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
+248

 

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

   

 

1740 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 9:45:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Right now they are Galactica and Pegasus class mainly because they say Galactica and Pegasus on the side. 

I'd like to create a generic Columbia and Mercury class without the text on the sides but still leave the Galactica and Pegasus as separate entities people could use in maps or in flagship mode. Also, the Galactica would be good in flagship mode.

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 1:25:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
I'd like to create a generic Columbia and Mercury class without the text on the sides but still leave the Galactica and Pegasus as separate entities people could use in maps or in flagship mode. Also, the Galactica would be good in flagship mode.

Ok, done. I now have a generic Mercury and Columbia class Battlestars. These will be the buildable options while the Galactica will be part of Flagship Victory and the Pegasus will be available for Maps and future addons.

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 3:05:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes! I know this might come out wrong, but, will you release the militia addon, when you have the other part of Sotf remotely done?

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 3:14:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gladiatormaster87,
Yes! I know this might come out wrong, but, will you release the militia addon, when you have the other part of Sotf remotely done?

I'll take a look at what I have. I haven't started tearing anything down yet, so I might be able to release those before I do. Once I start tearing things up there won't be any releases for a while.

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 3:41:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rough draft 1 for colonial fleet.

Colonial        
         
Loyalist Doctrine Diplomat      
Rebel Doctrine Hardliner      
         
Fleet Shipyards (Combat)      
Fleet Designs Defender Gunstar Missiles Tier 1   Grants the Defender Gunstar a secondary missile attack.
  Disruptor Missiles Tier 2 Defender Gunstar Missiles Grants Disruptor Warheads ability to the Defender Gunstar, which allows them to disrupt Nuclear Reactors and Antimatter Reserves.
  Defender Pursuit Tier 4 Disruptor Missiles Grants the Pursuit ability to Defender Gunstars, allowing them to rapidly accelerate in order to quickly close the distance to their targets
  Alberio Gunstar Schematics Tier 3   Grants access to Alberio Gunstars - lightly armored frigates equipped with powerful long range missiles and limited Viper support.
  Tiger Gunstar Schematics Tier 5   Grants access to Tiger Gunstars - support cruisers that can support and supply the attacks of the Battlestar Group.
  Supply Penetrating Warheads Tier 6 Tiger Gunstar Schematics Grants Supply Penetrating Warheads ability to Tiger Gunstars, which allows them to supply nearby Gunstars and Battlestars with armor reducing attacks.
  Vigilant Skirmishtar Schematics Tier 1   Grants access to Vigilant Skirmishtars - large frigates authorized to bombard enemy planets with class D nuclear warheads.
  High Yield Warheads Tier 3 Vigilant Skirmishtar Schematics Grants High Yield Warheads ability to Vigilant Skirmishtars, which causes planets they bombard to have reduced planet health and population growth for a period of time.
  Berzerk Escortstar Tier 3   Grants access to Berzerk Escortstars - light frigates with many rapid firing point defense batteries for area defense against strikecraft.
  Asgard Battlestar Schematics Tier 5   Grants access to Asgard Battlestars - heavily armored battlestars equipped with punishing close range weapons capable of supporting any Battlestar Group.
  Flak Shells Tier 6 Asgard Battlestar Schematics Grants Flak Shells ability to Asgard Battlestars - which allows flak shells to be continuously suppled to all Asgard Battlestars.
  Sentinal Gunstar Tier 2   Grants access to Sentinal Gunstars - support cruisers able to manufacture and field squads of Vipers and Raptors.
  Expanded Flight Pods Tier 4 Sentinal Gunstar Improvements in training and supply allows an additional viper or raptor to be added to each squad.
  Moebius Flattop Enlistment Tier 3   Grants access to Moebius Flattops - civilian cruiser equipped with repair teams, demolition teams and capable of supply Explosive Rounds to nearby Gunstars and Battlestars.
  Demolition Teams Tier 4 Moebius Flattop Enlistment Grants Demolition Teams ability to Moebius Flattops, allowing them to cripple and damage enemy frigates.
  Supply Incendiary Rounds Tier 6 Demolition Teams Grants Supply HEAIP Rounds ability to Moebius Flattops - which allows them to supply nearby Gunstars and Battlestars with splash damage attacks.
  Titan Factory Tier 1-4    
  Corvette Tier 1   ?
         
