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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 #1701 Top

Unikraken said he'll do what he can while doing stuff for his mod as well. Him and I talked about this stuff last night but we want this mod to reach its full glory. Look on the bright side, at least the mod is already out and there is something to play. I noticed that during game play as well, is there any way to correct the issue?

Reply #1702 Top

It's setup the same as the vanilla game. All ships are set to focus fire which is generally better. But as you've pointed out there are well known exploits to this. Most of this has to do with how the base damage modifiers are defined. For example, jump in a scout next to your capital ships and the heavies will target it. Jump in a LF next to your capital ship and the LRF will target it.

And if modifiers are equal then the first ship jumped in gets targetted.

 

Reply #1703 Top

Quoting ZombiesRus5, reply 1702

It's setup the same as the vanilla game. All ships are set to focus fire which is generally better. But as you've pointed out there are well known exploits to this. Most of this has to do with how the base damage modifiers are defined. For example, jump in a scout next to your capital ships and the heavies will target it. Jump in a LF next to your capital ship and the LRF will target it.

And if modifiers are equal then the first ship jumped in gets targetted.

 
End of ZombiesRus5's quote

I realize it's in vanilla, and there may be places for it for certain ship types, but I would encourage you to consider changing it. I mean, isn't SotF/FoK supposed to be an improvement over vanilla SoaSE? You've rebalanced some of the vanilla races already, this would just be taking one more step to ensure your mod is superior to vanilla gameplay (as it already is).

If need be I can do it myself and submit the changes to you after your next release? I really do think it would improve the behavior of the AI.

Reply #1704 Top

I'm not opposed to it per say- it's just not something that's been on my radar. I think modifications to the base modifiers is needed as well to get the AI better at targeting the right ships. 

Much like Maelstrom, I've considered my mod an expansion mod with minimalist changes to the core gameplay rules. The changes I have made to base factions has been primarily limited to AI changes more than rebalancing concerns. Things like ability prefered targets, AM usage so key abilities are used more, etc. So basically, if it can be shown this improves the AI's base play then I wouldn't be against making changes around this setting.

 

Reply #1705 Top

How best can I show this to you if it works out?

I mean, the difference is pretty dramatic in a mod like SotP, where it is immediately obvious that fleets last longer when they don't focus fire, but the nuance in a slower paced mod like FoK is less pronounced, but it would still logically follow the same thing would be taking place on a smaller scale.

Reply #1706 Top

Hey Z, hows things? 

Did Koobalt ever get back to you on the trade centre/defense turret that he was developing for the Cylons? 

Reply #1707 Top

The model was finish but i never texture it ...

Reply #1708 Top

Quoting Crazyfrywad, reply 1698

Agreed but I will need a few people at least for the Colonials. So far, I have only found one person to help me with the lines and she can only so do much.
End of Crazyfrywad's quote

Crazyfrywad... I think I have a female voice actor if you think it's too much for your actor... Let me know. 

Reply #1709 Top

Quoting koobalt, reply 1707

The model was finish but i never texture it ...
End of koobalt's quote

Ok cool. So what are your plans with it? Do you have time to texture it Koobalt? 

Reply #1710 Top

hi, i came across this mod a few days ago and since them i've been trying to get it to work. trial and error i figured out the mod wasnt compatible with my version 1.4. i read it somewhere that a port program was possible but may not work. i cant seem to find it. if anyone knows where it may be that would be great. I'd love to get into playing the mod. im currently watching the re-imaged series for the 4th time. im really into the series and show. thanks for everyones help. 

Reply #1711 Top

mackyg, which expansion of sins are you playing, ie sins of a solar empire, entrenchment, diplomacy, trinity or rebellion?

have you updated to the current version?( sins (1.195), entrenchment(1.053), diplomacy/trinity (1.37) or rebellion (released 1.1 beta 1.5)) and with sins (and expansions) the EXACT( including ALL 0(zeros)) version number helps us to help you quicker and more accurately. there was(a very long time ago a sins 1.04(from memory back in 2009), but I have not seen any release with a version number of 1.4.

harpo

 

Reply #1712 Top

Quoting harpo99999, reply 1711

mackyg, which expansion of sins are you playing, ie sins of a solar empire, entrenchment, diplomacy, trinity or rebellion?

have you updated to the current version?( sins (1.195), entrenchment(1.053), diplomacy/trinity (1.37) or rebellion (released 1.1 beta 1.5)) and with sins (and expansions) the EXACT( including ALL 0(zeros)) version number helps us to help you quicker and more accurately. there was(a very long time ago a sins 1.04(from memory back in 2009), but I have not seen any release with a version number of 1.4.

harpo

 
End of harpo99999's quote

hi sorry i apologize. i am playing sins of a solar empire rebellion. im not playing the beta version for the rebellion. but version 1.1.4480. ive tried other mods and they work but not the bsg mod fall of kobal.

 

thanks for the assistance.

 

UPDATE

 

i have steam and my game just updated itself when specifically told it not to so now i have 1.5.4750 and no way of reverting back to the 1.1.4480. i did not opt for the beta i do not know why it installed it. I guess the game is not optimized for 1.5.4750 as it is new. Any advice would be great on how i should proceed with this predicament.

 Thanks

Reply #1713 Top

I have just seen that rebellion 1.5 has been released,this DOES break ALL mods, and even my ref files. I aqm in the process of downloading the steam update so that I can download the rebellion update so I can update the ref files for the modders.

harpo

Reply #1714 Top

What files were changed and how?

Reply #1715 Top

yes confirmed.. this mod no longer works with the latest version of rebellion...

Reply #1716 Top

Yep, it's pretty much fubar right now.

Lots and lots of little changes to make to support 1.5 and the DLC.

Reply #1717 Top

Zombie, I'm going to try to have some custom audio files in for you by the time you make the next update. When do you think the update will be ready by so I will have a time table?

Reply #1718 Top

Quoting Crazyfrywad, reply 1717

Zombie, I'm going to try to have some custom audio files in for you by the time you make the next update. When do you think the update will be ready by so I will have a time table?
End of Crazyfrywad's quote

Hey Crazyfrywad FYI.... I'm looking after my own Cylon sound files i.e. have a voice artist etc, so all good at my end. 

Reply #1719 Top

Quoting Crazyfrywad, reply 1717

Zombie, I'm going to try to have some custom audio files in for you by the time you make the next update. When do you think the update will be ready by so I will have a time table?
End of Crazyfrywad's quote

Putting an ETA on anything mod related is generally a bad idea. It's better to say I'm working towards an update. Beyond the syntax issues with the new update I have a lot of new research to integrate with every faction for unlocking the new planet types.

Reply #1720 Top

Alright, at least its something for me to work with Zombie. I'm going to send you some recordings after I make sure they are good enough.

Reply #1721 Top

Testing some updates to 1.5 without any DLC content. Looking good so far.

 

Reply #1722 Top

im patiently waiting for the next update :) been playing the one for the trinity pack and im eager to get into the rebellion side. Thanks a whole lot for creating such an awesome mod. 

Reply #1723 Top

Waiting for this! I tried without success with the SVN because here in Italy gamefront won't allow downloads and via proxy it was endless. I hope to see it soon! For what i can see from pictures and videos it's an amazing mod!

Reply #1724 Top

Is there an estimate for when this mod will be updated? I really want to play it! I miss it...

Reply #1725 Top

Hey Z... how are the cylons coming along?