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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!

 

 

8,578,664 views 3,050 replies +1 Loading…
Reply #827 Top

Looks Awesome. Now that is a Titan. good work Koobalt. :drool: :beer: :beer:

Reply #828 Top

Quoting koobalt, reply 824
End of koobalt's quote

k1

Reply #829 Top

Regarding the Cylon research tree, a lot of their technology should be based on sabotage and infiltration - considering that they are experts in this. 

Hey Z, will you also bring the other Sins of the Fallen races across to Rebellion? Will you give them Titans or just take one of the existing models, beef it up and convert it to become a Titan? 

Reply #830 Top

ZombiesRus 5 I send you Jupiter with texture did you receive it??

Reply #831 Top

Quoting koobalt, reply 830
ZombiesRus 5 I send you Jupiter with texture did you receive it??
End of koobalt's quote

Yes, sorry I should have PM'd you earlier when I downloaded it. Just been busy busy...

Reply #832 Top

Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.

Reply #833 Top

Quoting Daeican, reply 832
Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.
End of Daeican's quote

I'm worried people will be dissapointed when the find out the Vasari Loyalist Titan cannot destroy worlds... It's actually just a simple research/scuttle that allows vasari to destroy worlds. Which of course means this is sadly unusable by the AI which is it's other failing.

 

Reply #834 Top

Hey Z I was wondering if you were still think of making gas giants colonizable for blood and chrome? also I was think of an ability for the titans. Nuclear barrage. basically a heavy missile strike of nuclear missiles.

Reply #835 Top

Quoting Stalcore, reply 834
Hey Z I was wondering if you were still think of making gas giants colonizable for blood and chrome? also I was think of an ability for the titans. Nuclear barrage. basically a heavy missile strike of nuclear missiles.
End of Stalcore's quote

Hey Stalcore, nice to hear from you :D

Yes, I'm planning on making gas giants colonizable for all races. 

Nuclear Barrage will definitely fit as a Titan ability as well.

Reply #836 Top

Cool. Thank you for your hard work. k6   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?

:grin:

Reply #837 Top

Hey Zombierus i made a few changes that have seemed to work really well

20 40 60 on the armor its interesting because it actually makes battlestars able to soak up damage like they should

ive lowered the ammount of ships you can build (To try to focus people on battlestars rather then lots of small ships)

made it so only pegasus flagstars have the ram ability

added missile spam to regular pegasus ships (In reducing the overall amount of ships capitals are vunerable against frigate spams however im orking on the damage done by them to make it more fair)

beefd up the nuke because nukes are nukes and should be more powerfull then they were

changed the galacticas abilities slightly however having problems integrating some special abilities from other mods and the game itself into this mod any time i try it either wont load right or all the abilities for the capital ship will disappear all together

equiped anti light autocannons to battlestars giving them the ability to target fighters effectivly like a battlestar would as well as keeping the ability to effectivly target other ships (Looks cool with or without the effects mod enabled)

made it so 3 ships can be targeted on oiter side of the pegasus (Normal ones not sure quite yet if ive got it right with flagstars) i tried making it to 4 but it just looked wierd when the weapons fired so scaled it back to 3 and it looks great sort of like a barrage

4 works fine with the galactica and it works well as a sort of anti fighter capital ship it now has nuke colonise burst rockets and armor i was planing on replacing the burst rockets with non networked systems but cant get it to work right

am in the process of beefing up the defences on planets however my goal is to find a way to only beef up the tec and colonial defences as they get stomped on by huge fleets

i was thinking about adding non networked systems to the hangers to balance out the cylon super weapon a little

lowered the damage on the boomer basestar because its fire rate is so damn high

cant think of any thing else off the top of my head but im thinking about asking permission to add the imperials to it from danman and with your permission to do it (just for my own purposes it will not be relesed however if you would like to see it i can send you the modified files if you like)

+1 Loading…
Reply #838 Top

Quoting Stalcore, reply 836
Cool. Thank you for your hard work.   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?

End of Stalcore's quote

Honestly I don't see any new development with Diplomacy other than pulling in the Cetus and Jupiter done by Koobalt. 

Rebellion opens a lot more modding possibilities to differentiate these factions through research and abilities that you just can't get in Diplomacy. Basically after seeing what Rebellion has to offer for modding leaves me with little desire to keep modding Diplomacy.

 

Reply #839 Top

Quoting jason8648776, reply 837
Hey Zombierus i made a few changes that have seemed to work really well
End of jason8648776's quote

These look like some interesting changes I'll keep in mind.