Batteries and Missiles        
  Light HE Rounds Tier 2   New high explosive rounds contain an explosive charge that detonates on impact, further increasing the damage of all Point Defense weapons
  Light HESC Rounds Tier 3 HE Rounds New high explosive shaped charge rounds specifically constructed to focus the force of their detonation, further increasing the damage of all Point Defense weapons
  Light HEAIP Rounds Tier 5 HESC Rounds An Advanced multi-purpose ammunition, high explosive incendiary armor, further increasing the damage of all Point Defense weapons
  HE Warheads Tier 3   High explosive warheads contain an explosive charge that triggers when the missile comes within range of the target, increasing the damage of all missile weapons
  CR Warheads Tier 4 HE Warheads An improved version of the Standard HE Payload. Continuous rod warheads contain an explosive charge wrapped in a cylinder of hardened bars welded together at each end, increasing the damage of all missile weapons
  EFP Warheads Tier 5 CR Warheads Based on an advancement of shaped charge technology, explosively formed penetrator warheads focus their detonation against a tantalum disk, deforming it into a dense "slug" of hyper-velocity metal that slams into the target with massive force and can rip through the thickest armor, increasing the damage of all missile weapons
  Tactical Nuclear Warheads Tier 7 EFP Warheads This light tactical version is the smallest nuclear warhead in general use but is still capable of crippling a larger ship or destroying strike craft outright, increasing the damage of all missile weapons
  Main Battery HE Rounds Tier 3   New larger high explosive rounds contain an explosive charge that detonates on impact, further increasing the damage of all Main Batteries
  Main Battery HESC Rounds Tier 5 Main Battery HE Rounds New larger high explosive shaped charge rounds specifically constructed to focus the force of their detonation, further increasing the damage of all Main Batteries
  Main Battery HEAIP Rounds Tier 7 Main Battery HESC Rounds An Advanced multi-purpose ammunition, high explosive incendiary armor for main batteries, further increasing the damage of all Main Batteries
  Nuclear Bombardment     BombingPopulationKilledAsDamageDealerAdjustment
  Nuclear Bombardment     WeaponRateOfFireAdjustmentWhenInGravityWellBeingBombed
  Enhanced Targetting Tier 8   CapitalShipWeaponTargetPerBankAdjustment
         
Reinforcements Nuclear Reactor Tier 3   Increases the size and regeneration rate of the nuclear reactor systems of ships and structures.
  Improved Nuclear Reactor Tier 5 Nuclear Reactor Further increases the size and regeneration rate of the nuclear reactor systems of ships and structures.
  System Redundancy Tier 1   Improvements in system redundancies increase the relative hull strength of ships by allowing damaged systems to be more easily bypassed.
  Hull Plating Tier 2 System Redundancy Additional reinforcing of key bulkheads further increases the maximum hull points and passive repair rate of all hulls.
  Damage Control Tier 4 Hull Plating Damage Response Team training is greatly improved, firther increasing the maximum hull points and passive repair rate of all hulls.
  Basic Ribbed Armor Tier 2   Improvements in this armor design increases the armor strength of ships and orbital structures.
  Improved Smooth Armor Tier 4 Basic Ribbed Armor Improvements in this armor design further increases the armor strength of ships and orbital structures.
  Basic Radiation Shielding Tier 6 Improved Smooth Armor Basic improvements in radiation shielding further increases the armor strength of ships and orbital structures.
  Improved Radiation Shielding Tier 8 Basic Radiation Shielding Advanced improvemetns in raditation shielding help keep key systems online even further increasing the armor strength of ships and orbital structures.
  Improved Point Defense Tier 3   Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull
  Superior Point Defense Tier 4   Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull
  Synchronized Point Defense Tier 5   Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull
  Sub-light Maneuvering Tier 3   Increases the turn rate of capital class Battlestars and Titanstars, allowing them to bring weapons to bear more quickly.
  FTL Calculations Tier 5   New algorightms for plotting FTL jump coordinates decrease the time required for ships to prepare for FTL travel.
  FTL Stabilization Tier 6   Your ships become resistant to the effects of jump destabilization generated by enemy starbases.
         
