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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!

 

 

8,578,351 views 3,050 replies +1 Loading…
Reply #1826 Top

Ok on it, what am i coping in, a bit confused, I have the files do u want the core copied to the clyons???

 

JonJay

Reply #1828 Top

Crazyfrywad

 

No I do not have your e-mail address and I will do this project but I am just trying to find out what you need me to do.

 

Do I Copy the game core info into the cylon info:

 

"     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).  "

 

Design spreadsheet - I dont have or is that core sheet in the game?

 

"    RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity  "

A bit confused, sorry

 

JonJay

Reply #1831 Top

Quoting Crazyfrywad, reply 1815

Indeed. Put the core last and you should be fine.
End of Crazyfrywad's quote

...

Seems a bit un-intuitive.  That should probably be in a README file.  If it is in a README I can't find it.

Reply #1832 Top

Quoting P3CTankman, reply 1831


Quoting Crazyfrywad, reply 1815
Indeed. Put the core last and you should be fine.

...

Seems a bit un-intuitive.  That should probably be in a README file.  If it is in a README I can't find it.
End of P3CTankman's quote

It's plastered everywhere except the README... There's a PDF included right next to the README that reads "How to Install and Activate..."

 

+1 Loading…
Reply #1834 Top

Quoting ZombiesRus5, reply 1832

's plastered everywhere except the README... There's a PDF included right next to the README that reads "How to Install and Activate..."
 
End of ZombiesRus5's quote

I suddenly feel stupid. :/

Reply #1835 Top

Quoting P3CTankman, reply 1834


Quoting ZombiesRus5, reply 1832
's plastered everywhere except the README... There's a PDF included right next to the README that reads "How to Install and Activate..."
 

I suddenly feel stupid. :/
End of P3CTankman's quote

Honestly README's start out interesting but become a mess to maintain. I'll be cleaning up the readme to get it down to a simple statement about the mod and credits listing.

 

Reply #1836 Top

Quoting JonJay, reply 1828

July 5, 2013 14:07:58 from  Sins of a Solar Empire Forums
Crazyfrywad

 

No I do not have your e-mail address and I will do this project but I am just trying to find out what you need me to do.

 

Do I Copy the game core info into the cylon info:

 

"     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).  "

 

Design spreadsheet - I dont have or is that core sheet in the game?

 

"    RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity  "

A bit confused, sorry

 

JonJay
End of JonJay's quote

The spreadsheet is hyperlinked in the original post.

What I'm expecting is to say find the missile research subjects and then add the research modifiers. Same for Hull, Armor etc. The Colonial research subjects should have comparable lines versus going through the entire reference data for the core game.

for example:

researchModifier
modifierType "WeaponDamageAdjustment"
baseValue 0.000000
perLevelValue 0.050000
linkedWeaponClass "MISSILE"

Reply #1837 Top

Quoting Mord_Sith84, reply 1805

Hey Z, I've just emailed you all the new sound files. You can essentially swap out all existing Cylon sound files with the folder I've sent you (plus the "event" files that you already have). Includes:

- Sound for ships.. including capital ships, Titans, Hades class, scout and envoy

- Custom songs for Cylons (Songs taken from the show), including "Announcement" and customized songs for either Loyalist or Rebel

- Some new sounds for structures

- A new sound to be played when selecting/changing between menu items (which I've labelled "CLICK".. couldn't find what this file is called!) 

They are all in mono, not including the songs which can be in stereo. 

I wasn't entirely sure how to label the Envoy sounds for loyalist and rebel. At the moment I've labelled them as "Envoy_CylonRebel_OnCreation" etc... although Envoy's are frigates... so I'm not sure if I've done it right. The issue is that in Sins for Vasari, TEC etc there is only one voice used across both Loyalist and Rebel factions but I want to apply different voices for each faction (Number 6 for Rebel and Cavil for Loyalist), and therefore wouldn't be able to display it as "Frigate_PsiEnvoy_OnCreation" like Sins normally does... 

 
End of Mord_Sith84's quote

I think I have them all integrated... just need to do some follow-up testing to make sure no mini-dumps were introduced.

Reply #1838 Top

I don't think it's possible for sounds to dump sins. They'll just not play if set up incorrectly.

 

But, then again, sins often surprises me in the ways it can kill itself.

Reply #1839 Top

Quoting ZombiesRus5, reply 1804


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.

Hand of God (Combat)
Need some people to sign up for making these abilities. Many of them can be copied from existing abilities in the game as detailed in the design spreadsheets. I'll break them into groups of 3 of which almost anyone in this forum can take and do. Please post back which three you are taking.

RESEARCHSUBJECT_CYLON_ABILITYACCESS_REGENERATION.entity
RESEARCHSUBJECT_CYLON_ABILITYACCESS_UNSTOPPABLEJUMP.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDHYBRID.entity

RESEARCHSUBJECT_CYLON_HANDOFGOD_BOARDINGTROOPS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BYYOURCOMMAND.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_EXPANDEDHANGARSLOTS.entity

RESEARCHSUBJECT_CYLON_HANDOFGOD_FTLINTERFERENCE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_FTLSIGNATURE.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYFALLOUT.entity

RESEARCHSUBJECT_CYLON_HANDOFGOD_LAUNCHBEACON.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_LONGRANGEMISSILES.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_REGENERATION.entity
End of ZombiesRus5's quote

Ok Z, I've finished the above and have emailed it to you. I'm not sure if I've done it right... I guess we'll find out when we do some testing. I haven't included RESEARCHSUBJECT_CYLON_HANDOFGOD_REGENERATION.entity because I'm not sure what this is... there is already a REGENERATION entity (the first one), so i'm not sure of the difference. I can't see another regeneration research item in "Hand of God" 

I'm assuming that all of the above entities are ship abilities for particular models? 

