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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!

 

 

8,578,464 views 3,050 replies +1 Loading…
Reply #1776 Top

It's possible you got the mod order wrong. I think mod stacking in the sense that it's done is to avoid minidump errors. If sins takes up more than 2 gigs of memory it crashes so. 

yeah.

When I play, I usually see 1.9 gigs, which is borderline!

Reply #1777 Top

Crazy, sent email, also fixed on forum mail thing.

 

You needing any sound effects by way, as I got a small library that might be of use.

Reply #1778 Top

Quoting MackyG, reply 1774
Been getting minidump errors not sure. anyone testing it out with cheat tables enabled?
End of MackyG's quote

If you've hacked the executable there's not much help any of us can provide you.

Reply #1779 Top

I'd be willing to look at your library to see if there's anything I don't have. My collection is vast, but there's no such thing as too many resources. Is it general game rips, commercial CD's, or things inbetween?

Reply #1780 Top

Quoting ZombiesRus5, reply 1778


Quoting MackyG, reply 1774Been getting minidump errors not sure. anyone testing it out with cheat tables enabled?

If you've hacked the executable there's not much help any of us can provide you.
End of ZombiesRus5's quote

hi, i haven't hacked the executables i'm going to check the order of the mods but i was following instructions on stacking them correctly. Thanks for the mod :) 

Reply #1781 Top

Quoting Alexbond45, reply 1776

It's possible you got the mod order wrong. I think mod stacking in the sense that it's done is to avoid minidump errors. If sins takes up more than 2 gigs of memory it crashes so. 

yeah.

When I play, I usually see 1.9 gigs, which is borderline!
End of Alexbond45's quote

what is the mod order you are using. I go with the addons,the militia,race,flagship core, and core.

so it goes like militia is cylon,race starts with colonial then cylon, then the flagship core and the core. 

Reply #1782 Top

Quoting MackyG, reply 1780



Quoting ZombiesRus5,
reply 1778


Quoting MackyG, reply 1774Been getting minidump errors not sure. anyone testing it out with cheat tables enabled?

If you've hacked the executable there's not much help any of us can provide you.


hi, i haven't hacked the executables i'm going to check the order of the mods but i was following instructions on stacking them correctly. Thanks for the mod  
End of MackyG's quote

Then what the hell is a cheat table?

Reply #1783 Top

I have been running the game with the cheathappens app, no errors yet except I'm playing without clyons. If i play with clyons any way, before or after core, minidump.

 

Here is what i am using and it is working:

  1. Addon Arifacts
  2. Miltia Colonial and I am playing them
  3. Miltia Hypercorp
  4. Race Colonial
  5. Race Hyercorp
  6. Race Nephilm
  7. Race Rouge
  8. Core

Made my own map with 800 planet - I have taken 58 now - no problems......except no research items you find on planets.

 

Now i have tried 10 different times with Clyons and always get a dump. So that's where I am at.....Planet Bonus are working.

 

JonJay

+1 Loading…
Reply #1784 Top

For the App I use - this is what it does

 

Using this Trainer ------------------ Launch the trainer first, then launch the Game and then Press F1 at the Main Menu. Listen for "Activated".
Press desired option key
Options -------
Numpad 1: Credits

Numpad 2: Metal

Numpad 3: Crystals

Numpad 4: Hull

Numpad 5: Shield

Numpad 6: Antimatter

 Numpad 7: Carrier Upgrade Points

Numpad 8: Level Timer

Numpad 9: Fleet Supply

Numpad 0: Capital Ships

Numpad /: Logistics Slots

Numpad *: Tactical Slots

[ key: Instant Planet Upgrades

] key: Instant Ships

\ key: Instant Research

Numpad .: Titan Upgrade Points

Numpad -: Weak Ships

Reply #1785 Top

Quoting ZombiesRus5, reply 1782


Quoting MackyG, reply 1780


Quoting ZombiesRus5,
reply 1778


Quoting MackyG, reply 1774Been getting minidump errors not sure. anyone testing it out with cheat tables enabled?

If you've hacked the executable there's not much help any of us can provide you.


hi, i haven't hacked the executables i'm going to check the order of the mods but i was following instructions on stacking them correctly. Thanks for the mod  


Then what the hell is a cheat table?
End of ZombiesRus5's quote

lol i dont know i just used it to test capabilities and to speed up the game it just alters things. not sure if that is considered an executable. 

Quoting JonJay, reply 1783

I have been running the game with the cheathappens app, no errors yet except I'm playing without clyons. If i play with clyons any way, before or after core, minidump.

 

Here is what i am using and it is working:


Addon Arifacts
Miltia Colonial and I am playing them
Miltia Hypercorp
Race Colonial
Race Hyercorp
Race Nephilm
Race Rouge
Core

Made my own map with 800 planet - I have taken 58 now - no problems......except no research items you find on planets.

 

Now i have tried 10 different times with Clyons and always get a dump. So that's where I am at.....Planet Bonus are working.

 

JonJay
End of JonJay's quote

 

alright thanks. i'll try that. it crashes when the pirates come into contact with the cylons. I'll try without the cylons. thanks. 

Reply #1786 Top

Quoting JonJay, reply 1783

I have been running the game with the cheathappens app, no errors yet except I'm playing without clyons. If i play with clyons any way, before or after core, minidump.

 

Here is what i am using and it is working:


Addon Arifacts
Miltia Colonial and I am playing them
Miltia Hypercorp
Race Colonial
Race Hyercorp
Race Nephilm
Race Rouge
Core

Made my own map with 800 planet - I have taken 58 now - no problems......except no research items you find on planets.

 

Now i have tried 10 different times with Clyons and always get a dump. So that's where I am at.....Planet Bonus are working.

 

JonJay
End of JonJay's quote

btw, is sins of the fallen ported to v. 1.5? if so do you have the link to it? all i see is the old sins of the fallen. thanks.

Reply #1787 Top

Cylons aren't working because they are being worked on and at the moment, not playable. But Cylon militia is still playable only if you put it after the "core" folder while enabling the mods.

Reply #1788 Top

Come on... there has to be someone out there who can texture koobalt's model??? (Cylon missile turret/hanger bay)

Reply #1789 Top


 
Cylon Abilities


Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases.
Needed Capital ship abilities: These are more conceptualized right now on on the first page of this forum. If you have time to take a crack at one by the name given, please feel free. Copying an existing ability is always a good way to start.


End of quote

Hey Z, this has already been mapped out under "Hand of God" --> "Model Projections"... I remember adding a Notes column in the spreadsheet where I indicated the existing ability (most were Vasari I think) which would apply to the particular Cylon ship. Obviously frigate abilities need to match the research trees... 

Reply #1790 Top

Quoting Cylon_Luvr, reply 1789
Hey Z, this has already been mapped out under "Hand of God" --> "Model Projections"... I remember adding a Notes column in the spreadsheet where I indicated the existing ability (most were Vasari I think) which would apply to the particular Cylon ship. Obviously frigate abilities need to match the research trees... 
End of Cylon_Luvr's quote

The ability needed to be templated from can be found in the design documents below in most cases.
End of quote

Cylon Design
 
Loyalist: Apotheosis (NonCombat), The Plan (Diplomacy)
Rebel: Apotheosis (NonCombat), The Plan (Diplomacy)
Common: Hand of God (Combat), Defense Systems (Defense), Fleet Logistics
 
* let me know if you can't open excel files, but want to help. I can probably convert them to html.
End of quote

Exactly... and I'm asking for people with even modest modding skills (ability to copy/paste/rename) to join up and help finish them.

 

Reply #1791 Top

Quoting MackyG, reply 1785
lol i dont know i just used it to test capabilities and to speed up the game it just alters things. not sure if that is considered an executable. 
End of MackyG's quote

I would call that hacking the running executable then.

The dev.exe does all this and more. Hopefully you didn't pay for this.

 

Reply #1792 Top

Ok... I've had a few people state they may be interested in helping with the mod. 

Lets start with the Hand of God Tree's Model Subsystems research items.

Assignment: Model Subsystems Tree

Difficulty: Low

RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENHANCEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOINTEGRATEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOMECHANICALRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_COMPRESSEDRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_CPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYCPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYMISSILETURRETS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HIGHEFFICIENCYJUMPS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCORE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCOREUPGRADE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGALUMINALFTL.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGAPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MIRVMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_POINTDEFENSEPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_REACTIVERESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_RECURSIVEHEALING.entity (Ability Unlock)
RESEARCHSUBJECT_CYLON_HANDOFGOD_TACTICALNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_TWINFTLENGINES.entity

Who would like to sign up finishing these items?

