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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 #1426 Top

Yes and it doesn´t work tomorrow i will try to reinstall the game and try to start the mod eventually it works.

Reply #1427 Top

Quoting HMS-ARKROYAL, reply 1424
Hi, is there anyway to scale the difficulty down?

 

I'm a fortifier and find it almost impossible to enjoy a quick game as the enemy always have 10x the fleet i do in the same amount of time, it's do-able but not always fun, it's fine for the longer drawn out games of tactics etc but sometimes i like sticking it on easy and just going from system to system with an annihilation force for fun.

but seems with this mod, even on easy it's closer to hard. unless this is intended then i guess i'm screwed lol.
End of HMS-ARKROYAL's quote

We(modders) can't directly mod the AI, this is normal behavior even in vanilla sins.

My suggestion would be to play on smaller fleet size than you are now.

 

Reply #1428 Top

Quoting ZombiesRus5, reply 1427

Quoting HMS-ARKROYAL, reply 1424Hi, is there anyway to scale the difficulty down?

 

I'm a fortifier and find it almost impossible to enjoy a quick game as the enemy always have 10x the fleet i do in the same amount of time, it's do-able but not always fun, it's fine for the longer drawn out games of tactics etc but sometimes i like sticking it on easy and just going from system to system with an annihilation force for fun.

but seems with this mod, even on easy it's closer to hard. unless this is intended then i guess i'm screwed lol.

We(modders) can't directly mod the AI, this is normal behavior even in vanilla sins.

My suggestion would be to play on smaller fleet size than you are now.

 
End of ZombiesRus5's quote

 

Really? Maybe Colonials need to be beefed up a bit then (i'm yet to try cylons) and i get my butt whooped. never had a problem with any other mod or vanila which is a shame since BSG is the all time best scifi so it's enjoyable to play.

 

I'll try you're suggestion at small fleets but that means less fun lol :(

Reply #1429 Top

Quoting HMS-ARKROYAL, reply 1428

Quoting ZombiesRus5, reply 1427
Quoting HMS-ARKROYAL, reply 1424Hi, is there anyway to scale the difficulty down?

 

I'm a fortifier and find it almost impossible to enjoy a quick game as the enemy always have 10x the fleet i do in the same amount of time, it's do-able but not always fun, it's fine for the longer drawn out games of tactics etc but sometimes i like sticking it on easy and just going from system to system with an annihilation force for fun.

but seems with this mod, even on easy it's closer to hard. unless this is intended then i guess i'm screwed lol.

We(modders) can't directly mod the AI, this is normal behavior even in vanilla sins.

My suggestion would be to play on smaller fleet size than you are now.

 

 

Really? Maybe Colonials need to be beefed up a bit then (i'm yet to try cylons) and i get my butt whooped. never had a problem with any other mod or vanila which is a shame since BSG is the all time best scifi so it's enjoyable to play.

 

I'll try you're suggestion at small fleets but that means less fun lol
End of HMS-ARKROYAL's quote

Would you be willing to post or PM me a replay of one of your games and the EnabledMods.txt you used?

I am pretty good at this game both in SP and MP so it's somewhat easy for me to take on the AI regardless of balance. This would help me see what you went for and if there are some balance tweaks I could me.

 

Reply #1430 Top

 I think I know what ark is talking about. In my first game the cylons also quickly assembled large fleets and i had to be careful when expanding. It's not that that hard to drive them back when get better ships, though.

On a closer look the cylon ships are actually pretty weak, but so cheap that they can field large armies. In the beginning the colonials are very heavy on the popcap, and this might be what's making problems for him. Later in the game the favor shifts a bit more in directions of the colonials, though.

At least that's the impression from my first game.

 

 

btw, something i also wanted to write in my other post.

The Colonial ships are reflecting. It's a bit like they have a surface of glossy, polished steel. Doesn't really fit these ugly chunks of metal.

 

 

Reply #1431 Top

The interns scrub them each and every day.

Reply #1432 Top

Quoting IskatuMesk, reply 1432
The interns scrub them each and every day.
End of IskatuMesk's quote

Don't forget the clear coat.

+1 Loading…
Reply #1433 Top

lol :grin: well the knuckledragers have to have something to do between Battles. :ninja:

Reply #1434 Top

Quoting ZombiesRus5, reply 1430

Would you be willing to post or PM me a replay of one of your games and the EnabledMods.txt you used?

I am pretty good at this game both in SP and MP so it's somewhat easy for me to take on the AI regardless of balance. This would help me see what you went for and if there are some balance tweaks I could me.

 
End of ZombiesRus5's quote

 

Quoting Connoyt, reply 1431
 I think I know what ark is talking about. In my first game the cylons also quickly assembled large fleets and i had to be careful when expanding. It's not that that hard to drive them back when get better ships, though.

 
End of Connoyt's quote

 

Pretty much this is the problem, and it's perfectly fine for a drawn out game. but kinda sucks when you just wanna build a fleet and destroy stuff.

 

I have since tried smaller fleets and it's more manageable. but the cylons effectiveness to storm a large fleet out from the start is a massive advantage untill mid-game.

