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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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August 11, 2012 4:23:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting harpo99999,

Quoting ZombiesRus5, reply 1072Lol, I'm being hounded by the word police z, all you have to do is put the BITE on them and then they should leave you alone.

harpo

 

The Zombie Apocalypse is bound to happen eventually.

 

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August 14, 2012 2:11:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There isn't a 'baked' version of this mod is there by chance? 

 

because whenever I try to run the thing as stated in the tutorial on moddb it crashes to the desktop, I am going to try to reinstall the game and have a crack at it again. All of the options are little confusing at first but I guess it does allow for varied and fun game (if I can get it working lol).

haha I got it working, my lack of knowledge I guess but how come you can't choose between the individual races obviously I can choose between Cylon and Colonials but not the factions within the factions for rebellion.  Any clues have I loaded up the mod packets wrong..?

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August 14, 2012 3:43:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Izzywizz,
There isn't a 'baked' version of this mod is there by chance? 

 

because whenever I try to run the thing as stated in the tutorial on moddb it crashes to the desktop, I am going to try to reinstall the game and have a crack at it again. All of the options are little confusing at first but I guess it does allow for varied and fun game (if I can get it working lol).

haha I got it working, my lack of knowledge I guess but how come you can't choose between the individual races obviously I can choose between Cylon and Colonials but not the factions within the factions for rebellion.  Any clues have I loaded up the mod packets wrong..?

I won't do a bake version of the mod until it's completed. The vanilla factions should be playable if stacked correctly and using the latest version that included them. It should go in this order:

SotF Race Colonial
SotF Race Cylon
SotF Race Advent
SotF Race TEC
SotF Race Vasari
SotF Race Core

 

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August 14, 2012 4:13:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you for the reply and you've got the right idea to the baked version for final release, I re read your FAQ and it all started to make sense I didn't put the core package in the right place, I blame the heat my room for that one haha.

 

What I meant by the factions is the Doctrines and the choice between Reformist or Hard-liner for the Colonials, usually within Rebellion you can pick before hand, to be a loyalist or rebel. But within the faction option screen when I go to select a race, its Colonial or Cylons, no sub factions within those. Unless I am doing something wrong...? 


Fantastic mod by the way, I have been the fan of the series since the original series

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August 14, 2012 5:19:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Izzywizz,
Thank you for the reply and you've got the right idea to the baked version for final release, I re read your FAQ and it all started to make sense I didn't put the core package in the right place, I blame the heat my room for that one haha.

Quoting Izzywizz,
What I meant by the factions is the Doctrines and the choice between Reformist or Hard-liner for the Colonials, usually within Rebellion you can pick before hand, to be a loyalist or rebel. But within the faction option screen when I go to select a race, its Colonial or Cylons, no sub factions within those. Unless I am doing something wrong...?

The current release is a incomplete vanilla version. Basically proofing out ship models and textures as much as possible.

You can choose Loyalist or Rebel from the Fleet Logistics screen which is a really rough work in progress.

This whole tab will change to be an Empire Management research tab. It will include a much smaller fleet logistics on the top, with an expanded Loyalist/Rebel selection with sub-traits. Sub-traits will be unlocked after the right amount of labs and research is completed. Basically you can't rush into a sub-trait without investing some into your empire.

 

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August 14, 2012 6:01:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Now its all starting to make sense, I feel a little dumb for not finding it sooner. Thats probably a good idea limiting the sub-trait with research, you don't want people becoming over powered straight away.

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August 16, 2012 6:46:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Has anybody had the screen suddenly turn black, but the game still runs? whenever it happens to me i just go to the task manager then back to the game and the game is back. If anyone has a solution for this id really appreciate it.

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August 16, 2012 11:32:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Afrojason,
Has anybody had the screen suddenly turn black, but the game still runs? whenever it happens to me i just go to the task manager then back to the game and the game is back. If anyone has a solution for this id really appreciate it.

 

Sounds like a background task is calling your attention, when it happens again look in task manager and see what apps are running

 

But nothing to do with this awesome mod!

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August 16, 2012 1:40:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I seem to be having an issue with the mod, whenever I start it there is no starting menu at all, any ideas what is wrong??

 

TXT
Version 0
enabledModNameCount 6
enabledModName "SotF Planets SinsPlus Reb.0"
enabledModName "SotF Militia Cylon Reb.0"
enabledModName "SotF Race Colonial Reb.0"
enabledModName "SotF Race Tec Reb.0"
enabledModName "SotF Race Cylon Reb.0"
enabledModName "SotF Core Reb.0"

 

I added the Tec race to see if the main menu would come up it didn't.

 

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August 16, 2012 1:46:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

delete MainMenuScreen.window from the SotF Race Colonial Reb.0 folder as a temporary solution.

