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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!

 

 

8,578,709 views 3,050 replies +1 Loading…
Reply #876 Top

Quoting ZombiesRus5, reply 874

Quoting ZombiesRus5, reply 873Quoting NHD-151, reply 872
I had them all on medium. It had to be maybe 25 minutes into the game, i built the colony, and gave it one level on each of the passives to hull/weapons. Then, boom. Medium map, 3 normal AIs, each on random.
Ok, I'll try recreating that one. Seems pretty straight forward to try. I basically uploaded this as soon as I verified it would load in Rebellion correctly

I still haven't been able to recreate this yet. Who knows right now. It's my first build out with rebellion so all kinds of things could still be wonky
End of ZombiesRus5's quote



Reloaded the most recent autosave, and it played just fine from there besides one issue when i first started, and that's when i set the Colony to build (again) and it was, at first, solid red (my team color), and then after a moment it turned solid gray, so i messed with the graphics settings once to refresh the textures and it was fine afterwards. I suspect that may have had something to do with the building process.

And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood ;P  .

Reply #877 Top

Quoting Cylon_Luvr, reply 876

Quoting ZombiesRus5, reply 868Here's the first iteration with a titan for the cylons. I also cleaned up a bit of the research so it wasn't really awful. Now it's just sorta awful. 

http://www.gamefront.com/files/21879896/SotF+B%26C+Rebellion+Alpha0.7z

I have no idea when the next update will be, I'll just post them when I can.

 

I imagine that in future versions you will add the Boomer class as a Titan? Or is it already in there? 
End of Cylon_Luvr's quote

I'm slowly adding in things. I also want to try the faction selection functionality as a research item versus the current select at game start.

Reply #878 Top

Quoting NHD-151, reply 876
And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .
End of NHD-151's quote

Ya, I really need to tweak this. I might have to reduce the number of hard points as well :(

Just need to find a sweet spot.

Reply #879 Top

Yeah, sorry Z. I'll make it a habit to look back at least three pages before I ask another dumb question again.

Reply #880 Top

Quoting gladiatormaster87, reply 880
Yeah, sorry Z. I'll make it a habit to look back at least three pages before I ask another dumb question again.
End of gladiatormaster87's quote

Don't be so hard on yourself. It was answered in the same page a few replies above.

Reply #881 Top

Also, good job on the port so far. I love it!. Can't wait till Colonial comes in!

Reply #882 Top

But, a few things. First, some of the icons: all the victory conditions, victory condition time, and at the end the titan tab icon is missing. Second, the race selection is back to the original game. Third, when I have victory conditions set to flagship, the model is shown as the radiance. Besides that I made a few tweaks, just the command points and fleet size.

Reply #883 Top

Quoting gladiatormaster87, reply 883
But, a few things. First, some of the icons: all the victory conditions, victory condition time, and at the end the titan tab icon is missing. Second, the race selection is back to the original game. Third, when I have victory conditions set to flagship, the model is shown as the radiance. Besides that I made a few tweaks, just the command points and fleet size.
End of gladiatormaster87's quote

Ya, don't really care about most of that right now.

Reply #884 Top

Fair enough. I know that they're minor, but those are the only things I have found that don't feel right.

Reply #885 Top

Quoting gladiatormaster87, reply 885
Fair enough. I know that they're minor, but those are the only things I have found that don't feel right.
End of gladiatormaster87's quote

This is just a quick and dirty conversion to satisfy those that wanted to play something in Rebellion before I start tearing apart the research and abilities. As previously stated it will take about 6-9 months to redo the abilities and research trees for the Cylons and Colonials. During that time I'll also cleanup any lose ends like you posted above.

 

Reply #886 Top

Quoting ZombiesRus5, reply 868
Here's the first iteration with a titan for the cylons. I also cleaned up a bit of the research so it wasn't really awful. Now it's just sorta awful. 

http://www.gamefront.com/files/21879896/SotF+B%26C+Rebellion+Alpha0.7z

I have no idea when the next update will be, I'll just post them when I can.
End of ZombiesRus5's quote

Next version for cylons.

Adds the boomer class titan.

Requires you to research Loyalists or Rebels on the Fleet Logistics screen before you can build a Titan.

http://www.gamefront.com/files/21884556/SotF+Blood+%26+Chrome+%28Rebellion.0.1%29.7z

 

Let me know if the AI has any issues building a Titan. 

Also, delete your previous version before applying this one.

Reply #887 Top

Quoting ZombiesRus5, reply 878

Quoting NHD-151, reply 876And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

Ya, I really need to tweak this. I might have to reduce the number of hard points as well

Just need to find a sweet spot.
End of ZombiesRus5's quote

Looks like hard point reduction is in order. I tried making it work with better with other settings, but it appears the reduction is the best way to handle this situation.

Reply #888 Top

Quoting ZombiesRus5, reply 888

Quoting ZombiesRus5, reply 878
Quoting NHD-151, reply 876And with a full fleet of basestars, there are so many missiles being fired that 90% of them disappear shortly after being launched, which sort of kills the mood  .

Ya, I really need to tweak this. I might have to reduce the number of hard points as well

Just need to find a sweet spot.

Looks like hard point reduction is in order. I tried making it work with better with other settings, but it appears the reduction is the best way to handle this situation.
End of ZombiesRus5's quote


Looking forward to less missile/FWOOOSH spam =P

So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Reply #889 Top

Well you can compensate less missile with more damage :cylon:

 

So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 
End of quote

The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.  

 

Reply #890 Top

Quoting NHD-151, reply 889
Looking forward to less missile/FWOOOSH spam =P
End of NHD-151's quote

Indeed. It's overwhelming currently.

Quoting NHD-151, reply 889
So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 
End of NHD-151's quote

lolz, your funny.

Quoting koobalt, reply 890
Well you can compensate less missile with more damage
End of koobalt's quote

They'll probably get some of that too with some rebalancing. 

Quoting koobalt, reply 890
The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.  
End of koobalt's quote

About sums it up.

Reply #891 Top

Kind of an off topic question, but I was wondering if anyone could tell me where I need to goto change the volume on the Cylon sound effects, everything else in the game is fine, but the missles and such for the cylons are so much louder then the rest of the game, I would like to balance it out more.

Reply #892 Top

Quoting Daeican, reply 892
Kind of an off topic question, but I was wondering if anyone could tell me where I need to goto change the volume on the Cylon sound effects, everything else in the game is fine, but the missles and such for the cylons are so much louder then the rest of the game, I would like to balance it out more.
End of Daeican's quote

They would be in the Cylon's sound directory.

Reply #893 Top

Quoting NHD-151, reply 889
So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 
End of NHD-151's quote

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.

Reply #894 Top

Quoting ZombiesRus5, reply 894

Quoting NHD-151, reply 889So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.
End of ZombiesRus5's quote

Z, take as much time as you need. I am enjoying the Cylons, allot! And I can probably speak the the rest of us when I say wan't the Colonials to be just as good as the Cylons.

Reply #895 Top

Quoting gladiatormaster87, reply 895
Z, take as much time as you need. I am enjoying the Cylons, allot! And I can probably speak the the rest of us when I say wan't the Colonials to be just as good as the Cylons.
End of gladiatormaster87's quote

ya no worries there. This is just the quick and dirty so you guys can have what's there. Once you get the colonial update it won't be until next year when you get what I would consider a completed mod.

 

+1 Loading…
Reply #896 Top

Thanks Z. are you going to be porting any of the rest of sin's of the fallen? Mainly the planets? Thank you for your hard work. k1 :D

Reply #897 Top

Quoting ZombiesRus5, reply 894

Quoting NHD-151, reply 889So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) 

Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.
End of ZombiesRus5's quote


That's pretty fast, actually. I look forward to it =D

And thank you for your hard work, i really have fun playing this with a buddy of mine. 

Reply #898 Top

I need help.... (hoping that it may be Koobalt!!)

A mate of mine has done most of the work and has modeled and UV'd an asteroid for me (that has an old school cylon basestar crashed in to it). It just needs to be textured.... would anyone be able to help, please, please, please!!!!!!

Reply #899 Top

you can post the model, hope this is a .obj file and i don't promise anything.

Reply #900 Top

Hey guys,

 

I'm running Rebellion v. 1.02. Ive extracted the file thats on the first page, about 300 MB, and the one on the last page, about 130 MB. But whenever I enable the mod and hit apply, the game crashes. Am I missing something?

 

This isn't the first mod i download and try to run. I've gotten the others to work no problem, so im sure my path i extracted too is fine.

 

Thanks.