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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!

 

 

8,578,305 views 3,050 replies +1 Loading…
Reply #2026 Top

Quoting koobalt, reply 2016


Sorry if You feel offended by my previous post.
End of koobalt's quote

Nope, wasn't offended Koobalt, just wanted to be honest, considering that we both have a lot of interest in Cylons getting finished. 

Could you do me a favour and check: 

- When you build a light basestar and zoom in on it, does it make a weird recurring sound? Not an engine sound? 

- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?

Want to see if its just me or not. 

 

Reply #2027 Top

Quoting ZombiesRus5, reply 2025


Quoting Cylon_Luvr, reply 2024Ok. My preference would be to change it to Colony Pods. Obviously your decision though! 

I'm fine with the change after understanding what you meant a bit more. Read my suggestion on keeping the idea of Syphon Credits- but maybe moving it to a different research tree.
End of ZombiesRus5's quote

Ok. Reason I wanted to change it is because when this research is complete, the starbase will show a population i.e. 50, 100 etc. It wont display tax credits like a capital ship would i.e. 2.0. 

So it may look a bit weird if the starbase has a population with no explanation as to why (Syphon Credits wouldn't exactly "marry up" with why there is a population). See what I mean? 

Reply #2028 Top

I figured out your sound issue. It's the long range missiles we are still tweaking. It had the phase cloak sound applied from the vasari ability it was cloned from. So that issue is resolved.

Quoting Cylon_Luvr, reply 2026
- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?
End of Cylon_Luvr's quote

What is your entity.manifest count in Core?

 

Reply #2029 Top

Quoting Cylon_Luvr, reply 2026



Could you do me a favour and check: 

- When you build a light basestar and zoom in on it, does it make a weird recurring sound? Not an engine sound? 

- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?

Want to see if its just me or not. 

 
End of Cylon_Luvr's quote

- yes i have this sound

- yes when i move my cursor over this ability my game crash

 

 

 

 

Reply #2030 Top

Quoting Cylon_Luvr, reply 2026
- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?
End of Cylon_Luvr's quote

What is your AbilityCylonSuperVirus.entity contents? Sounds like a file didn't get updated correctly.

Reply #2031 Top

Quoting ZombiesRus5, reply 2030


Quoting Cylon_Luvr, reply 2026- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?

What is your AbilityCylonSuperVirus.entity contents? Sounds like a file didn't get updated correctly.
End of ZombiesRus5's quote

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "BuffCylonSupervirus"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 1
object "Frigate"
numSpaces 1
space "Normal"
numConstraints 2
constraint "IsControllable"
constraint "NotFlagship"
range
Level:0 6000.000000
Level:1 7500.000000
Level:2 6000.000000
Level:3 6000.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName "Ability_DominationActivate"
mediumEffectName "Ability_DominationActivate"
largeEffectName "Ability_DominationActivate"
soundID "EFFECT_DOMINATION"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility TRUE
maxNumLevels 2
levelSourceType "TitanUpgradeLevel"
sourcePropertyType "AbilityALevel"
aiUseTime "OnlyWhenEnemyFleetWillPrevail"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 150.000000
Level:1 112.000000
Level:2 0.000000
Level:3 0.000000
cooldownTime
Level:0 60.000000
Level:1 60.000000
Level:2 0.000000
Level:3 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_CYLON_SUPERVIRUS_NAME"
descStringID "IDS_ABILITY_CYLON_SUPERVIRUS_DESCRIPTION"
hudIcon "HUDICON_ABILITY_CYLON_SUPERVIRUS"
smallHudIcon "HUDICON_ABILITY_CYLON_SUPERVIRUS"
infoCardIcon "" 

Reply #2033 Top

Quoting Stalcore, reply 2032

Here are the changes to the Colonial starbase names and the colonial Battlestar Names

https://www.dropbox.com/s/xr1u0u9wvs9wqtu/Colonial_English.str

Colonial_stringinfo.txt
End of Stalcore's quote

The link didn't work for the Colonial_stringinfo.txt. I was able to download the first one though.

 

Reply #2034 Top

Quoting ZombiesRus5, reply 2030


Quoting Cylon_Luvr, reply 2026- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?

What is your AbilityCylonSuperVirus.entity contents? Sounds like a file didn't get updated correctly.
End of ZombiesRus5's quote

Ok- as I'm not having the issue on my side... so what I'm going to do is run a clean build that deletes any file in the mod folders that isn't in my workspace for sanity's sake.

I'll then upload a clean full version of the latest mod. You will need to DELETE your current version of the mod before you unzip the contents. I won't make any guarantees if you don't (I won't make any guarantees regardless though).

We can determine if there's some other issue after we do that. In my opinion I think it's a file conflict from files that were used previously, deleted and then re-added with a slightly different case in the files.

 

Reply #2035 Top

Quoting koobalt, reply 2031
buffType "BuffCylonSupervirus"
End of koobalt's quote

Well... this is the problem. I have this line.

buffType "BuffCylonSupervirusTarget"

Not sure how we got out of sync- but BuffCylonSupervirus is not in the entity.manifest anymore and is causing your mini-dump.

 

Reply #2037 Top

Quoting Stalcore, reply 2036

ok Lets try again

https://www.dropbox.com/s/oav9b69gm5q1grp/Colonial_stringinfo.txt

 
End of Stalcore's quote

Thanks, that one worked.

Reply #2038 Top

Your Welcome Z. :grin:

 

Reply #2041 Top

I also figured out why the mod mini-dumps when deactivated in the Options->Mods menu...

There are special "cosmetic" entities that display the Titans in the main menu area. While it's possible to add new cosmetic entities and display them in the main menu- the game throws up when you try to deactivate them  #:(

This means only 6 custom ships can be displayed in the main menu and will be controlled by whichever race is on top.

 

Loading Colonial and Cylons on top of the order will replace all stock ships with a BSG model in the next update.

 

Reply #2042 Top

Got an AI test game running in the background... Kinda worried it's not building any Heavy Basestars.

My bet would be it's fleet composition is messed up without a light frigate. I may start by adding that as a dual role on something to see if that helps.

Reply #2043 Top

Reply #2044 Top

jpg compression was not kind to your reds.

Reply #2045 Top

Quoting IskatuMesk, reply 2044

jpg compression was not kind to your reds.
End of IskatuMesk's quote

lol, oh well... I only post stuff like this for people interested in seeing progress- not for wallpaper.

Reply #2046 Top

 

 

is that the base thingy from the end of the show?

Reply #2047 Top

No it is the Basestar from Rasor if I am not mistaken. or it could be from the 1979 Version of Battlestar Galactica. :beer:

Good work as Always Z.

Reply #2048 Top

Quoting Stalcore, reply 2047

No it is the Basestar from Rasor if I am not mistaken. or it could be from the 1979 Version of Battlestar Galactica.

Good work as Always Z.
End of Stalcore's quote

Yep, in the old BSG series, it was the primary Cylon battleship. In the new series, they were the original basestars used by the Cylons in the first Cylon war and then developed into the new basestars. 

Reply #2049 Top

Quoting ZombiesRus5, reply 2043

Reduced 55%Original 1024 x 768
End of ZombiesRus5's quote

Looks awesome by the way Z!!!

Noticed in your pic that it says "Hades Class Class 1A" ... should be "Hades Class Mark 1A" 

Reply #2050 Top

would be nice if they did some more with Blood and Chrome. It would be cool to see the Galactica and other Battlestars Battling it out with the Hades class Basestar's.