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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!

 

 

8,578,433 views 3,050 replies +1 Loading…
Reply #1726 Top

Quoting Cylon_Luvr, reply 1725

Hey Z... how are the cylons coming along?
End of Cylon_Luvr's quote

More slower than I would like. I have a plan to sick some of you guys on the extra work though.

Details coming- but basically I'll be looking to the community to help move the Cylons forward at a faster pace than what I am able to at the moment.

 

Reply #1727 Top

Quoting ZombiesRus5, reply 1726


Quoting Cylon_Luvr, reply 1725
Hey Z... how are the cylons coming along?

More slower than I would like. I have a plan to sick some of you guys on the extra work though.

Details coming- but basically I'll be looking to the community to help move the Cylons forward at a faster pace than what I am able to at the moment.

 
End of ZombiesRus5's quote

OK, as long as you know that I don't have modding skills, only conceptual like the research trees etc. 

Are they cylons more difficult compared to other races you've done? 

Reply #1728 Top

Koobalt, dude you need to tell me what your plans are with the Cylon trade centre/missile turrett... Are you planning on finishing it? If not, could you please send me what you've done and I'll see if someone else can finish it? 

Thanks

Reply #1729 Top

Well if anyone wants to help Zombie out, I need more voice actors for the custom Colonial lines. As of right now, all lines are done but I only got one person to help with them. Who wants to give me a hand and be a part of the Colonial fleet?

Reply #1730 Top

I would but I think my voice would sound too high pitched and my mic is probably too crappy

Reply #1731 Top

Quoting Crazyfrywad, reply 1729

Well if anyone wants to help Zombie out, I need more voice actors for the custom Colonial lines. As of right now, all lines are done but I only got one person to help with them. Who wants to give me a hand and be a part of the Colonial fleet?
End of Crazyfrywad's quote
I would be willing to give it a shot.

Reply #1733 Top

Just wondering, I just downloaded this mod and then heard that it got a screwed with the 1.5 patch.  Any ETA on when there might be an update for  this mod and 1.5?

Reply #1736 Top

Hey Z, I've finished all of the "Event" recordings/sounds (100+ sound files) for Cylons and have emailed them to you. I have also labelled all of the files with their correct filenames i.e. EventCylon_AllyFleetArrived etc.. and have saved them as .ogg files, so you should just be able to swap them out. 

I'll send through the ship sound files later this week...

Reply #1737 Top

Quoting Mord_Sith84, reply 1736
Hey Z, I've finished all of the "Event" recordings/sounds (100+ sound files) for Cylons and have emailed them to you. I have also labelled all of the files with their correct filenames i.e. EventCylon_AllyFleetArrived etc.. and have saved them as .ogg files, so you should just be able to swap them out. 

I'll send through the ship sound files later this week...
End of Mord_Sith84's quote

I was able to give a listen before heading into work this morning.

My compliments to you and the voice actor! :cylon: Does she have a call sign?

 

I'm planning on putting out a 1.5 compatible build later this week and will do supplemental builds as needed.

I'll also be giving details on different ways to contribute to the mod with the 1.5 update. In summary- my expectation is I need more people to contribute even simple aspects to the mod and that we start to take collective ownership of where the FoK mod is going in the near and distant future. Someone asked earlier "Are the Cylons that much more complicated". It's more a fact of I'm one person with my own life, interests, obligations that at the moment don't have the time to dedicate the hundreds of hours needed on a regular enough interval. Distributing that effort can bridge that gap and create a more sustainable mod that everyone can enjoy now and five years from now.

To my knowledge this is the only BSG mod of this depth and scale and is worth getting more people involved in shaping it's future.

Reply #1738 Top

I love the mod and what you and the community are putting out keep up the good work! :beer:  

Reply #1739 Top

I don't care about BSG but this mod is awesome! I think the thing I dislike about BSG is how BSG shows 1 (and I think for a while 2) battlestars while in the mod I can have 15 or 16! I mean seriously, I love having 90 Vipers in an entire fleet!

Also there are Cylons...but I'm pro-human. That's not biased, right? 

Reply #1740 Top

As of right now, myself and three other people are doing the colonial lines. I'll try to get them to you this week

+1 Loading…
Reply #1741 Top

Ok.... so koobalt has sent me a message and said that he cant finish the Cylon hanger bay/turret structure.... he has the .obj file, but doesn't have time to texture it. 

