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[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

 

 

 Fall of Kobol

Current Version:

 Fall of Kobol Downloads

 

No longer enhanced but available:  

 SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 
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


Colonial Sound Dialogue Script (link)

 

 

  

Cylon Armada

 

 

If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.

Contributions can be emailed to: zombiesrus5 at gmail dot com

Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.

Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice

Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.

Please email me for development SVN access which is different from the playtest SVN noted above.

Members: ZombiesRus5

War-era Centurian: Status is given to those that actively contribute to the mod.

Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy

U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod. 

Members: Stalcore, JonJay

Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.

Members: Unikraken, SpardaSon21, holybeast

Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.

Unknown Members: 2500+ souls or machines

Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost

:cylon:

Modding Contributions Needed

Particle Effects
  • Anyone that wants to contribute effects is more than welcome as I'm not planning on making any myself.
 
! if you see anything you think could use a change shoot me a query and I'll let you know if it's worth pursuing !
 
* remember if you add a new file locally when modding it needs to be added to the entity.manifest!

 

 

8,578,703 views 3,050 replies +1 Loading…
Reply #151 Top

Quoting Ryat, reply 147

Quoting Wolf-186, reply 144 Also, do you think my laptop can mod Sins? If so, what program should I use?

Modding Sins requires Notepad.
End of Ryat's quote

^

Reply #153 Top

Quoting Wolf-186, reply 152
I'm talking about models.
End of Wolf-186's quote

Ah, different story. Almost any modeling program can be used to make models for Sins. You'll need Softimage XSI to get them in the game. I'm sure your laptop would be sufficient assuming it meets the requirements for Softimage.

Here's the solar empire weebly (complements of myfist0). It contains a lot the relevant modding information you need.

Reply #154 Top

Well, actually, making my own race for SoaSE. So yeah, that website helped me allot. But, I'm just going to make a Capital ship, or replace Kodiak, for Tec. To begin it, at least. I'm just trying to figure out what to start it off as. Its a cross in two battlestars on deviant art an Armored Gunstar  and a Posiden class . However I need to start small, I know that, but where? If I could import ldd models, I could just use the old ships I made: ex.

Reply #155 Top

If you want here you have update texture for the Thor class Battlestar, is darker and have less glowing parts in team color, be aware that this is the higher resolution texture so take more place.

Simple for installation put the files (replace the old ones)  in Texture folder in SotF Race Colonial R5 Folder in your mod folder.

Before you do anything make a copy of the old files!!

Link:

http://www.mediafire.com/?p1s9qrchhi4bvgl 

Reply #156 Top

Quoting koobalt, reply 155
If you want here you have update texture for the Thor class Battlestar, is darker and have less glowing parts in team color, be aware that this is the higher resolution texture so take more place.

Simple for installation put the files (replace the old ones)  in Texture folder in SotF Race Colonial R5 Folder in your mod folder.

Before you do anything make a copy of the old files!!

Link:

http://www.mediafire.com/?p1s9qrchhi4bvgl 
End of koobalt's quote

Thanks much. I'll pull it down and prepare for the next build whenever it comes.

Reply #157 Top

Well i hope the next will bring Cylon  :cylon:

 

And so far i'm testing the colonials and one thing i see is that the Gauss cannon(the first option in defense panel) is missing name ('String not found'), and second when the enemy is near it, it does nothing...  

 

Next when i team my Cap ship in fleet, Galactica stop colonization process, but i think that was a sins problem.

 

I play against  Archailect and i need to say it was battle for every inch of galaxy  :cylon: (on medium map 1 star)

Next i test in on large (5 star) against Hypercorp, and after 5 hours of playing, (kiling pirates building defense and my own fleet in my star radius) i meet hypercrop only once...

 

And the "kostura warheads' make me really really eager to edit the files and DELETE IT }:)  

 

Now i think i need to play one of your race against Colonials, but i always prefer to kick they butt with my Cylon forces :cylon:  

So far i love it.

 

edit:

I try hypercorp against colonial and one nova with cygnus was able to destroy my 4 cap ship, and i lost in less than 20 minutes of game :'(  

Reply #158 Top

Alright, I'll bite. IS there an R5 release for Entrenchment? I was looking around the moddb page and only saw it go up to R3.1 for Ent. Hopefully I'm not being overly optimistic, here, because I'm assuming I can't take R5 files and dump it into my R3.1 file and hope for the best.

Reply #159 Top

Quoting Heero_Miiyamoto, reply 158
Alright, I'll bite. IS there an R5 release for Entrenchment? I was looking around the moddb page and only saw it go up to R3.1 for Ent. Hopefully I'm not being overly optimistic, here, because I'm assuming I can't take R5 files and dump it into my R3.1 file and hope for the best.
End of Heero_Miiyamoto's quote

 

It only supports Trinity/Diplomacy. No more Entrenchment.

Reply #160 Top

Quoting Heero_Miiyamoto, reply 158
Alright, I'll bite. IS there an R5 release for Entrenchment? I was looking around the moddb page and only saw it go up to R3.1 for Ent. Hopefully I'm not being overly optimistic, here, because I'm assuming I can't take R5 files and dump it into my R3.1 file and hope for the best.
End of Heero_Miiyamoto's quote

Sorry, but I'm done modding entrenchment. Modding takes up a lot of time and supporting Entrenchment and Diplomacy requires even more time. Diplomacy has many more features that help make races unique as well that aren't present in Entrenchment.

Further, given the amount of work I've put into these mods it's not too much to ask that you get Diplomacy if you want to play them.

