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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!

 

 

8,578,798 views 3,050 replies +1 Loading…
Reply #1251 Top

I doubt that. I have tried multiple downloads, including the original 13th tribe from gamefront.com

They all fail to extract, whereas my old 7Z files from the 13th tribe work fine.

Is there an alternative download?

Reply #1252 Top

Quoting monk2007, reply 1251
I doubt that. I have tried multiple downloads, including the original 13th tribe from gamefront.com

They all fail to extract, whereas my old 7Z files from the 13th tribe work fine.

Is there an alternative download?
End of monk2007's quote

Not right now. You can try hooking up to the SVN.

 

Reply #1253 Top

Quoting SpardaSon21, reply 1246
Oh, something I forgot to mention: Superior Colonization can't be researched since it requires two levels in Colonial Loyalist, a one level research.
End of SpardaSon21's quote

Fixed this and added damage levels for the cygnus. Balance for abilities still needs work though.

Reply #1254 Top

Quoting Carnagepants, reply 1242
There are so many ships capable of fielding strikecraft that the numbers get out of control pretty quickly. Reducing the number of actual polygons out there by downsizing squadrons and increasing damage might help.
End of Carnagepants's quote

Yes, this will be on the list of optimizations.

Quoting Carnagepants, reply 1242
My second complaint, and this isn't necessarily limited to your mod but includes Sins in general, is that there's a critical mass where trying to micromanage abilities on capital ships becomes futile. Early on, you can micro your capitals' abilities to great effect. But as the game progresses and fleet sizes begin to swell, it becomes less and less practical.
End of Carnagepants's quote

I try to give capital ships intelligent targeting parameters to lessen the amount of micro required. I'll need to spin through the Colonials and see if anything can be tweaked. I've already done this for the vanilla factions and fallen races.

It is indeed a problem though if your trying to micro more than 3-4 things at a time generally speaking. Trying to micro 15 capital ships is outside of my control unfortunately.

Quoting Carnagepants, reply 1242
It just makes a little more sense in my head for both the capitals and larger cruisers on both sides to be a little larger, meaner, costlier, and less common-seeming.
End of Carnagepants's quote

Colonials have the largest fleet supply per ship in the mod. Cylons will be adjusted up as well. The mod is an expansion mod, so I'm hesitant to change core stats.

Maybe playing with smaller fleet sizes and not building so many capital ships would improve your fun. 

I also don't tend to play extremely long games in Sins due to it's normal late game lag regardless if a mod is running or not.

Reply #1255 Top

ok, bad mod players, lol. You suspended my dropbox public links downloading that BSG base I forgot to pull down. If you want the latest you'll need SVN, sorry.

 

Reply #1256 Top

Current snapshot of Rebellion versus Loyalist research techs. Open to suggestions...

 

Rebel Research

Fleet Shipyards:

Heavy Raptor*
High Yield Warheads 

CIC:

Colonial Ordinance
Tactical Reinforcement
Improved Tactical Reinforcement

Colonies:

Scortched Earth Policy
FRAK YOU! 

Quorum of Twelve:

So Say We All

 

Loyalist Research

Fleet SHipyards:

Heavy Raptor*

CIC:

Colonial Armor
Fleet Experience

Colonies:

Superior Colonization
Afterlife
Eye of Jupiter
Arrow of Apollow
Opera House 

Quorum of Twelve:

Glory of Caprica

 

* still needs new abilities defined

 

My target is probably around 10-12 unique techs per the Rebel/Loyalists. These can come from existing or possibly a new addition if someone has a good idea.

Reply #1257 Top

Hmmm, for some reason none of the images are coming up on my browser anymore? I'm using Google Chrome. Is this happening to anyone else?  

Reply #1258 Top

Quoting Cylon_Luvr, reply 1258
Hmmm, for some reason none of the images are coming up on my browser anymore? I'm using Google Chrome. Is this happening to anyone else?  
End of Cylon_Luvr's quote

Quoting ZombiesRus5, reply 1256
ok, bad mod players, lol. You suspended my dropbox public links downloading that BSG base I forgot to pull down. If you want the latest you'll need SVN, sorry.

 
End of ZombiesRus5's quote

Images were hosted from my dropbox too ;)

Should be back up later this week.

Reply #1259 Top

Big update to SVN, sorry.

It's an optimization update mainly, significantly reducing the memory overhead required for the mod. You should be able to bump detail up to highest on most systems. 

As it updates a lot of textures it may take a while to update.

Reply #1260 Top

zombi, you are not the only one with a dropbox ban. dropbox claim my files were downloaded for MORE than 20gb /day and have banned my links to my dropbox also, but the dropbox bans appear to be for three days for the first time.

harpo

 

Reply #1261 Top

hi, I'm now the SVN update function used and unfortunately had to find ingame, the ship symbols all Cylons are just squares.

Other breeds as Cylons and colonial are not selected for a new game, even though they are enabled by mod, but that was before the last update.

Is this because of me?

Reply #1262 Top

Quoting JackBauer36, reply 1262
hi, I'm now the SVN update function used and unfortunately had to find ingame, the ship symbols all Cylons are just squares.

Other breeds as Cylons and colonial are not selected for a new game, even though they are enabled by mod, but that was before the last update.


Is this because of me?
End of JackBauer36's quote

Problem was on my end... The cylon UI optimized textures didn't get checked into the SVN build. 

Update again and you should get the missing files  :cylon:

Reply #1263 Top

Zombie, i've only just now been able to try downloading with SVN, and it got about 450 MB in when it errored out, so i tried to update it to try to complete the download, and it consistently throws the errors of "<directory> is locked." I tried right clicking the folder to unlock, and it then tells me there's no lock. Any knowledge?

Reply #1264 Top

Quoting NHD-151, reply 1264
Zombie, i've only just now been able to try downloading with SVN, and it got about 450 MB in when it errored out, so i tried to update it to try to complete the download, and it consistently throws the errors of "<directory> is locked." I tried right clicking the folder to unlock, and it then tells me there's no lock. Any knowledge?
End of NHD-151's quote

That happened to me too the first time I tried testing the download with TortoiseSVN. I setup a way to test exactly like how you guys are. I can't really remember what I did to resolve it.

There's some options with Tortoise if you right click on your folder...

 Try clean up..., Get lock..., Release lock.., etc and let me know if any progress is made.

Reply #1265 Top

Tried locking, and it told me i couldn't do that. Tried unlocking, said there was nothing to unlock.

Then i tried cleanup, clicked all the boxes, and let it do it's thing. It has currently started downloading again. Will let you know if anything else happens.

+1 Loading…
Reply #1266 Top

Quoting NHD-151, reply 1266
Tried locking, and it told me i couldn't do that. Tried unlocking, said there was nothing to unlock.

Then i tried cleanup, clicked all the boxes, and let it do it's thing. It has currently started downloading again. Will let you know if anything else happens.
End of NHD-151's quote

Sweet, I couldn't recall what I had done.  k1

+1 Loading…
Reply #1267 Top

Just got back into SoaSE and am very interested in your mod.  Looks like you guys did some amazing work.  Only problem is I'm on v1.041 now.  Do any of you know a way to revert to an older version?  After a good bit of digging, I'm pretty sure it's not doable without having backed up your old files (or simply telling Steam not to auto-update).  If not, do you know a potential timeline for getting this mod to v1.041?

Reply #1268 Top

Hey Z, what planet types will there be in the mod?

Reply #1269 Top

And are you going to give a ship for both Colonial and Cylon an ability to capture derelict ships?

Reply #1270 Top

Quoting Cylon_Luvr, reply 1269
Hey Z, what planet types will there be in the mod?
End of Cylon_Luvr's quote

Planets will be last, but I plan to have textures that match the types found in BSG for custom maps.

Quoting Cylon_Luvr, reply 1270
And are you going to give a ship for both Colonial and Cylon an ability to capture derelict ships?
End of Cylon_Luvr's quote

Can you elaborate a bit more on this? Do you mean having custom scenarios with capturable ships?

Reply #1271 Top

And are you going to give a ship for both Colonial and Cylon an ability to capture derelict ships?

Can you elaborate a bit more on this? Do you mean having custom scenarios with capturable ships?
End of quote

Yepo.... In the SoGE (Sins of a Galactic Empire) mod, there is a specific ship for each race that has been given the ability to capture derelict ships (some specific maps in the mod have derelict ships)

Reply #1272 Top

Quoting Cylon_Luvr, reply 1272
In the SoGE (Sins of a Galactic Empire) mod, there is a specific ship for each race that has been given the ability to capture derelict ships (some specific maps in the mod have derelict ships)
End of Cylon_Luvr's quote

It's also in DS, Sins Plus (the creator of this), and I believe 7DS as well. Admittedly SoGE doesn't have a map for it; the one planned map that used it never came to fruition.

Reply #1273 Top

I think you should have a 3D model of Edward James Olmos in your Frontend galaxy...

Also, the colonials should have "elections for President" like they do in the series...it could be, like, a random event, or a never ending series of techs...

Btw, Sinperium and I have some ideas for a mod...we were wondering if you could make it for us....

Reply #1274 Top

Quoting Lavo_2, reply 1273

Quoting Cylon_Luvr, reply 1272In the SoGE (Sins of a Galactic Empire) mod, there is a specific ship for each race that has been given the ability to capture derelict ships (some specific maps in the mod have derelict ships)

It's also in DS, Sins Plus (the creator of this), and I believe 7DS as well. Admittedly SoGE doesn't have a map for it; the one planned map that used it never came to fruition.
End of Lavo_2's quote

I had artifacts in the diplomacy version. All artifacts or derelict ships can be captured by colony frigates currently.

I also like the idea of graveyards or battles sites and will likely include those in random encounters which will also lay the groundwork for custom maps to utilize the code.

 

Reply #1275 Top

Quoting Seleuceia, reply 1274
I think you should have a 3D model of Edward James Olmos in your Frontend galaxy...

Also, the colonials should have "elections for President" like they do in the series...it could be, like, a random event, or a never ending series of techs...

Btw, Sinperium and I have some ideas for a mod...we were wondering if you could make it for us....
End of Seleuceia's quote

I guess at this point you two both need help completing any mod in the near future...