 

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August 16, 2012 2:29:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
delete MainMenuScreen.window from the SotF Race Colonial Reb.0 folder as a temporary solution.

 

 

Thanks

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August 22, 2012 6:25:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Koobalt... Have you had a chance to work on the UV for my asteroid model? Any luck?

 

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August 23, 2012 10:42:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

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August 23, 2012 11:04:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Hey Koobalt... Have you had a chance to work on the UV for my asteroid model? Any luck?

 

sorry but no, i have to much work now so i need to completely stop modeling work for now

 

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

Reduced 55%Original 1024 x 768

Looks very good  

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August 23, 2012 8:27:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

Reduced 55%Original 1024 x 768

I AM IN LOVE!!!! 

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August 23, 2012 8:41:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

 

Looks awesome Z!

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August 23, 2012 8:41:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting koobalt,
Quoting Mord_Sith84, reply 1088Hey Koobalt... Have you had a chance to work on the UV for my asteroid model? Any luck?

 

sorry but no, i have to much work now so i need to completely stop modeling work for now

No worries - totally understand.

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August 23, 2012 8:52:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

Love it!!!! Are you planning to change the research category pictures i.e. that respresent the sub-branches Reinforcement, Equipment and Fleet Designs (image could be a blueprint of a battlestar), and also the main categories i.e. Ship Fleetyards (could be a pic of the scorpion shipyards), CIC (pic of the CIC) etc?

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August 23, 2012 10:10:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

Reduced 55%Original 1024 x 768

Awesome work Z!

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August 23, 2012 10:21:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
Love it!!!! Are you planning to change the research category pictures i.e. that respresent the sub-branches Reinforcement, Equipment and Fleet Designs (image could be a blueprint of a battlestar), and also the main categories i.e. Ship Fleetyards (could be a pic of the scorpion shipyards), CIC (pic of the CIC) etc?

Of course. The changes you've described will come last though. If you check my diplomacy factions I've tried to customize all of these things including the empire tree so it's as custom as possible.

 

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August 23, 2012 10:31:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Quoting Cylon_Luvr, reply 1094Love it!!!! Are you planning to change the research category pictures i.e. that respresent the sub-branches Reinforcement, Equipment and Fleet Designs (image could be a blueprint of a battlestar), and also the main categories i.e. Ship Fleetyards (could be a pic of the scorpion shipyards), CIC (pic of the CIC) etc?

Of course. The changes you've described will come last though. If you check my diplomacy factions I've tried to customize all of these things including the empire tree so it's as custom as possible.

 

Awesome!

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August 25, 2012 5:09:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z.... Just wanted to check... are you using the Resurrection Hub for anything?

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August 25, 2012 11:38:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mord_Sith84,
Hey Z.... Just wanted to check... are you using the Resurrection Hub for anything?

Yes. It will function as a resurrection hub.

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August 26, 2012 11:04:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,

Quoting Mord_Sith84, reply 1098Hey Z.... Just wanted to check... are you using the Resurrection Hub for anything?

Yes. It will function as a resurrection hub.

Sorry, I didn't have a lot of time to go into more details.

With rebellion we have a way to spread buffs across planets like a virus from a central point. 

I haven't designed the ability/buffs yet, but the idea will be to have a Single Resurrection hub serve an entire Star system. Additional resurrection hubs will be required in multi-star systems.

Building more than one resurrection hub in a single star system will act as a backup and potentially provide a small boost to your forces.

Resurrection hubs will be a superweapon and restricted in the same way as described in 1.04.

When a Basestar dies and there is a resurrection hub in the system it will be re-spawned at the hub (made possible with introduction of ApplyBuffToFirstSpawnerNoFilterNoRange.

I also want ResurrectionShips to participate in the network somehow. Possibly requiring a resurrection ship (frigate or capital) and a Resurrection Hub for the spawning and other synergistic benefits.

With OnCondition buffs we can do many things with existing abilities to buff or extend them if a Resurrection Network is in place.

 

As cylons are still pretty fluid in their design if you have any ideas feel free to contribute.

 

 

Edit:  

1.04 will most likely be a mod breaking release. I'll see what I can do for you guys.

 

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August 26, 2012 3:56:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

Yay! Ant source and script written

<target name="normalize_research">
<normalize_research_costs>
<fileset dir="${project}/mod/GameInfo"
includes="RESEARCHSUBJECT_*.entity"
excludes="RESEARCHSUBJECT_*MAX*.entity,RESEARCHSUBJECT_*DECLARE*.entity,RESEARCHSUBJECT_*RESEARCHACCESS*.entity"/>
</normalize_research_costs>
</target>

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