Reply #161 Top

Hey Koobalt... were you able to find a texture for the Cylon Colony?

Reply #162 Top

Are you pulling from anywhere in particular for the Cylon fleet? I've not seen much work done on "reimagining" their ships.

Reply #163 Top

Quoting Unikraken, reply 146
If you need help editing entity files and updating descriptions in string files please let me know. It's simple work, but time consuming so I know mods usually need the help so the big wigs can focus on more important matters.
End of Unikraken's quote

I accept help from almost anybody especially in regards to string descriptions. Because of my system I don't need the actual string file edited as they go in templates that help make editing the Strings simpler.

I would put the colonial race at around 40% complete. It's tech tree is still basically vanilla except for a few tweaks to the underlying entity modifiers like the laser/beam research upgrading KEW and shield research upgrading mitigation. I'm not going to extend the research trees until the Cylons are in the game similar to the colonials now.

Really suggestion for research tree adjustments are what I could really use at this point from anyone interested in furthering this mod.

In regards to entity files... I wouldn't be opposed to suggestions or submitted changes. 

Quoting Unikraken, reply 162
Are you pulling from anywhere in particular for the Cylon fleet? I've not seen much work done on "reimagining" their ships.
End of Unikraken's quote

I found a few resources but haven't had a chance to compare them directly with Sot13t. 

Reply #164 Top

Quoting koobalt, reply 157
So far i love it.
End of koobalt's quote

cool... still very much a WIP.

Quoting koobalt, reply 157
I try hypercorp against colonial and one nova with cygnus was able to destroy my 4 cap ship, and i lost in less than 20 minutes of game :'(  
End of koobalt's quote

haha, I'll have to to try that. Hypercorp is not really balanced yet, but should be about on par with TEC. I might be toning down the colonials now that they have mitigation.

Reply #165 Top

Quoting Cylon_Luvr, reply 161
Hey Koobalt... were you able to find a texture for the Cylon Colony?
End of Cylon_Luvr's quote

 

Sorry but nothing...

Reply #166 Top

Quoting koobalt, reply 165



Quoting Cylon_Luvr,
reply 161
Hey Koobalt... were you able to find a texture for the Cylon Colony?


 

Sorry but nothing...
End of koobalt's quote

Could I help Koobalt? I don't know a great deal about modding, but could you give me some pointers on where I could start looking?

Reply #167 Top

I am trying to alter the galaxyscenariodef. file to use in galaxy forge 3 but it keeps failing to load I am using notepad ++

not sure what is going wrong?

Reply #168 Top

Quoting ZombiesRus5, reply 164

Quoting koobalt, reply 157So far i love it.

cool... still very much a WIP.


Quoting koobalt, reply 157I try hypercorp against colonial and one nova with cygnus was able to destroy my 4 cap ship, and i lost in less than 20 minutes of game :'(  

haha, I'll have to to try that. Hypercorp is not really balanced yet, but should be about on par with TEC. I might be toning down the colonials now that they have mitigation.
End of ZombiesRus5's quote

 

DO you mean to say, that your dumbing down Colonial? If so, can you make it so that current colonials, stays the same?

Reply #169 Top

Quoting Wolf-186, reply 168
DO you mean to say, that your dumbing down Colonial? If so, can you make it so that current colonials, stays the same?
End of Wolf-186's quote

I'm not sure how you leapt from might tone down to dumbing down...


Reply #170 Top

Quoting Stalcore, reply 167
I am trying to alter the galaxyscenariodef. file to use in galaxy forge 3 but it keeps failing to load I am using notepad ++

not sure what is going wrong?
End of Stalcore's quote

So give me some requirements of what you are looking for. I know I need to modify my GalaxyScenarioDef generator for the planet packages haven't quite got to addressing that yet. I might be able to tailor it better for map makers if I know what you are looking for.

P.S. I can't recall if I responded to your PM or not. I meant to but had quite a few lately and may have lost it in the middle of all that.

 

Reply #171 Top

is it possible for the older style vipers to preferentially engage bombers and newer style to preferentially engage fighters?

 

Always makes me annoyed when my swarm of fighters rushes to engage their 1 squadron of bombers, leaving my bombers completely open to their fighter squadrons

 

kill their fighters faster than they kill yours and you more effectively control the starfighter engagement, atm you have to micromanage it alot, would be awesome if the mod gave you a helping hand.

Reply #172 Top

No Problem Z. I understand will family and work. Basically the problem I see with Galaxy forge and your GalaxyScenarioDef files is that for say the sol planets mod. for have the planets list for each type. i.e.
 planetType
    designName "Terran"
    designStringId "IDSGalaxyScenarioTypePlanetTerran"
    orbitBodyTypeCount 5
    orbitBodyType "SolPrimordialDwarf"
    orbitBodyType "SolTerran"
    orbitBodyType "SolTerranDwarf"
    orbitBodyType "SolTerranGiant"
    orbitBodyType "Terran"   

when you try to set up a planet you are only able to use the default planet types. I check the file from distant stars and they list each planet individually but when I tried editing the file it wouldn't load. :'(

 

 

 

 

 

 

Reply #173 Top

Koobalt - had a look back through the series, and yeah, the Cylon Colony has a pretty unique grainy texture.... One of ZombieRus5's plague capital ships has a similar look... would paste a picture of it here but I don't know how to do that! Will see if this works...

Reply #174 Top

nope... damn...

Reply #175 Top

What about the Vasari starbase texture? The vasari starbase looks a bit like the Cylon Colony...