CIC (Defense) Colonial Ordinance Tier 2   Colonial civilian forces temporarily support and supply ships within the gravity well, bolstering weapon damage within friendly territory.
  Colonial Armor Tier 4   Colonial civilian forces temporarily support and supply ships within the gravity well, bolstering armor within friendly territory.
  Tactical Reinforcement Tier 3   TacticalStructureArmorAdjustment, TacticalStructureHullPointsMaxAdjustment, TacticalStructureWeaponDamageAdjustment
  Improved Tactical Reinforcement Tier 4   TacticalStructureArmorAdjustment, TacticalStructureHullPointsMaxAdjustment, TacticalStructureWeaponDamageAdjustment
  Asklepius Design Tier 3   Grants access to Asklepius Heavy Constructors - deep space construction ships able to deploy Ragnarok class starbases
  Deep Space Trade Tier 4 Asklepius Design Grants Ragnarok class starbases access to basic Trade Facilities upgrades, allowing trade ships to dock between trade ports
  Auxilary Command Tier 3 Asklepius Design Grants Ragnarok class starbases access to Auxilary Command Information Centers, which prevents the loss of control of it's gravity well's planet through bombardment and denies its colonization by hostile empires.
  Resupply Tier 4 Asklepius Design Grants Ragnarok class starbases access to Resupply upgrades, allowing them to repair and increase weapon cooldown of nearby friendly forces.
  Factory Tier 5 Resupply Grants Ragnarok class starbases access to Construction Bay upgrades, allowing them to build frigates and cruisers.
  Jump Disruption Tier 2   Grants access to Jump Inhibitor structure, which can slow the jump calculations of enemy ships leaving your planet.
  Ragnarok Armor Tier 6   Adds additional hull plating, granting Ragnarok starbases increased hull strength and armor
  Viper Support Tier 7   Adds additional wings of Viper support to all Ragnarok class starbases.
  Ragnarok Mobilization Tier 8   Adds FTL engines to the Ragnarok starbase, giving it the ability to perform a FTL jump to adjacent gravity wells.
  Hangar Tier 1   Grants access to the Hangar Defense structure, which can garrison Viper and Raptor squadrons to defend the planet.
  Viper Training Tier 2 Hangar Grants Viper Training ability to Hangars, which upgrades the combat affectiveness of all Viper and Raptor squads in that hangar.
  Fleet Academy Training Group Tier 3   New instructional techniques are developed, allowing novice capital ship crews to reach higher levels of experience through training.
  Fleet Experience Tier 4   ExperienceAwardedAdjustmentWhenInFriendlyGravityWell
         