 

I'll have to tweak my fleets a bit to see what works best.

Reply #1435 Top

Well I played a game with the Zombie himself yesterday, and despite never playing this mod before and knowing almost nothing about Battlestar Galactica, I had no trouble taking out his fleet as Colonials despite hardly microing at all. Granted he took a while to start fighting me, so I was relatively free to expand and tech up (the player near me was also Cylons but like the rest of us, we had no idea what we were doing).

Eventually, our late game battles came down to my Cetus titan backed with tons of upgraded Gunstars (I didn't have any crystal so was mostly forced to pump out light frigates) and some antifighter and repair cruisers, versus his titan with nano leach and lots of heavy basestars and carriers. Granted we were fighting in my gravity well with plenty of repair bays and a starbase around once, but my frigates had no trouble taking out the Cylon frigates. His titan was totally unbeatable during this of course, as nanoleach gave him ridiculous healing, but once his frigate support was gone I just ran by frigates away and let my titan and capitalship wear it down until he was forced to retreat it.

I think we both had around 800 fleet supply at that point just as a scale of reference, though I'm not sure if zombie was attacking with everything he had.

Reply #1436 Top

As a side note im on Diplomacy, so i'm guessing titans make a MASSIVE difference.

 

I normally just do 1v1 (ai) and my normal pattern is to grab as many local planets as possible with the fleet i have, boost my resources then start a defensive fleet, once that is done i turn my attention to bolstering that with tech/research.

 

Then i would start a second fleet for patrols/colonizing.

 

and from that start setting up what i need to win, and that is perfect for when normal games, i just wanted to be able to throw in 10 battlestars and wipe the floor with the toasters but unable to lol. i guess that is a credit to how balanced the stats are regardless of cost,build speed etc.

 

i'll keep going at it anyway since the mod is awesome

Reply #1437 Top

You're right,  you have to give interns some work aside from bringing coffe. And when the cylon launcher are keeping you awake anyway, you might as well let them scrub the hull.

Exactly how i like it - perfectly ethical management.

 

 

If this is really a balancing problem, a solution might be to just give the colonials a few techs making their start a bit easier (or placing the lr frigate/tradeport a bit earlier; maybe even depending from loyalty?) and adding a few interesting (not to say mean) high-tech abilities to our better toasters.

Didn't try cylons yet, though. Hope they are as fun as the hummies. btw, the cylon constructor is a bit ... funny. Aside from looking incredible impracticle.

 

another edit: I played last match without the planet mod and i got an artifact on every planet.

Reply #1438 Top

Quoting Connoyt, reply 1438
I played last match without the planet mod and i got an artifact on every planet.
End of Connoyt's quote

I think that's just zombie's Sins of the Fallen system. The artifacts really aren't artifacts, its more of a bonuses you get for controlling each planet type. I'll let him justify it in a way that makes more sense. :P

Reply #1439 Top

I am soo having a hard time trying to mod this game. The game keeps on crashing on me when I apply the changes. Sorry to bring my failness in here :'(

Reply #1440 Top

Hello,

I'd like to know if the other races from your SVN archives are working, because I activate them on Rebellion and they don't show up at race selection. Only Nephilim, Rogue (Loyalist and Rebel) and Plague are working.

So, I suppose they are still unfinished?

 

Not working races: Archailect, Alliance and Hypercorp (In race selection, it says "No string found").

 

Thanks in advance for helping!

Reply #1441 Top

Quoting HMS-ARKROYAL, reply 1437
As a side note im on Diplomacy, so i'm guessing titans make a MASSIVE difference.
End of HMS-ARKROYAL's quote

I don't even remember what diplomacy balance was like ;)

Quoting Connoyt, reply 1438
Didn't try cylons yet, though. Hope they are as fun as the hummies. btw, the cylon constructor is a bit ... funny. Aside from looking incredible impracticle.
End of Connoyt's quote

It's the same asset from the Sins of the 13th tribe mod. I don't have anything better at the moment so consider it an interesting feature.

Quoting Connoyt, reply 1438
another edit: I played last match without the planet mod and i got an artifact on every planet.
End of Connoyt's quote

It's more like mining the planet right now.

Quoting necrokrusnik, reply 1440
I am soo having a hard time trying to mod this game. The game keeps on crashing on me when I apply the changes. Sorry to bring my failness in here :'(
End of necrokrusnik's quote

Need more info. 

Quoting Aephus, reply 1441
I'd like to know if the other races from your SVN archives are working, because I activate them on Rebellion and they don't show up at race selection. Only Nephilim, Rogue (Loyalist and Rebel) and Plague are working.

So, I suppose they are still unfinished?
End of Aephus's quote

Correct. SVN is a view into private builds.

 

Reply #1442 Top

SVN Updated.

Hypercorp names fixed.

Should now work with new 1.1 "Competitive" maps.

Cylon long range battlestar mesh rewired to right texture.

Specular changed on most colonial ships (I better get karma for this ;) )

Edit-Moebius and Tiger research labels fixed.

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Reply #1443 Top

Quoting ZombiesRus5, reply 1442

Quoting HMS-ARKROYAL, reply 1437As a side note im on Diplomacy, so i'm guessing titans make a MASSIVE difference.

