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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 26, 2012 8:08:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Quoting ZombiesRus5, reply 1099
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.

 

Sounds cool. How about only resurrecting basestars at the Hub when a resurrection ship is present in the gravity well in which it is destroyed? No ressurrection ship = no resurrected basestars.

Also, just wanted to say, you are an absolute champion Zombie.... The polished version is going to be crazy good!!!

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August 26, 2012 8:40:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,


Sounds cool. How about only resurrecting basestars at the Hub when a resurrection ship is present in the gravity well in which it is destroyed? No ressurrection ship = no resurrected basestars.

Also, just wanted to say, you are an absolute champion Zombie.... The polished version is going to be crazy good!!!

 

Sounds good to me! But the range would be restricted to the star system, as you stated above Z.

Hey Z, what if I wanted to use the Distant Stars mod in conjunction with this mod? I would like to have access to the Sol System planets for some of the maps I'm building.

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August 26, 2012 10:46:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
Sounds cool. How about only resurrecting basestars at the Hub when a resurrection ship is present in the gravity well in which it is destroyed? No ressurrection ship = no resurrected basestars.

This is an option too. I just don't want the AI to be gimped in the approach.

Quoting Cylon_Luvr,
Also, just wanted to say, you are an absolute champion Zombie.... The polished version is going to be crazy good!!!

I agree. I'm looking forward to a very polished mod for BSG.

Quoting Mord_Sith84,
Sounds good to me! But the range would be restricted to the star system, as you stated above Z.

Yes, but you'll be able to build a Resurection Hub in any star system.

Quoting Mord_Sith84,
Hey Z, what if I wanted to use the Distant Stars mod in conjunction with this mod? I would like to have access to the Sol System planets for some of the maps I'm building.

I have no plans for Distant Stars at this time. I still would like to create a Kobol specific system of planets though, but my intention is to get the core mod finished first.

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August 26, 2012 11:11:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,


I have no plans for Distant Stars at this time. I still would like to create a Kobol specific system of planets though, but my intention is to get the core mod finished first.

Sure. Its just the sol system planets from Distant Stars... not the whole mod. Would be cool to eventually build maps using Kobol system planets and planets from our own solar system. After the core mod is finished, i'm sure the developers from Distant Stars would let you borrow them...

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August 27, 2012 12:40:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sol isn't really a BSG system. 

I'd asked previously for someone to identify the specific texture and planet name/type and I would generate a system for BSG. Short of that you'll have to wait until I dedicate some time to it.

 

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August 29, 2012 11:10:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
Sounds good to me! But the range would be restricted to the star system, as you stated above Z.

Yes, but you'll be able to build a Resurection Hub in any star system.

To reflect the show, will the Resurrection Hub be able to phase jump? Not sure if you would be able to do this for a superweapon? If it was a starbase, it could i.e. The vasari rebel starbase can jump I think....

Could it also periodically micro-jump around the gravity well that it is in? (like the vasari loyalist titan)

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August 29, 2012 11:23:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,

Quoting ZombiesRus5, reply 1103Sounds good to me! But the range would be restricted to the star system, as you stated above Z.

Yes, but you'll be able to build a Resurection Hub in any star system.

To reflect the show, will the Resurrection Hub be able to phase jump? Not sure if you would be able to do this for a superweapon? If it was a starbase, it could i.e. The vasari rebel starbase can jump I think....

Could it also periodically micro-jump around the gravity well that it is in? (like the vasari loyalist titan)

We are bound by the limitations of the Sins universe. While it's tempting to make it a starbase it would detract from the Cylon's ability to build it's actual starbase. 

 

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August 30, 2012 2:12:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Zombies, when I downloaded your initial release of B&C for Rebellion it used the pre-Rebellion method of race selection.  Did you have to do anything special to have it that way?

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August 30, 2012 3:24:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
Zombies, when I downloaded your initial release of B&C for Rebellion it used the pre-Rebellion method of race selection.  Did you have to do anything special to have it that way?

It's a simple boolean in the race selection window IIRC.

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August 30, 2012 10:39:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just a quick question (Sure it has been asked before). I am new to this mod and am trying to get it up and running. In the mod selection, I followed the instructions and can get it to work (Dip 1.34) but cannot get the planet addon part to work. I noticed in some of the example pictures that the planet addons have a Sotf at their start, but the ones I downloaded start with 'planets'. Did I download the wrong ones, or can the planets addon only be played by itself? (Note I placed it at the start of the mod list.)

 

Also, what is the difference between the mk2 and mk 7 (In game terms) fighters? Ie with my peaguses flag ship is there any reason to build the older fighter type when the new one is available?

 

Cheers.

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August 31, 2012 8:01:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The mark II fighter is a fighter/bomber, it has 2 missile damage and 1 autocannon damage (without research).  The mark VII fighter is purely an interceptor which means it only has light weapons (autocannon) for use on other fighters.  The current Colonial lack of a dedicated bomber means you should use the mk II for antiship/structure roles and the mk VII in anti-fighter roles.

 

Daniel.

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August 31, 2012 10:38:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zoommooz,
Just a quick question (Sure it has been asked before). I am new to this mod and am trying to get it up and running. In the mod selection, I followed the instructions and can get it to work (Dip 1.34) but cannot get the planet addon part to work. I noticed in some of the example pictures that the planet addons have a Sotf at their start, but the ones I downloaded start with 'planets'. Did I download the wrong ones, or can the planets addon only be played by itself? (Note I placed it at the start of the mod list.)