Reply #1840 Top

Quoting Crazyfrywad, reply 1837


Quoting Mord_Sith84, reply 1805
Hey Z, I've just emailed you all the new sound files. You can essentially swap out all existing Cylon sound files with the folder I've sent you (plus the "event" files that you already have). Includes:

- Sound for ships.. including capital ships, Titans, Hades class, scout and envoy

- Custom songs for Cylons (Songs taken from the show), including "Announcement" and customized songs for either Loyalist or Rebel

- Some new sounds for structures

- A new sound to be played when selecting/changing between menu items (which I've labelled "CLICK".. couldn't find what this file is called!) 

They are all in mono, not including the songs which can be in stereo. 

I wasn't entirely sure how to label the Envoy sounds for loyalist and rebel. At the moment I've labelled them as "Envoy_CylonRebel_OnCreation" etc... although Envoy's are frigates... so I'm not sure if I've done it right. The issue is that in Sins for Vasari, TEC etc there is only one voice used across both Loyalist and Rebel factions but I want to apply different voices for each faction (Number 6 for Rebel and Cavil for Loyalist), and therefore wouldn't be able to display it as "Frigate_PsiEnvoy_OnCreation" like Sins normally does... 

 

I think I have them all integrated... just need to do some follow-up testing to make sure no mini-dumps were introduced.
End of Crazyfrywad's quote

Cool! thanks mate

Reply #1841 Top

Quoting Mord_Sith84, reply 1788

Come on... there has to be someone out there who can texture koobalt's model??? (Cylon missile turret/hanger bay)
End of Mord_Sith84's quote

Out of all the modders that look at this forum, I'm really surprised (and disappointed) that no-one will put their hand up to do this....

Reply #1842 Top

Quoting Mord_Sith84, reply 1841


Quoting Mord_Sith84, reply 1788
Come on... there has to be someone out there who can texture koobalt's model??? (Cylon missile turret/hanger bay)

Out of all the modders that look at this forum, I'm really surprised (and disappointed) that no-one will put their hand up to do this....
End of Mord_Sith84's quote

Actually, I'm not too surprised. The reality is a little different than what you might expect.

Take SOA2 with their widely popular mod- They need someone to model and texture their remaining line-up.

Take Dawn of Victory with their widely popular story- The mod failed because they couldn't get anyone to model and texture for them beyond the initial few models they put together.

The demand for people with this skill set is much higher than the actual supply willing to work on mods.

 

Go ahead and email me the model and I'll take a look at it. I might be able to put a basic skin over it similar to some of the other cylon models.

 

Reply #1843 Top

I know what you mean, I had quite a few people stepping up and saying they'll help me with the lines for the colonials. But so far, only one person keeps in touch with me and sends in lines for multiple ships. Her and I can only do so much and I wish people who say they'll help will step up.

Reply #1844 Top

Quoting Crazyfrywad, reply 1843

I know what you mean, I had quite a few people stepping up and saying they'll help me with the lines for the colonials. But so far, only one person keeps in touch with me and sends in lines for multiple ships. Her and I can only do so much and I wish people who say they'll help will step up.
End of Crazyfrywad's quote

I agree...

All you need is a decent mic (nothing special) and about 5-10 minutes to run through some lines in one recorded file. 

 

Hehe... and who wouldn't want their voice attached to a ship? ;)

 

I'll need to grab a new usb extender (my comp is on the other side of a wall now) and find some quiet time and I'll do one of the colonial ships. Of course many people think I sound like someone from The Big Bang Theory. lol.

I did all of the dialogue for the Nephilim faction so can appreciate getting some voice variation for Colonials. Really, recording the script was the easy part. Splitting dialogue, messing around with settings, etc took a lot longer. I tried doing my Plague script and well... wasn't as happy and threw most of it away. Luckily I got permission to use some different voice dialogue that fit great.

 

Reply #1845 Top

I'm setting up a new development SVN server (play test will remain unchanged).

Once that is completed I'll get some better instructions for the part-time modding I need done and try to model a couple of them as examples.

Thanks again for everyones interest in moving this mod towards completion.

 

Reply #1846 Top

Quoting Crazyfrywad, reply 1843

I know what you mean, I had quite a few people stepping up and saying they'll help me with the lines for the colonials. But so far, only one person keeps in touch with me and sends in lines for multiple ships. Her and I can only do so much and I wish people who say they'll help will step up.
End of Crazyfrywad's quote
I sent you the lines for mercury class and haven't heard back.

Reply #1850 Top

Quoting ZombiesRus5, reply 1842


Quoting Mord_Sith84, reply 1841

Quoting Mord_Sith84, reply 1788
Come on... there has to be someone out there who can texture koobalt's model??? (Cylon missile turret/hanger bay)

Out of all the modders that look at this forum, I'm really surprised (and disappointed) that no-one will put their hand up to do this....

Actually, I'm not too surprised. The reality is a little different than what you might expect.

Take SOA2 with their widely popular mod- They need someone to model and texture their remaining line-up.

Take Dawn of Victory with their widely popular story- The mod failed because they couldn't get anyone to model and texture for them beyond the initial few models they put together.

The demand for people with this skill set is much higher than the actual supply willing to work on mods.

 

Go ahead and email me the model and I'll take a look at it. I might be able to put a basic skin over it similar to some of the other cylon models.

 
End of ZombiesRus5's quote

Cool, thanks Z. I don't know much about texturing.. but as you know, all of the Cylon structures have the same appearance/texture, like the science labs etc that Koobalt put together... 

model is here http://www.mediafire.com/?6jzfagdac6f8gji