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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!

 

 

8,578,909 views 3,050 replies +1 Loading…
Reply #2051 Top

Quoting Stalcore, reply 2050

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.
End of Stalcore's quote

Wouldn't it! I don't see the owners of BSG giving much love on screen to them anytime soon though :(

 

Reply #2052 Top

So pretty quiet around here. Everyone pretty much starting school? or have kids starting school?

 

Reply #2053 Top

High school's already started, and for many college/university has already started. After labor day, September 3rd, everyone will be back in school.

Reply #2054 Top

Quoting Lavo_2, reply 2053

High school's already started, and for many college/university has already started. After labor day, September 3rd, everyone will be back in school.
End of Lavo_2's quote

Yeah, I just got my kids back in school. It's really nice and quiet here ;)

 

Reply #2055 Top

<------ No Kids. Just a wife and a Dog. Just means I have to deal with increase of traffic in the mornings. :sick:

Reply #2056 Top

Quoting ZombiesRus5, reply 2051


Quoting Stalcore, reply 2050
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.

Wouldn't it! I don't see the owners of BSG giving much love on screen to them anytime soon though

 
End of ZombiesRus5's quote

Don't get me started on syfy. Defiance is pretty good but most of there stuff sucks.

Reply #2057 Top

Quoting ZombiesRus5, reply 2052

So pretty quiet around here. Everyone pretty much starting school? or have kids starting school?

 
End of ZombiesRus5's quote

 

No school for me for over a decade now. I just don't post much. I have nothing to say. :3

Reply #2058 Top

I pretty much just watch silently as this thread progresses.

Reply #2059 Top

Quoting Doshka19, reply 2058

I pretty much just watch silently as this thread progresses.
End of Doshka19's quote

Me to and ... 

 

Quoting IskatuMesk, reply 2057

 I have nothing to say. :3

End of IskatuMesk's quote

Me to.

 

 

Reply #2060 Top

I've been busy with end of summer stuff since classes start after labor day. But I have been looking for voice actors but still no luck and the girl that has helped me done all that she can do since she is getting ready for the semester as well. I've been looking for voice actors still but I'm still getting people who say they will help but then I never hear back from them.

Reply #2061 Top

Quoting Crazyfrywad, reply 2060

I've been busy with end of summer stuff since classes start after labor day. But I have been looking for voice actors but still no luck and the girl that has helped me done all that she can do since she is getting ready for the semester as well. I've been looking for voice actors still but I'm still getting people who say they will help but then I never hear back from them.
End of Crazyfrywad's quote

I understand. On the positive side I found some new filters for audacity that come VERY close to replicating the BSG radio sounds.

 

Reply #2063 Top

Quoting Crazyfrywad, reply 2062

Good! Do you still have the original sound files that I sent you?
End of Crazyfrywad's quote

Yes, I have the originals.

Reply #2064 Top

Hey Z. Have finished all the descriptions for research abilities and have emailed the Cylon_English.str and Cylon_stringinfo files to you. 

A few things to note: 

- Changed "Advanced Hybrid" ability for the basestar capital ship to "Overload Hybrid". Is the same as Finest Hour for
the TEC Kol Battleship. Have also changed the icon and have emailed.  
- Not sure what you want the "infiltration" ability to do for the Worldstar... I put "A signal is transmitted that activates Cylon agents aboard targeted ships who attempt to permanently gain control of the enemy vessel."
- Not sure what you had planned for Guardian Class Mk1's ability "Infiltrator", but I've changed it to the same ability as the Advents Revelation Battlecruisers "provoke hysteria" ability, i.e. "Cylon sleeper agents within the targeted planets population are activated who cause damage to the planets infrastructure."
- Not sure if you like this for "Logic Bomb", the Colony loyalist titans ability... |Logic Bomb|Using program backdoors, a powerful logic bomb is activated which completely disables multiple enemy ships at once.

Obviously a number of research abilities are not "attaching" to ships etc. i.e Chimaeia Envoy. I guess this is because you're still working on abilities for Cylons?

 

Reply #2065 Top

Thanks Cylon_Luvr! I'll look over your files and suggested ability changes. On the research subjects- yes there are several that are still WIP like the Envoy and Resurrection Hub. The primary frigates "should" be hooked up though so if you see issues let me know.

 

Reply #2066 Top

Resurrection Discussion

I have a working framework for the Resurrection Hub (private build only).

The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.

The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.

 

Now the question is: what should happen when a ship in range of resurrection dies?

  1. Always spawn a clone of the ship at the resurrection hub.
  2. Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
  3. Spawn a clone x% of the time at the resurrection hub.
  4. Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
  5. Earn credits representing the uploaded cylons.
  6. Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
  7. Other community ideas?

 

I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.

Reply #2067 Top

I don't know if that is possible but for Capital ship when destroy the other capital ship in range should receive experience boost  (death is just another experience for Cylon) for example when destroyed 1 lvl cap, and we have another one in range it will recive 500 exp, when we have 2 cap ship in range each will receive 250exp, 5 cap - 100 exp each, and the amount exp for share maybe define by simple math: lvl of the destroyed cap*500=total exp to share.

For other ship it can be point 5 or the same as above just smaller amount of exp to give. 

 

 

 

 

Reply #2068 Top

Quoting koobalt, reply 2067

I don't know if that is possible but for Capital ship when destroy the other capital ship in range should receive experience boost  (death is just another experience for Cylon) for example when destroyed 1 lvl cap, and we have another one in range it will recive 500 exp, when we have 2 cap ship in range each will receive 250exp, 5 cap - 100 exp each, and the amount exp for share maybe define by simple math: lvl of the destroyed cap*500=total exp to share.

For other ship it can be point 5 or the same as above just smaller amount of exp to give. 

 

 

 

 
End of koobalt's quote

Nope, giving experience isn't a supported buff type. It's been requested by modders so we'd like it too ;)

Reply #2069 Top

Quoting ZombiesRus5, reply 2066

Resurrection Discussion



I have a working framework for the Resurrection Hub (private build only).

The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.

The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.

 

Now the question is: what should happen when a ship in range of resurrection dies?


Always spawn a clone of the ship at the resurrection hub.
Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
Spawn a clone x% of the time at the resurrection hub.
Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
Earn credits representing the uploaded cylons.
Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
Other community ideas?

 

I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
End of ZombiesRus5's quote

I agree with you Z. #5 and #6 sound the more reasonable.

Reply #2070 Top

Quoting ZombiesRus5, reply 2066

Resurrection Discussion

I have a working framework for the Resurrection Hub (private build only).

The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.

The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.

 
Now the question is: what should happen when a ship in range of resurrection dies?


Always spawn a clone of the ship at the resurrection hub.
Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
Spawn a clone x% of the time at the resurrection hub.
Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
Earn credits representing the uploaded cylons.
Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
Other community ideas?

I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
End of ZombiesRus5's quote

That's really exciting Z that you have been able to set it up... very clever. Must have been a lot of work involved in that! 

Definitely #6 Z which sounds awesome. This is a great representation of Resurrection, but doesn't allow the Cylons to be too OP. So when you click on the Hub, there will be icons representing the different ships that you can resurrect once enough AM is gained from losing ships in battle?

 

 

Reply #2071 Top

Quoting ZombiesRus5, reply 2066


6. Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
End of ZombiesRus5's quote

I agree, definitely #6. Fits the Cylons really well. 

Looks to me as though the Cylons are nearly finished... 

Reply #2072 Top

Also just wanted to say Zombie that you're an absolute legend. You've put so much work into the mod and it is by far the best mod that I've played for Sins. 

Reply #2073 Top

Hey Z, SZO sent me a planet type for Cylons... its an asteroid with an old Hades basestar that has crashed into it. Its completely done and would only need to be integrated (although I think he created it as a separate mod to activate).

Would you be able to add it as a planet type for the mod? I've emailed it to you. 

Reply #2074 Top

I'm sad ;/

I think the 6 option then...

 

 

Reply #2075 Top

Quoting Cylon_Luvr, reply 2073
Hey Z, SZO sent me a planet type for Cylons... its an asteroid with an old Hades basestar that has crashed into it. Its completely done and would only need to be integrated (although I think he created it as a separate mod to activate).

Would you be able to add it as a planet type for the mod? I've emailed it to you. 
End of Cylon_Luvr's quote

I'll take a look at it. I'm hoping to create a planet pack with these systems too.

Helios Gamma System:

Scorpia: Terran Class, 50% water, 50% land?
Sagittaron: Barren Class, 75% Mountains, 25% land?
Libran: Greenhouse Class: 80% Jungle, 20% Water?
Ophion: Gas Giant
Thanatos: Toxic
Acheron Asteroid Belt: Asteroid class, series of these around the star.

Helios Delta System:

Aerilon: Terran Class, 80% water, 20% land (mostly around equator)
Canceron: Terran Class, 75% water, 25% land.
Aquaria: Ice Class, 95% frozen water 5% land (one mass)
Phoebe: Toxic
Styx: Toxic
Aeolus Asteroid Belt, Asteroid class
Hestia: Gas Giant

Helios Alpha System:

Caprica: Terran Class
Gemenon: Desert Class: Deserts, ice caps and some water
Picon: Oceanic Class: 75% water, temperate
Tauron: Terran Class:
Minos: Barren Class: Tauron Moon
Zeus: Gas Giant
Nike: Moon Class
Hebe: Moon Class
Icarus: Volcanic Class
Erebos Asteroid Belt: Asteroid Class
Persephone: Ice Class

Helios Beta System:

Virgon: Oceanic Class, Blue Oceans, Blue tinted land
Hibernia: Moon Class
Leonis: Terran Class
Ouranos ASteroid Belt
Hera: Gas Giant
Iris: Moon Clas
Eubora: Moon Class
Troy: Ferrus Planet
Pallas: Barren Class

I'm probably going to try a procedural planet generator to get some planets that closely resemble these systems and their colors.