 

You need to download Sins of the Fallen from the moddb link to get the compatible planets with this mod. You'll want to also use the SotF Core R6 from moddb as it should be the latest.

 

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August 31, 2012 11:17:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for the replies.

1. I thought the raptor was the bomber for the colonials?


2.

I just bought Rebellion, so am giving Blood and chrome's version for this a go, as it comes with the planets already.

In game all seems to be working, however, when searching planets, every one has the kinetic intensifier on it, which I am assuming is either a bug, or because rebellion is 1.04 not quite compatible yet? If so is their anything I can do in the mean time to correct this

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August 31, 2012 11:26:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zoommooz,
Thanks for the replies.

1. I thought the raptor was the bomber for the colonials?


2.

I just bought Rebellion, so am giving Blood and chrome's version for this a go, as it comes with the planets already.

In game all seems to be working, however, when searching planets, every one has the kinetic intensifier on it, which I am assuming is either a bug, or because rebellion is 1.04 not quite compatible yet? If so is their anything I can do in the mean time to correct this

Ya, the raptor has bombs outfitted on it. 

Artifacts are treated differently in my mod as I found scanning for the most part pointless in vanilla sins to constantly come up with nothing.

Basically it's more like mining the planet in now. Expect to find an artifact on every planet, though they should vary by planet type (i.e. all ice will generally have the same artifact type). So for example expect to find kinetic intensifiers on asteroids. 

 

Also, I have no idea if 1.04 will crash or not with B&C as the current version is 1.3 compatible.

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August 31, 2012 11:32:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ah ok, not a bad idea. Though, do you think that this will mean that the uniqueness of artefacts will totally go? And, have you taken into account that having so many of them could easily become OP. In effect if you own at least one of every planet type, then you will have all of the artefacts, correct?

Regardless, time to do some planet entity file searching

 

Edit BTW, where have you put this info, ie what entity files do I need to look at to examine these details?

 

Edit 2. Found them.

 

Cheers

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August 31, 2012 11:46:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zoommooz,
Ah ok, not a bad idea. Though, do you think that this will mean that the uniqueness of artefacts will totally go? And, have you taken into account that having so many of them could easily become OP. Regardless, time to do some planet entity file searching

I toned down some of the more ridiculous artifacts.

Quoting zoommooz,
Edit BTW, where have you put this info, ie what entity files do I need to look at to examine these details?

Artifacts are in the Core as research subjects. What artifact may be placed on a planet is in the galaxy scenario def.

 

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August 31, 2012 12:03:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Again thanks for the answers.

 

Another question (Sorry) I am looking at the player entity files, so as to gives a better racial inclination bonus for colonial to colonial, and cylon to cylon, while making this bonus worse for cylon to colonial. From what I can gather there is no specific race id for this, and hence, they instead rely of their 'raceNameParsePrefixFallback "TECH" for this? Which is why I've noticed in game that the racial modifier for both seem very similar (which I am trying to change, from a realism perspective). Do you think that changing the cylons to tech rebels here would allow for the desired adjustment? (I will only be playing cylon vs colonial in my games, stock sins does not interest me)

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August 31, 2012 12:09:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zoommooz,
Again thanks for the answers.

 

Another question (Sorry) I am looking at the player entity files, so as to gives a better racial inclination bonus for colonial to colonial, and cylon to cylon, while making this bonus worse for cylon to colonial. From what I can gather there is no specific race id for this, and hence, they instead rely of their 'raceNameParsePrefixFallback "TECH" for this? Which is why I've noticed in game that the racial modifier for both seem very similar (which I am trying to change, from a realism perspective). Do you think that changing the cylons to tech rebels here would allow for the desired adjustment? (I will only be playing cylon vs colonial in my games, stock sins does not interest me)

It might. I haven't built out the racial preferences yet so it's worth a try. 

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August 31, 2012 12:12:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok, will do and I will let you know how it goes. One job less for you is a good thing right?  

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August 31, 2012 12:37:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Zombie, posting because I've absolutely fallen in love with the mod. But it seems like the new update for Rebellion broke the mod, any ETA on a fix? -- Also, haven't been able to get the Vesarri, Advent, or TEC working in conjunction with the Colonials / Cylons. Any tips?

 

Again, love the mod. thank's for all your hard work!

 

Cheers,

 

Spork

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August 31, 2012 3:36:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
Zombies, when I downloaded your initial release of B&C for Rebellion it used the pre-Rebellion method of race selection.  Did you have to do anything special to have it that way?

Go to PlayerSetup.window and set useRaceSelectDialog to FALSE.

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August 31, 2012 4:45:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, I figured that out yesterday right after Zombies pointed me in the right direction.  Thanks anyways, though.

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September 4, 2012 7:32:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Z, do you need any more sound files?

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September 5, 2012 7:27:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Diaspora is out!!! And it's awesome! http://www.hard-light.net/forums/index.php?topic=81859.0 

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September 5, 2012 7:53:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Cylon_Luvr,
Diaspora is out!!! And it's awesome! http://www.hard-light.net/forums/index.php?topic=81859.0 

It does look good.

Quoting Mord_Sith84,
Hey Z, do you need any more sound files?

Maybe after we get the research trees done and balanced I could. If have specific sounds and where you want them I can look at adding them in though.

 

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