Can anyone put up their hand to finish it off?

Reply #1742 Top

Quoting ZombiesRus5, reply 1737


Quoting Mord_Sith84, reply 1736Hey Z, I've finished all of the "Event" recordings/sounds (100+ sound files) for Cylons and have emailed them to you. I have also labelled all of the files with their correct filenames i.e. EventCylon_AllyFleetArrived etc.. and have saved them as .ogg files, so you should just be able to swap them out. 

I'll send through the ship sound files later this week...


I was able to give a listen before heading into work this morning.

My compliments to you and the voice actor! Does she have a call sign?

 

I'm planning on putting out a 1.5 compatible build later this week and will do supplemental builds as needed.

I'll also be giving details on different ways to contribute to the mod with the 1.5 update. In summary- my expectation is I need more people to contribute even simple aspects to the mod and that we start to take collective ownership of where the FoK mod is going in the near and distant future. Someone asked earlier "Are the Cylons that much more complicated". It's more a fact of I'm one person with my own life, interests, obligations that at the moment don't have the time to dedicate the hundreds of hours needed on a regular enough interval. Distributing that effort can bridge that gap and create a more sustainable mod that everyone can enjoy now and five years from now.

To my knowledge this is the only BSG mod of this depth and scale and is worth getting more people involved in shaping it's future.
End of ZombiesRus5's quote

Hehe thanks Z.... was someone who owed me a favour! I think she did a great job... 

Totally understand where you are coming from. Happy to help wherever I can... although I have limited modding skills! but hey, i'll do my best... 

Reply #1743 Top

Ok, a few things to say here.

 

1) I don't post alot of things on the net 'cause it's the Net......BUT this is one of my FAVOR Mods of all times and I say to you and everyone who helped with this MOD , THANK YOU.

 

2) I am old school Modder - If any of you played - StarFleet Command III - you know me.

    A) Was Capt. JonJay Federation until I was attacked and simmed into the Borg - NOW I am

OneofMany

 

 

I would like to help out in any manner possible with the mod. You need something done, let's work on it. No need for anything for me except to play the game. I miss killing humans and yes, I understand WHY the Cylon's attacked.

 

By Your Command

 

JonJay

Reply #1744 Top

I could always use more voice actors. But the mod also needs people who can model and texture as well.

 

Reply #1745 Top

Rebellion 1.51 compatibility uploaded to both SVN and mediafire (strategyinformer pending).

This build does include Cylons- BUT they have dummy research trees and abilities that don't actually do anything. 

I WILL IGNORE everyone that posts the research trees and abilities don't work for Cylons.

If you would like to help complete this mod please see the original post updates.

 

 SotF: Fall of Kobol Reb.1.51.20 (Full)

  • Rebellion 1.51 compatible

 SotF: Fall of Kobol SVN Instructions 

 

If you want Fall of Heaven or Fall of Transhumanity factions you can download just those races here:

SotF Fall of Heaven Reb.1.51.20.QA.7z (167MB) (Alpha build only, Titans are stock faction titans).

 
Reply #1747 Top

So in all honesty, I actually thought I uploaded this already but turns out i'm a retard who forgets shit.

 

If your still looking for voices, uploaded a sample here, if this is the kind of thing your after, I can do a few more. Kind of quick and dirty sample, didn't really edit it so it's basic.

Reply #1748 Top

Hey Zombies, all non-music sound files in Sins need to be in mono, including dialogue files for units.  This means the Cylon voice files need to be converted before Sins will play them properly, since right now they only play from a single speaker.  Just a tiny little reminder. ;)

Reply #1749 Top

Quoting SpardaSon21, reply 1748

Hey Zombies, all non-music sound files in Sins need to be in mono, including dialogue files for units.  This means the Cylon voice files need to be converted before Sins will play them properly, since right now they only play from a single speaker.  Just a tiny little reminder.
End of SpardaSon21's quote

need someone to convert the new cylon event sounds to mono then. hopefully it can be batched by someone that knows how. 

Reply #1750 Top

I would like to thank all the members that are helping to make this a kickass mod.. So say we All! :beer: