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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 #2076 Top

Quoting ZombiesRus5, reply 2075


Quoting Cylon_Luvr, reply 2073Hey 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. 


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.

 
End of ZombiesRus5's quote

That sounds good Z. though Scorpia is mostly Jungle in most of the description i've seen.

Reply #2078 Top

Ok, so with Resurrection sorted out, all that is left now is the Cylon economy? 

What are your thoughts on this Zombie? 

Reply #2079 Top

Quoting Mord_Sith84, reply 2078

Ok, so with Resurrection sorted out, all that is left now is the Cylon economy? 

What are your thoughts on this Zombie? 
End of Mord_Sith84's quote

There is still a lot of refining of abilities left to do and making sure all research ties back to something.

That said I think we need to level set what credits actually mean to the game. Credits is not necessarily money. Credits denotes what is created/produced by the civilization. Do Advent and Vasari REALLY use money like the TEC?

I do however agree with Cylon's being less focused on Planetary population and have made an initial step to dramatically reduce their "population" on colonized planets. 

Personally I think credits can be used to represent the stuff the Cylon civilization produces to support their infrastructure, manufacturing and organic material. 

 

I've given all Cylons a starting credit per capital ship to help balance their early game disadvantage. Add in resurrection recovering some credits through uploading and the ability to create new ships freely through resurrection and the Cylons should have a fairly unique economy without making so impossible to balance. 

We'll need to see how things flesh out after ships are balanced for cost/durability/dps. Also need to adjust the cost for structures as well.

 

I know some of you were set on removing credits entirely from the Cylons. I just don't personally see it working out and keeping game balance workable. You may however try making this model yourself by editing the mod files with Notepad if you would like to try this system and convince us it's the best way to go. I'd be more than willing to incorporate it if it can be proven out by someone.

 

Reply #2080 Top

I'm pretty sure removing credits entirely will break the AI as it will still buy/sell resources on the black market.

Reply #2081 Top

Quoting ZombiesRus5, reply 2079


Quoting Mord_Sith84, reply 2078
Ok, so with Resurrection sorted out, all that is left now is the Cylon economy? 

What are your thoughts on this Zombie? 

There is still a lot of refining of abilities left to do and making sure all research ties back to something.

That said I think we need to level set what credits actually mean to the game. Credits is not necessarily money. Credits denotes what is created/produced by the civilization. Do Advent and Vasari REALLY use money like the TEC?

I do however agree with Cylon's being less focused on Planetary population and have made an initial step to dramatically reduce their "population" on colonized planets. 

Personally I think credits can be used to represent the stuff the Cylon civilization produces to support their infrastructure, manufacturing and organic material. 

 

I've given all Cylons a starting credit per capital ship to help balance their early game disadvantage. Add in resurrection recovering some credits through uploading and the ability to create new ships freely through resurrection and the Cylons should have a fairly unique economy without making so impossible to balance. 

We'll need to see how things flesh out after ships are balanced for cost/durability/dps. Also need to adjust the cost for structures as well.

 

I know some of you were set on removing credits entirely from the Cylons. I just don't personally see it working out and keeping game balance workable. You may however try making this model yourself by editing the mod files with Notepad if you would like to try this system and convince us it's the best way to go. I'd be more than willing to incorporate it if it can be proven out by someone.

 
End of ZombiesRus5's quote

I think the approach that you have outlined above is perfect. Great that you have dramatically reduced populations (and therefore tax  credit) initially for Cylon. This is balanced through gaining credit from Capital ships, resurrection and research into hacking or natural procreation. I think it's fine as it is. 

Combining this with resurrection makes the Cylon race very unique. 

Definitely wouldn't work to remove credits entirely. 

Reply #2082 Top

Quoting Cylon_Luvr, reply 2081


There is still a lot of refining of abilities left to do and making sure all research ties back to something.
End of Cylon_Luvr's quote

Not sure if I can help out with this in any way? 

Reply #2083 Top

Don't like the planet colors... tough shit! that was a lot of work for one system and the coding isn't even started ;)

 

Once they are in game the colors can be tweaked further by modifying the atmosphere color.

 

Reply #2084 Top

Quoting ZombiesRus5, reply 2083

Reduced 42%Original 1024 x 1024

Don't like the planet colors... tough shit! that was a lot of work for one system and the coding isn't even started

 

Once they are in game the colors can be tweaked further by modifying the atmosphere color.

 
End of ZombiesRus5's quote

Look dead on to me Z. Great work! :beer:

So Say WE All!

Reply #2085 Top

 

 

 

Reply #2086 Top

Nice  :cylon: So when can I nuke them  :cylon:

Reply #2087 Top

They look awesome... I'm with you Koobalt... can't wait to nuke 'em.  :cylon:

Reply #2088 Top

Is someone going to build a map of the 12 Colonies using these planets? 

Reply #2089 Top

Quoting Cylon_Luvr, reply 2088

Is someone going to build a map of the 12 Colonies using these planets? 
End of Cylon_Luvr's quote

I plan too. But the colonial fleet might have something to say about you trying to nuke us.

Btw they look awesome Z!

Reply #2090 Top

Quoting Stalcore, reply 2089


Quoting Cylon_Luvr, reply 2088
Is someone going to build a map of the 12 Colonies using these planets? 

I plan too. But the colonial fleet might have something to say about you trying to nuke us.

Btw they look awesome Z!
End of Stalcore's quote

These are individually place-able via galaxy forge. I also have the galaxy forge icons for each planet. 

Whenever I release a new version I'll include the Helios Alpha system. You should be able to start building maps with them straight away and add to them as I release more of the twelve colony systems.

 

Reply #2091 Top

Quoting ZombiesRus5, reply 2090


Quoting Stalcore, reply 2089

Quoting Cylon_Luvr, reply 2088
Is someone going to build a map of the 12 Colonies using these planets? 

I plan too. But the colonial fleet might have something to say about you trying to nuke us.

Btw they look awesome Z!

These are individually place-able via galaxy forge. I also have the galaxy forge icons for each planet. 

Whenever I release a new version I'll include the Helios Alpha system. You should be able to start building maps with them straight away and add to them as I release more of the twelve colony systems.

 
End of ZombiesRus5's quote

Cool thanks Z!

Reply #2092 Top

Hey was that Hades class awhile gonna be available soon ingame as a cap or frigate?

Reply #2093 Top

Quoting holy, reply 2092

Hey was that Hades class awhile gonna be available soon ingame as a cap or frigate?
End of holy's quote

Capital ship

 

Reply #2094 Top

>:(  I have a weird phase jump bug I'm debugging for Resurrection.  >:(

Not sure how long it will take to resolve.

Reply #2095 Top

Quoting ZombiesRus5, reply 2094

 I have a weird phase jump bug I'm debugging for Resurrection. 

Not sure how long it will take to resolve.
End of ZombiesRus5's quote

Decided to rewrite some of it to be ranged based on the Resurrection Ships. Appears to have solved the phase jumping mini-dump problem :).

I may upload a new version this weekend  :cylon:

Reply #2096 Top

Anyone notice the resurrection ships fly backwards? 

And that resurrection hub needs a serious retexture!

Reply #2097 Top

The only one I saw didn't last long enough to see which way it was flying till it got blown out of the sky by my Battlestar

Reply #2098 Top

Quoting Stalcore, reply 2097

The only one I saw didn't last long enough to see which way it was flying till it got blown out of the sky by my Battlestar
End of Stalcore's quote

hahahahahahaha classic!!!! Even though I'm a Cylon lover, I'll give you credit for that one!! 

Reply #2099 Top

Quoting ZombiesRus5, reply 2096

Anyone notice the resurrection ships fly backwards? 

And that resurrection hub needs a serious retexture!

End of ZombiesRus5's quote
 

Oops... nope, missed that! 

The resurrection hub didn't look too bad to me... 

Reply #2100 Top

Quoting ZombiesRus5, reply 2095


Quoting ZombiesRus5, reply 2094
 I have a weird phase jump bug I'm debugging for Resurrection. 

Not sure how long it will take to resolve.

Decided to rewrite some of it to be ranged based on the Resurrection Ships. Appears to have solved the phase jumping mini-dump problem .

I may upload a new version this weekend 
End of ZombiesRus5's quote

Awesome Z... would love to see a new version. Very exciting that you have resurrection up and running... makes the Cylon race very unique.