These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typically noted in the design spreadsheet). 

 

If I can get someone signed up for these I'll post the another set of research items to tackle for someone else to sign up for.

 

Reply #1793 Top

Quoting MackyG, reply 1786
btw, is sins of the fallen ported to v. 1.5? if so do you have the link to it? all i see is the old sins of the fallen. thanks.
End of MackyG's quote

Yes... Not yet, soon... true.

Reply #1794 Top

Quoting ZombiesRus5, reply 1792

Ok... I've had a few people state they may be interested in helping with the mod. 

Lets start with the Hand of God Tree's Model Subsystems research items.

Assignment: Model Subsystems Tree

Difficulty: Low

RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENHANCEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOINTEGRATEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOMECHANICALRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_COMPRESSEDRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_CPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYCPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYMISSILETURRETS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HIGHEFFICIENCYJUMPS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCORE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCOREUPGRADE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGALUMINALFTL.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGAPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MIRVMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_POINTDEFENSEPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_REACTIVERESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_RECURSIVEHEALING.entity (Ability Unlock)
RESEARCHSUBJECT_CYLON_HANDOFGOD_TACTICALNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_TWINFTLENGINES.entity

Who would like to sign up finishing these items?

These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typically noted in the design spreadsheet). 

 

If I can get someone signed up for these I'll post the another set of research items to tackle for someone else to sign up for.

 
End of ZombiesRus5's quote

 

Me - ME - MEEEEEEEEEEEEEEEEEEE

 

JonJay

Ps.Done getting my Mods for World of Tanks 8.6 to work now, time for this.

+1 Loading…
Reply #1795 Top

  :cylon: Promotion Party :cylon:

 

U-87 Cyber Combat Unit: JonJay

Reply #1796 Top

Quoting ZombiesRus5, reply 1795

  Promotion Party 

 



U-87 Cyber Combat Unit: JonJay

End of ZombiesRus5's quote
Congrats JonJay First round is on me :beer:

Reply #1797 Top

thanks jonjay, cylons were the ones crashing it. im playing with just colonial right now. having a whole lot of fun. 

Reply #1798 Top

Quoting ZombiesRus5, reply 1758
Cylons really aren't ready to play yet. I released the current code so people could help with modding without being tied into SVN.

You can set them up as militia though by placing the SotF Race Cylon after the SotF Core when enabling the mod.

 

For those that will help with modding here's the hotfix for the problem. Place this file into the Cylon GameInfo folder.

https://dl.dropboxusercontent.com/u/5790092/Temp/AbilityCylonDisorientationVirus.entity

 
End of ZombiesRus5's quote

Reply #1799 Top

Quoting JonJay, reply 1794


Quoting ZombiesRus5, reply 1792
Ok... I've had a few people state they may be interested in helping with the mod. 

Lets start with the Hand of God Tree's Model Subsystems research items.

Assignment: Model Subsystems Tree

Difficulty: Low

RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENHANCEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOINTEGRATEDSTRUCTURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOMECHANICALRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_COMPRESSEDRESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_CPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYCPMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYMISSILETURRETS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HIGHEFFICIENCYJUMPS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCORE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HYBRIDCOREUPGRADE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGALUMINALFTL.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MEGAPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_MIRVMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_POINTDEFENSEPULSARS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_REACTIVERESIN.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_RECURSIVEHEALING.entity (Ability Unlock)
RESEARCHSUBJECT_CYLON_HANDOFGOD_TACTICALNUCLEARMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_TWINFTLENGINES.entity

Who would like to sign up finishing these items?

These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typically noted in the design spreadsheet). 

 

If I can get someone signed up for these I'll post the another set of research items to tackle for someone else to sign up for.

 

 

Me - ME - MEEEEEEEEEEEEEEEEEEE

 

JonJay

Ps.Done getting my Mods for World of Tanks 8.6 to work now, time for this.
End of JonJay's quote

 

So do you know how to do it dude? 

Reply #1800 Top

Quoting Cylon_Luvr, reply 1799
So do you know how to do it dude? 
End of Cylon_Luvr's quote

he gets demoted if not.