I don't even remember what diplomacy balance was like

 
End of ZombiesRus5's quote

 

Not perfect is the answer lol! it's still very enjoyable though :)

Reply #1444 Top

Have you considered buffing the Colonial Jupiter Titan?  It seems to suffer from a lot of the same issues as the vanilla Ankylon, namely low damage and poor fleet support abilities.  For what it costs 2 Mercuries are a much better investment in terms of damage, support, and strikecraft.

EDIT: If/When you get around to racial relationships, the Hypercorps should probably have a bit of a penalty when dealing with the Colonial Loyalists due to resleeving being too close to Cylon resurrection for their liking, and the pro-Zarek Separatists should hate the transhuman ways of the Hypercorps.


EDIT 2: The Mercury is the Colonial Swiss Army Knife: it can tank, it can heal ships, it boosts, mitigation, it has strikecraft, it can bomb, and it can nuke enemy capitals with Medium Yield.  I'd nerf the Mercury's HP and buff the Thor's HP to make it the fleet's main tank, and since IIRC the Pegasus had some EW capabilities in the show, I'd give the Mercury-class an AoE debuff of some kind to enemy accuracy to represent some ECM instead of the nukes to give it more of a fleet support role.  I'd also nerf the Mercury's armor a little bit too since it has a fair amount.

Oh, and change the Nova's DPS spread a little so it defaults to facing its targets and therefore uses High Yield more often.

Reply #1445 Top

Reply #1446 Top

Quoting ZombiesRus5, reply 1443
SVN Updated.

Hypercorp names fixed.

Should now work with new 1.1 "Competitive" maps.

Cylon long range battlestar mesh rewired to right texture.

Specular changed on most colonial ships (I better get karma for this )

Edit-Moebius and Tiger research labels fixed.
End of ZombiesRus5's quote

 

You're a legend Z....

Just wondering when you plan to start working on the Cylons?

Reply #1447 Top

Quoting SpardaSon21, reply 1445
Have you considered buffing the Colonial Jupiter Titan?  It seems to suffer from a lot of the same issues as the vanilla Ankylon, namely low damage and poor fleet support abilities.  For what it costs 2 Mercuries are a much better investment in terms of damage, support, and strikecraft.
End of SpardaSon21's quote

titans are a odd duck to balance out. Right now the jupiter and cetus are very similar in stats outside of abilities. More work needs done here.

Quoting SpardaSon21, reply 1445
EDIT: If/When you get around to racial relationships, the Hypercorps should probably have a bit of a penalty when dealing with the Colonial Loyalists due to resleeving being too close to Cylon resurrection for their liking, and the pro-Zarek Separatists should hate the transhuman ways of the Hypercorps.
End of SpardaSon21's quote

Agreed, I have a relationship spreadsheet that has colonials generally hating transhumans.

Quoting SpardaSon21, reply 1445
EDIT 2: The Mercury is the Colonial Swiss Army Knife: it can tank, it can heal ships, it boosts, mitigation, it has strikecraft, it can bomb, and it can nuke enemy capitals with Medium Yield.  I'd nerf the Mercury's HP and buff the Thor's HP to make it the fleet's main tank, and since IIRC the Pegasus had some EW capabilities in the show, I'd give the Mercury-class an AoE debuff of some kind to enemy accuracy to represent some ECM instead of the nukes to give it more of a fleet support role.  I'd also nerf the Mercury's armor a little bit too since it has a fair amount.

Oh, and change the Nova's DPS spread a little so it defaults to facing its targets and therefore uses High Yield more often.
End of SpardaSon21's quote

I'll look into these when I get a chance.

Reply #1448 Top

Quoting Cylon_Luvr, reply 1447
Just wondering when you plan to start working on the Cylons?
End of Cylon_Luvr's quote

I have no ideas currently for their research tree. Until I do not much progress will be made.

Reply #1449 Top

Zombies, I'm looking at your SVN instructions since I want a friend to be able to download Sins of the Fallen and you seem to be missing a list of the available mod folders for them to access through SVN.

Never mind, I'm an idiot.  Disregard.

Reply #1450 Top

Quoting SpardaSon21, reply 1450
Zombies, I'm looking at your SVN instructions since I want a friend to be able to download Sins of the Fallen and you seem to be missing a list of the available mod folders for them to access through SVN.
End of SpardaSon21's quote

SotF Core Reb.QA
SotF Militia Advent Reb.QA
SotF Militia Colonial Reb.QA
SotF Militia Cylon Reb.QA
SotF Militia Hypercorp Reb.QA
SotF Militia Nephilim Reb.QA
SotF Militia Plague Reb.QA
SotF Militia Vasari Reb.QA
SotF Planets SinsPlus Reb.QA
SotF Race Advent Reb.QA
SotF Race Colonial Reb.QA
SotF Race Cylon Reb.QA
SotF Race Tec Reb.QA
SotF Race Vasari Reb.QA
SotF Race Hypercorp Reb.QA
SotF Race Nephilim Reb.QA
SotF Race Plague Reb.QA
SotF Race Rogue Reb.QA