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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!

 

 

8,578,570 views 3,050 replies +1 Loading…
Reply #1651 Top

Careful guys, we may turn this into a complete mod ;) 

Reply #1652 Top

:beer: :grin: keep up the good work guys!

Reply #1653 Top

If someone pms me lines I can pass through them and give them my thoughts. Unfortunately I am much too busy for dedicating any major effort to anything but my current workload, though.

Reply #1654 Top

Already asked him and he isn't interested. But I got help and coming along with the lines, we must put our best effort into this.

Reply #1655 Top

Cylon Hand of God tree taking shape. Still a few things that need shifted around, but starting to look good.

 

Reply #1656 Top

Looks awesome Zombie!!!!

I sent you an email with a replacement icon image for the Hybrid Core Upgrade, under Model Subsystems... At the moment it looks like two images that are exactly the same. 

Also wondering if you are going to put CP Missiles --> Heavy Missile Turrets --> Heavy CP Missiles --> Tactical Nuclear Missiles --> Advanced Tactical Nuke in Model Subsystems? 

Also, ignore the sound files that I emailed you the other day, because I've fixed up some of them/added more etc. I'll send the updated sound files as soon as they are done. 

Reply #1657 Top

Hey zombie, when playing this with sins of the fallen, which folders are more up to date regarding planets, addons, and core? 

 

I'm not sure if I should extract all this first, then overwrite it with R2.1 Sins of the Fallen or vice versa.

Reply #1658 Top

Quoting ZombiesRus5, reply 1655

Cylon Hand of God tree taking shape. Still a few things that need shifted around, but starting to look good.

 

Reduced 55%Original 1024 x 768
End of ZombiesRus5's quote

Wow, soooo cool. Love how it's so customized!! some great images there from the show.... what's the elephant icon? Activate Boomer or something? Looking really good so far. 

Reply #1659 Top

Quoting Crazyfrywad, reply 1642

But as Zombie said, he's redoing the Cylons at the moment so I'll get to work on their lines at a later point and focus on the Colonials.
End of Crazyfrywad's quote

Do you want me to send you the sounds that I recorded from the show for Colonials? 

Reply #1660 Top

My internet will not allow me to download the mod from gamefront. Is there any way to have it put on on the SotF page on Moddb? If so, I would be greatly appreciative.

Reply #1661 Top

Quoting Cylon_Luvr, reply 1656
I sent you an email with a replacement icon image for the Hybrid Core Upgrade, under Model Subsystems... At the moment it looks like two images that are exactly the same. 
End of Cylon_Luvr's quote

Got it in.

Quoting Cylon_Luvr, reply 1656
Also wondering if you are going to put CP Missiles --> Heavy Missile Turrets --> Heavy CP Missiles --> Tactical Nuclear Missiles --> Advanced Tactical Nuke in Model Subsystems? 
End of Cylon_Luvr's quote

Ya, need to expand the bottom tree. Part of the moving stuff around.

Quoting Cylon_Luvr, reply 1656
Also, ignore the sound files that I emailed you the other day, because I've fixed up some of them/added more etc. I'll send the updated sound files as soon as they are done. 
End of Cylon_Luvr's quote

Roger.

Quoting Doshka19, reply 1657

Hey zombie, when playing this with sins of the fallen, which folders are more up to date regarding planets, addons, and core? 

 

I'm not sure if I should extract all this first, then overwrite it with R2.1 Sins of the Fallen or vice versa.
End of Doshka19's quote

R2.1 is not compatible with FoK right now. To much of Cylon was torn down during development of 2.1

Quoting Mord_Sith84, reply 1658
Wow, soooo cool. Love how it's so customized!! some great images there from the show.... what's the elephant icon? Activate Boomer or something? Looking really good so far. 
End of Mord_Sith84's quote

I think it was activate sleeper agent.

Quoting Mord_Sith84, reply 1659
Do you want me to send you the sounds that I recorded from the show for Colonials? 
End of Mord_Sith84's quote

Ya, I even when custom ship sounds are made there are several events that might be able to use them.

Quoting Jonas_Aran, reply 1660

My internet will not allow me to download the mod from gamefront. Is there any way to have it put on on the SotF page on Moddb? If so, I would be greatly appreciative.
End of Jonas_Aran's quote

I still need to see about uploading 1.15 to strategy informer.

Reply #1662 Top

Mord_Sith, I took into account the events that also happen in the mod. I already drew up lines and recorded a couple of them already such as when detecting a ship in FTL and when an artifact is found as well.

Reply #1663 Top

Lates research tree update.

Please note, this is a skeleton, the underlying research bonuses are 50% and NO abilities have been created yet.

I'm also going to be requesting balance opinions on research tree positions. 

I also need two icons for FTL Drive and Fearlessness.