Colonies (NonCombat)      
Trade Unions Salvage Wreckage Recovery Tier 1   Resources from newly destroyed capital ships and planet structures are automatically collected by your nearby capital ships.
  Orbital Refinery Tier 2 Refinery Grants access to the Orbital Refinery structure, which will dispatch cargo ships to gather refinable resources from extractors in nearby planetary systems.
  Metal Extraction Tier 3    
  Metal Extraction Tier 4 Metal Extraction  
  Tylium Extraction Tier 2   Improved sorting techniques allow unrefined tylium from crystals to be graded more quickly, improving the rate of income from crystal extractors.
  Tylium Extraction Tier 3 Tylium Extraction  
  Tylium Extraction Tier 5 Tylium Extraction  
  Trade Port Tier 2   Grants access to the Trade Port structure, allowing increased credit income through trade traffic between planets with trade ports.
  Population Growth Tier 3 Trade Port Grants Population Growth ability to Trade Ports, allowing population of nearby planets to grow at an increased rate.
  Huge Cargo Holds Tier 4 Trade Port,Refinery  
  Immense Cargo Holds Tier 6 Cargo Upgrade  
  Union Labor Agreement Tier 2   New agreements with Colonial Unions allow structure construction projects to proceed more quickly
  Supplier Contracts Tier 3   New agreements with Suppliers reduce the purchase cost of trade ports and refineries.
         
Religion Temple of the Gods Tier 2   Grants access to the Temple structure, allowing your culture to spread to nearby planets
  Afterlife Tier 2   The teachings of the Afterlife from the Sacred Scrolls begins to spread, increasing the rate at which your empire spreads culture
  The Path of Olympus Tier 4   The Path of Olympus is taught to nearby systems, increasing the rate at which you empire spreads culture
  The Cycle of Time Tier 5   The Cycle of Time is understand, further increasing the rate at which you empire culture spreads.
  Sanctity of Life Tier 7   The Sanctity of Life becomes predominant in your system, reducing the amount of lost when your empire's culture spreads through a planet.
  Increased Trade Tier 3   Grants the Increased Trade ability to Temples, which increases the rate at which income is derived from nearby trade ports.
  Revelations     CultureModuleCostAdjustment
  Blood on the Scales     ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls
  Resistance     ApplyBuffToOwnedPlanetAfterLastEnemyShipLeavesOrDies
         
Colonization Improved Colonization Tier 1   ApplyBuffToPlanetAfterColonization
  Advanced Colonization Tier 2    
  Scortched Earth Policy Tier 6    
  Colonial Taxation Tier 4   CapitalShipTaxIncome
  Volcanic Colonization Tier 2    
  Improved Volcanic Colonies Tier 5    
  Ice Colonization Tier 2    
  Improved Ice Colonies Tier 4    
  Gas Colonization Tier 5    
         
Quorom of Twelve (Diplomacy)        
  Colonial One Envoy Tier 1    
  A Measure of Salvation     Enhances the preception of friendly systems causing culture to automatically spread from the planet.
  The Oath     Gives Credits to the player the envoy orbits
  The Ties that Bind     Sends Rapid Response Teams to damage orbital structures
  Normal diplomacy stuffs      
         
Colonial Fleet        
  BSG-01 BSG-09 BSG-10 BSG-30 BSG 39 BSG 41 BSG 62 BSG 75     Capital Supply
  Lieutenant Junior Grade Lieutenant Captain Major Colonel Comander Rear Admiral Admiral     Fleet Supply
  Diplomat Doctrine Tier 1   Unlocks Jupiter
  Hardliner Doctrine Tier 2   Unlocks Cetus
Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 4:00:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 4:12:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 8:19:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks great Z.

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 12:47:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

wow, is that just from my slightly ignorant question or where you going to do such a thing with the Battlestars anyway? looks great anyway. 

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 1:55:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Arfoire,
wow, is that just from my slightly ignorant question or where you going to do such a thing with the Battlestars anyway? looks great anyway. 

Just reminded me. There's some replies way further back where I stated I wanted to do that so I could keep Galactica and Pegasus somewhat unique.

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 2:33:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

glad to be of service .  course there's an old mod (maelstrom i think) that has a model of TOS battlestar, thou they miss labeled it as a Mercury.

 

P.S whats KEW anyway on their damage/weapons?

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 3:25:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Arfoire,
glad to be of service .

indeed, thanks

Quoting Arfoire,
course there's an old mod (maelstrom i think) that has a model of TOS battlestar, thou they miss labeled it as a Mercury.

not sure i want any tos

Quoting Arfoire,
P.S whats KEW anyway on their damage/weapons?

Kinetic Energy Weapon

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 3:40:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Kinetic Energy Weapon? like a gun?

 

Ya the Tec from TOS does not really fit with the re-imagined series, plus I always felt the original battlestars and basestars are not very pretty.

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 4:33:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Research tree for colonial looks really good so far Z... 

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 3:00:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Research tree for colonial looks really good so far Z... 

Thanks, still a few rough edges to sort out. Plus I'd like to get some more unique research in with some of the new Rebellion modding goodies. Some of the research will only be available to the loyal/rebel split too which I haven't fully decided on yet.

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 7:34:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Quoting SpardaSon21, reply 942
Quoting ZombiesRus5, reply 940Since it's an ultimate, I'd be ok with uninhabitable.

Problem with that is that a single player can do a scorched earth tactic on the map, ruining all the enemy worlds so the other players have permanently reduced income and orbital slots, putting them at a permanent disadvantage.

I was thinking more like the Novalith with some finish condition.

Edit basically, it would instantly kill a planet, but the Cylon faction wouldn't be able to immediately colonize it.

 

Why don't you just give the Cylons the "stripped to the core" research ability like the Vasari? You could actually give one to each faction ie. Total Atmospheric Expulsion to the Cylon rebels, and Stripped to the Core to the Cylon loyalist.. would make more sense that Cylon Loyalists (who hate humans) would want to eradicate human planets...

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 11:52:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is off topic.... but does anyone know how to use the triggers in the new galaxy forge? I don't understand how you can assign triggers to specific objects? like planets or ships?

Does anyone know?

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 1:48:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

there's a new galaxy forge? where? only one I can find is in the downloads section and is years out of date.

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 1:53:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Arfoire,
there's a new galaxy forge? where? only one I can find is in the downloads section and is years out of date.

Sins install directory in your steam appdata folder.

Quoting Mord_Sith84,
This is off topic.... but does anyone know how to use the triggers in the new galaxy forge? I don't understand how you can assign triggers to specific objects? like planets or ships?

Does anyone know?

No one has any clue.

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 4:53:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

found it, thanks GoaFan. dunno why I did not think of that in first place..........oh I know, I expected it to be downloadable from the site or there being something obvious as to where it is.

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 6:15:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Quoting Arfoire, reply 969there's a new galaxy forge? where? only one I can find is in the downloads section and is years out of date.

Sins install directory in your steam appdata folder.

Quoting Mord_Sith84, reply 968This is off topic.... but does anyone know how to use the triggers in the new galaxy forge? I don't understand how you can assign triggers to specific objects? like planets or ships?

Does anyone know?

No one has any clue.

 

That's so weird though! What do they plan to do with it? How can they release something that is half done (if that)

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 6:17:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh... and GoaFan77 (or anyone else!).... another quick question. For the "Strip to the Core" ability for Vasari, would it be possible to mod this ability so that after the strip has happened, that the planet is converted to an asteroid belt rather than a dead asteroid? Could that be done?

Reason for Karma (Optional)
Successfully updated karma reason!
July 20, 2012 10:01:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Oh... and GoaFan77 (or anyone else!).... another quick question. For the "Strip to the Core" ability for Vasari, would it be possible to mod this ability so that after the strip has happened, that the planet is converted to an asteroid belt rather than a dead asteroid? Could that be done?

Yes, this can be done. The type of planet entity the planet converts to when stripped is moddable.

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 21, 2012 9:40:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Are you going to give cylons "stripped to the core"?

I also think that the vasari's "mobile  rulership" and "shipboard labs" would suit them - considering that cylons do not need planets.

Reason for Karma (Optional)
Successfully updated karma reason!
July 21, 2012 1:09:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Imagine giving the Cylons the Colony as a Titan, epic much?

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108435  walnut2   Server Load Time: 00:00:00.0000938   Page Render Time: