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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!

 

 

8,578,382 views 3,050 replies +1 Loading…
Reply #1101 Top

Quoting ZombiesRus5, reply 1100
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.

 
End of ZombiesRus5's quote

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!!!

Reply #1102 Top

Quoting Cylon_Luvr, reply 1101


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!!!
End of Cylon_Luvr's quote

 

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.

Reply #1103 Top

Quoting Cylon_Luvr, reply 1101
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.
End of Cylon_Luvr's quote

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

Quoting Cylon_Luvr, reply 1101
Also, just wanted to say, you are an absolute champion Zombie.... The polished version is going to be crazy good!!!
End of Cylon_Luvr's quote

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

Quoting Mord_Sith84, reply 1102
Sounds good to me! But the range would be restricted to the star system, as you stated above Z.
End of Mord_Sith84's quote

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

Quoting Mord_Sith84, reply 1102
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.
End of Mord_Sith84's quote

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.

Reply #1104 Top

Quoting ZombiesRus5, reply 1103


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.
End of ZombiesRus5's quote

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...

Reply #1105 Top

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.

 

Reply #1106 Top

Quoting ZombiesRus5, reply 1103
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.
End of ZombiesRus5's quote

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)

Reply #1107 Top

Quoting Cylon_Luvr, reply 1107

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)
End of Cylon_Luvr's quote

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. 

 

Reply #1108 Top

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?

Reply #1109 Top

Quoting SpardaSon21, reply 1109
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?
End of SpardaSon21's quote

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

Reply #1110 Top

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.

Reply #1111 Top

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.

Reply #1112 Top

Quoting zoommooz, reply 1111
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.)

 
End of zoommooz's quote

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.

 

Reply #1113 Top

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

Reply #1114 Top

Quoting zoommooz, reply 1114
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
End of zoommooz's quote

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.

Reply #1115 Top

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 :grin:

 

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

Reply #1116 Top

Quoting zoommooz, reply 1116
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
End of zoommooz's quote

I toned down some of the more ridiculous artifacts.

Quoting zoommooz, reply 1116
Edit BTW, where have you put this info, ie what entity files do I need to look at to examine these details?
End of zoommooz's quote

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

 

Reply #1117 Top

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)

Reply #1118 Top

Quoting zoommooz, reply 1118
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)
End of zoommooz's quote

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

Reply #1119 Top

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

Reply #1120 Top

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

Reply #1121 Top

Quoting SpardaSon21, reply 1109
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?
End of SpardaSon21's quote

Go to PlayerSetup.window and set useRaceSelectDialog to FALSE.

Reply #1122 Top

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

Reply #1123 Top

Hey Z, do you need any more sound files?

Reply #1125 Top

Quoting Cylon_Luvr, reply 1125
Diaspora is out!!! And it's awesome! http://www.hard-light.net/forums/index.php?topic=81859.0 
End of Cylon_Luvr's quote

It does look good.

Quoting Mord_Sith84, reply 1124
Hey Z, do you need any more sound files?
End of Mord_Sith84's quote

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.