ResearchSubject|Cylon|Apotheosis|FTLDrive|FTL Drive|An FTL drive is added to the Resurrection Hub, which allows it to jump to adjacent systems when under threat.
ResearchSubject|Cylon|Apotheosis|Fearlessness|Fearlessness|When Resurrection Ships are present within the fleet, ship crews no longer fear death and overheat their systems, improving speed and damage.

Reply #1664 Top

Quoting ZombiesRus5, reply 1651

Careful guys, we may turn this into a complete mod  
End of ZombiesRus5's quote

I would like to vote YES for this wholeheartedly.

The slower gameplay of this is incredibly enjoyable as a good contrast to the Halo mod my team develops, I can actually send reinforcements that actually arrive while the battle is still going on, which is pretty nice. Mind you, I like the Halo playstyle as well, but this is a nice break.

Zombie, you know how to contact me personally if you're looking for any particular help, I may even be able to see if my voice-work guy can throw any help your way, among the others. I'm sure you're well aware of most criticisms of the mod, but I really think you should consider releasing this as a standalone with custom planet names and all the good stuff, that keeping it as part of SotF makes very hard to get right. Of course, this is your baby and I enjoy it's present version quite a bit, so take all this with a grain of salt. Also, I know you're very busy, but the textures for both factions could use some attention. Have you tried talking to skyline over at DotR or any of the other prominent fellows to see if they can lend a hand? If you want, I can look around and see if I can find you a body to assist, like I've done for SotP a few times. Also, if you have some custom effects you're wanting done for the BSG chunk let me know and I'll see if my guy Dhoulmegus has time to help out, especially the jump effects. Just PM if any of this interests you!

Amazing work thus far, truly enjoyable mod!

Reply #1665 Top

Quoting Unikraken, reply 1664


Quoting ZombiesRus5, reply 1651
Careful guys, we may turn this into a complete mod  

I would like to vote YES for this wholeheartedly.

The slower gameplay of this is incredibly enjoyable as a good contrast to the Halo mod my team develops, I can actually send reinforcements that actually arrive while the battle is still going on, which is pretty nice. Mind you, I like the Halo playstyle as well, but this is a nice break.

Zombie, you know how to contact me personally if you're looking for any particular help, I may even be able to see if my voice-work guy can throw any help your way, among the others. I'm sure you're well aware of most criticisms of the mod, but I really think you should consider releasing this as a standalone with custom planet names and all the good stuff, that keeping it as part of SotF makes very hard to get right. Of course, this is your baby and I enjoy it's present version quite a bit, so take all this with a grain of salt. Also, I know you're very busy, but the textures for both factions could use some attention. Have you tried talking to skyline over at DotR or any of the other prominent fellows to see if they can lend a hand? If you want, I can look around and see if I can find you a body to assist, like I've done for SotP a few times. Also, if you have some custom effects you're wanting done for the BSG chunk let me know and I'll see if my guy Dhoulmegus has time to help out, especially the jump effects. Just PM if any of this interests you!

Amazing work thus far, truly enjoyable mod!
End of Unikraken's quote

 

If you can get more voice actors to help me and the other two I got helping me with lines, that would be great! I got most of the lines written out but the main issue here is voice actors.

Reply #1666 Top

Quoting ZombiesRus5, reply 1663

Lates research tree update.

Please note, this is a skeleton, the underlying research bonuses are 50% and NO abilities have been created yet.

I'm also going to be requesting balance opinions on research tree positions. 

I also need two icons for FTL Drive and Fearlessness.

ResearchSubject|Cylon|Apotheosis|FTLDrive|FTL Drive|An FTL drive is added to the Resurrection Hub, which allows it to jump to adjacent systems when under threat.
ResearchSubject|Cylon|Apotheosis|Fearlessness|Fearlessness|When Resurrection Ships are present within the fleet, ship crews no longer fear death and overheat their systems, improving speed and damage.

Reduced 55%Original 1024 x 768Reduced 55%Original 1024 x 768Reduced 55%Original 1024 x 768Reduced 55%Original 1024 x 768
End of ZombiesRus5's quote

Hey Z, looks good. A few notes: 

Hand of God tree: 

- Have emailed you the two icons that you are looking for.... but please use the current icon for "Twin FTL Engines" as the icon for "FTL Drive" for the Resurrection Hub (the one you are looking for above). I've provided you with a new icon for "Twin FTL Engines" 

- Under "Model Projections" and "Model Subsystems", there is an icon that has been used twice (looks like an 8 on its side, with a green plus sign). The one under "Model Subsystems" looks like Recursive Healing research... not sure of the other one. If you let me know what the one is for Model Projections, I'll provide you with a new icon. 

- The icons for Biomechanical Resin, Compressed Resin and Reactive Resin seem to have a blue tinge/discoloration? Should be silver, like your previous post on 2nd May (Post #1655). The icon for "Twin FTL Engines" also has a blue tinge?