Though I'm not a big fan of "RAM" personally. I feel this is mainly a plot mechanic of the TV series to remove the more modern, powerful Battlestar. 

Quoting jason8648776, reply 837
cant think of any thing else off the top of my head but im thinking about asking permission to add the imperials to it from danman and with your permission to do it (just for my own purposes it will not be relesed however if you would like to see it i can send you the modified files if you like)
End of jason8648776's quote

You do not need my permission to mod any of my files as long as you don't release them. Feel free to tinker, modify, etc to your hearts content and also feel free to let me know like above if you think your on to something. No guarantees whether I'll agree with you or not, but dialogue does start the process of modifications on my end too.

 

Reply #840 Top

How do you add races im still coming up on that barrier? I also cant brin in other abilities

Reply #841 Top

Quoting ZombiesRus5, reply 838

Quoting Stalcore, reply 836Cool. Thank you for your hard work.   Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?



Honestly I don't see any new development with Diplomacy other than pulling in the Cetus and Jupiter done by Koobalt. 

Rebellion opens a lot more modding possibilities to differentiate these factions through research and abilities that you just can't get in Diplomacy. Basically after seeing what Rebellion has to offer for modding leaves me with little desire to keep modding Diplomacy.

 
End of ZombiesRus5's quote

I completely understand. I've been playing Rebellion a lot.  I can't wait to start making maps again with the new galaxy forge.

 

Reply #842 Top

Quoting ZombiesRus5, reply 833

Quoting Daeican, reply 832Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists.  We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.

I'm worried people will be dissapointed when the find out the Vasari Loyalist Titan cannot destroy worlds... It's actually just a simple research/scuttle that allows vasari to destroy worlds. Which of course means this is sadly unusable by the AI which is it's other failing.

 
End of ZombiesRus5's quote

I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 

Reply #843 Top

Quoting Mord_Sith84, reply 842
I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 
End of Mord_Sith84's quote

The capability to scuttle worlds (i.e. stripped to the core) cannot be performed via an ability on any ship. It is currently only available using the UI scuttle button after the appropriate research is performed. 

I would have much rather this been a dual feature of Maw such that planets attacked with Maw are stripped to the core in addition to the current affect when frigates are targetted.

Maybe we can convince the devs to open this up as a Buff instant action type :P

 

Reply #844 Top

Quoting ZombiesRus5, reply 843
Quoting Mord_Sith84, reply 842I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right? 

The capability to scuttle worlds (i.e. stripped to the core) cannot be performed via an ability on any ship. It is currently only available using the UI scuttle button after the appropriate research is performed. 

I would have much rather this been a dual feature of Maw such that planets attacked with Maw are stripped to the core in addition to the current affect when frigates are targetted.

Maybe we can convince the devs to open this up as a Buff instant action type

 
End of ZombiesRus5's quote

 

Ok cool. Still fits in really well with the Cylons though, i mean, if they are exterminating humanity, they would capture a planet and then completely ruin it to prevent humans settling there again...

Reply #845 Top

Hey Z, so are you waiting for Rebellion to come out before you do any more work on this mod?

Reply #846 Top

Quoting Cylon_Luvr, reply 845
Hey Z, so are you waiting for Rebellion to come out before you do any more work on this mod?
End of Cylon_Luvr's quote

Pretty much. Will probably wait a while after that too for Rebellion to gel a bit more.

Reply #847 Top

Makes sense. Surely it has to come out soon! 

Reply #848 Top

It comes out tomorrow I think... 

Reply #849 Top

Hey guys I'm sorry to be a pain but I just downloaded this mod and have been trying to enable it in diplomacy. However every time I try I get a minidump and the game crashes. Is there a specific way to install this (and I apologise if the instructions are in an obvious place that I missed) or does a computer need to be above a certain performance level for it to work? Sorry again but I am dying to try this mod.

Reply #850 Top

Quoting John_Coffey, reply 850
Hey guys I'm sorry to be a pain but I just downloaded this mod and have been trying to enable it in diplomacy. However every time I try I get a minidump and the game crashes. Is there a specific way to install this (and I apologise if the instructions are in an obvious place that I missed) or does a computer need to be above a certain performance level for it to work? Sorry again but I am dying to try this mod.
End of John_Coffey's quote

Go here. Sin's of the fallen and blood and chrome work the same way. http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen-r5