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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!

 

 

8,578,509 views 3,050 replies +1 Loading…
Reply #1876 Top

Quoting Cylon_Luvr, reply 1860


Quoting ZombiesRus5, reply 1854

Quoting Cylon_Luvr, reply 1852Did you receive these ok Z?

I sent an email reply detailing my issues.

I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done.

 

Hey Z... I sent you an email back the other day. Once you reply to it, I'll be able to get back to work on the mod... 
End of Cylon_Luvr's quote

Z? Do you need me to work on the abilities?

Reply #1877 Top

Quoting Crazyfrywad, reply 1870

The flattop, Alberio gunstar, strikestar and KEW platform are taken. Mercury class battlestar is taken, everything else is free. I'm looking to do cloud 9 and the defender gunstar.
End of Crazyfrywad's quote

I'll start with Thor

 

Reply #1878 Top

Quoting Cylon_Luvr, reply 1876
Z? Do you need me to work on the abilities?
End of Cylon_Luvr's quote

Hold off a bit. I need to do a bit more work to set this up.

 

 

Reply #1880 Top

Hello,

      I have tested the Mod out to its full content pretty much, i found a couple of errors, some minor and 1 or 2 major, the Major has to be the Colonial Starbase the Ragnarok, i have noticed that when it is built its name appears as the Argonev (TEC's Starbase), and that it has a some research in the Defense Tree like Starbase Mobilization, i liked that fact because i like being able to move my Starbases around, but the problem i found is the Ragnarok Starbase cannot move, so in turn it cannot phase jump either, making it a pointless research subject in the Tree, so i ask for either the research to be removed from the tree, or the Starbase to be able to move after being built. I hope this issue will be resolved, other than the issue and TEC voice overlay for the Titans, this part of the Mod is awesome.

Reply #1881 Top

We are aware of the issues that you have stated above, right now the mod is being worked on and fined tuned for the Colonials and Cylons. As for the voices for the titans, if you look in the mod's info. I'm currently in progress having custom sound lines recorded for all of the Colonial ships. The link for the lines are posted as well in the info and if you wish to help, send me a message!

Reply #1882 Top

Quoting mrhayward, reply 1880

Hello,

      I have tested the Mod out to its full content pretty much, i found a couple of errors, some minor and 1 or 2 major, the Major has to be the Colonial Starbase the Ragnarok, i have noticed that when it is built its name appears as the Argonev (TEC's Starbase), and that it has a some research in the Defense Tree like Starbase Mobilization, i liked that fact because i like being able to move my Starbases around, but the problem i found is the Ragnarok Starbase cannot move, so in turn it cannot phase jump either, making it a pointless research subject in the Tree, so i ask for either the research to be removed from the tree, or the Starbase to be able to move after being built. I hope this issue will be resolved, other than the issue and TEC voice overlay for the Titans, this part of the Mod is awesome.
End of mrhayward's quote

Thanks, I will have the moving starbase and name issue for colonial resolved in the next update. Dialogue is being worked on slowly.

Glad you like the mod so far.

 

Reply #1883 Top
Z, I managed to change my voice enough to do another set of lines. I'm taking on the Asgard Battlestar, general jump line, and maybe the tiger gunstar
Reply #1884 Top
Lines that are done recording Asgard Battlestar Sentinel Gunstar Alberio Gunstar Flattop General jump line Claimed lines Thor Battlestar KEW Platform Strikestar
Reply #1886 Top

Hey love the mod and great work i did post some bugs i found with cylons on the moddb page but i repost them and more i found here for easier time.

-cylon have some issues with there research like to get to the 3 research for the extractor requires 2 refinery but you can only research one and there is some other researches cant be done due to i cant find the science

-resurrection hub cant move

-starbases wont phase jump

-and small things like those other wise great job on the mod love it and it isnt game breaking things just minor and i love playing as them they kick some major ass


Reply #1887 Top

The cylons are a being worked on and are not finished yet.

Reply #1888 Top

Quoting palaisy, reply 1886
Hey love the mod and great work i did post some bugs i found with cylons on the moddb page but i repost them and more i found here for easier time.
End of palaisy's quote

Thanks, I appreciate you coming to the forum. moddb blows for tracking comments.

Quoting palaisy, reply 1886
-cylon have some issues with there research like to get to the 3 research for the extractor requires 2 refinery but you can only research one and there is some other researches cant be done due to i cant find the science

End of palaisy's quote

Thanks- fixed internally now.

Quoting palaisy, reply 1886
-resurrection hub cant move
End of palaisy's quote

Right now the resurrection hub is a superweapon. Currently planet modules can't move. I may have a way around this- but only if I feel the AI won't bone out on me.

Quoting palaisy, reply 1886
-starbases wont phase jump
End of palaisy's quote

Assuming you mean colonial...

Thanks- fixed internally.

Quoting palaisy, reply 1886
-and small things like those other wise great job on the mod love it and it isnt game breaking things just minor and i love playing as them they kick some major ass

End of palaisy's quote

I've decided to do iterative releases rather than waiting for one final nerdgasm. Consequently there will be lots of little issues that crop up or... I forget to fix  :P  multiple times possibly  :-"

 

Reply #1891 Top
But i got one suggestion, a little too much static. A little less and i think it will be all set
Reply #1893 Top

Do you only have 1rdy 3 yes 2 wht and 2 attkyes responses? That's less than Brood War, and will get repetitive in a real hurry with games as long as sins'. I'd go with at least 5-6 responses per type per unit.

For static, just use the Spaceman VST plugin. With all of my fans on I don't even need to use a filter, it already sounds like I'm flying a B17.

 

Example of those specific settings - www.gameproc.com/meskstuff/BlackSun/dongs.wav

Reply #1894 Top
I sent more than that, here is the line to the original files. I forgot to do a ship built line so I think the BSG alert would work fine. https://www.dropbox.com/sh/nw4boyhihj9s3q7/IiGtwkQHPU
Reply #1895 Top

Quoting Crazyfrywad, reply 1892

I would say...cut it down by 50%?
End of Crazyfrywad's quote

We'll be able to play around with it. It's all scripted to generate the static with the source sounds remaining untouched in a different folder.

 

Reply #1896 Top

Sounds good, I asked a friend about the static and they said it was a bit much and I agree. But we're on the right path

Reply #1898 Top

Quoting Crazyfrywad, reply 1890

Pretty good, when will the next mini release be?
End of Crazyfrywad's quote

Maybe end of this week.

Reply #1899 Top

Quoting ZombiesRus5, reply 1898


Quoting Crazyfrywad, reply 1890
Pretty good, when will the next mini release be?

Maybe end of this week.
End of ZombiesRus5's quote

 

So Friday or Saturday? I'll try to get more lines in by Thursday.

Reply #1900 Top

Quoting Crazyfrywad, reply 1899
So Friday or Saturday? I'll try to get more lines in by Thursday.
End of Crazyfrywad's quote

Most likely.