials to be just as good as the Cylons.

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June 25, 2012 8:29:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gladiatormaster87,
Z, take as much time as you need. I am enjoying the Cylons, allot! And I can probably speak the the rest of us when I say wan't the Colonials to be just as good as the Cylons.

ya no worries there. This is just the quick and dirty so you guys can have what's there. Once you get the colonial update it won't be until next year when you get what I would consider a completed mod.

 

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June 25, 2012 9:08:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks Z. are you going to be porting any of the rest of sin's of the fallen? Mainly the planets? Thank you for your hard work.

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June 26, 2012 1:42:39 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting NHD-151, reply 889So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.


That's pretty fast, actually. I look forward to it =D

And thank you for your hard work, i really have fun playing this with a buddy of mine. 

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June 26, 2012 6:40:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I need help.... (hoping that it may be Koobalt!!)

A mate of mine has done most of the work and has modeled and UV'd an asteroid for me (that has an old school cylon basestar crashed in to it). It just needs to be textured.... would anyone be able to help, please, please, please!!!!!!

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June 26, 2012 3:07:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

you can post the model, hope this is a .obj file and i don't promise anything.

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July 2, 2012 6:09:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey guys,

 

I'm running Rebellion v. 1.02. Ive extracted the file thats on the first page, about 300 MB, and the one on the last page, about 130 MB. But whenever I enable the mod and hit apply, the game crashes. Am I missing something?

 

This isn't the first mod i download and try to run. I've gotten the others to work no problem, so im sure my path i extracted too is fine.

 

Thanks.

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