- Icons for "Tactical Nuclear Missiles" and "Advanced Tactical Nuke" are the same. I've emailed you a new icon for "Advanced Tactical Nuke". 

Apotheosis: 

- Swap "Industrial Networks" and "Occupation" main images... they're around the wrong way. 

- Looks as though "Industrial Networks" tree is incomplete? There's a few research items missing. I also see that there is an Advent icon in there. If you let me know what research item this is, i'll provide you with a new icon. 

- Looks as though there are a few research items missing from "Programming" as well i.e Systemic Hacking... 

- Have provided you with a new icon for "Lobotomise Raiders" ... the old one I provided doesn't look very good.... 

- I've provided you with a new icon for "Boxed Models" 

- I've provided you with a new icon for "Projection" 

Defense Systems

- Have provided a new main image for Defense Systems - don't like the current one

- Have provided a new icon for "Raider Reinforcement" - current one looks a bit dark

Let me know if you need any other icons, happy to provide them.  

The Plan

"The Plan" main research screen says "Defense Systems"... 

- Will email you a new main picture for "The Plan" ... current image is distorted. 

- Looks like you still need to add in a fair few things here... i.e. Number One Model etc... I didn't provide many icons in the original spreadsheets that I sent through to you... would you like me to provide some customized icons? 

Reply #1667 Top

Quoting ZombiesRus5, reply 1661


Quoting Mord_Sith84, reply 1659Do you want me to send you the sounds that I recorded from the show for Colonials? 

Ya, I even when custom ship sounds are made there are several events that might be able to use them.
End of ZombiesRus5's quote

Hey Z, I see that you have already incorporated all of them anyway! Sorry I haven't actually played as Colonial before, so wasn't sure if you did. 



Reply #1668 Top

Hey Z... I just emailed you all the icons that you need for "The Plan" research tree. Didn't like some of the old ones I supplied, and created custom icons for everything else. You'll be able to tell what icons go where because I've called each of the files by their research name. 

Also, I've supplied a new icon for "System Crash", in the "Hand of God" --> "Viruses and Infiltration" sub-tree. 

Also wondering if you're going to create custom images for the main research tree menu down the left hand side? 

Reply #1669 Top

@Unikraken anyone that wants to help can. I won't be actively trying to recruit anyone though at this point though.

@Crazyfrywad I'll leave the sounds in your hands. Whatever you can come up with will be a great addition.

@Mord_Sith84 I'll look at plugging in the new icons, but what I may do is give you the master sheet for you to edit as you will. It's sorta your baby for the research tree afterall. I need to finish up the Rebels first though.

 

Reply #1671 Top

I'm taking care of the Colonial lines, I know someone else is taking care of the Cylon lines and that is okay by me. Even though I do have voice actors helping me out, I will always gladly accept more help from anyone who wants to give us a hand. Finals are now done now and I can really get going with recording the lines.

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Reply #1672 Top

I'm also going to talk to the effects guy for my mod and see if he's willing to help you out. Are the 30 different  cylon missile effects on purpose? Anything you want as the custom jump effects? I'd really like to help as much as I can.

Reply #1673 Top

Quoting Unikraken, reply 1672

I'm also going to talk to the effects guy for my mod and see if he's willing to help you out. Are the 30 different  cylon missile effects on purpose? Anything you want as the custom jump effects? I'd really like to help as much as I can.
End of Unikraken's quote

If someone makes something quality for the mod, I'll put it in. If it's custom jump effects, sounds, w/e. My time to do new things is severely limited. So if people want new stuff in they'll have to create it. I'll wire it in though as there aren't many people that can do that. That said if someone made a custom ability that fit the design put forth I'd review and add it in. 

I have no idea what you mean on the 30 different cylon missile effects. The only thing I can think of is it's bad to have as many weapon hardpoints as you would expect on cylon models. I've made several passes already trying to trim those down and may need to make more.

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Reply #1674 Top

I was just kidding about 30 different effects, but from playing the mod as the Colonials there does appear to be about 3 different missile effects being used for the Cylons.

 

If someone makes something quality for the mod, I'll put it in. If it's custom jump effects, sounds, w/e. My time to do new things is severely limited. So if people want new stuff in they'll have to create it.

Understood. I just didn't want to look like I was bullying my way into your mod or anything like that, because I have a great amount of respect for you, I just really like BSG and I'd really like to help where I can. I'll get back with you (I guess here is the best place) once I have more info about the things I can folks to help with. It's such a shame NBC is being a dick about BSG mods otherwise I'm sure if this thing had it's own moddb page you'd never run out of help.

Reply #1675 Top

Quoting ZombiesRus5, reply 1669


@Mord_Sith84 I'll look at plugging in the new icons, but what I may do is give you the master sheet for you to edit as you will. It's sorta your baby for the research tree afterall. I need to finish up the Rebels first though.

 
End of ZombiesRus5's quote

Sure, happy to do that if it's easier....