ZombiesRus5 ZombiesRus5

[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!

 

 

8,578,482 views 3,050 replies +1 Loading…
Reply #2101 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

I missed this as well! 

Reply #2102 Top

Quoting Cylon_Luvr, reply 2100
Awesome Z... would love to see a new version. Very exciting that you have resurrection up and running... makes the Cylon race very unique. 
End of Cylon_Luvr's quote

It is pretty interesting... We'll call it the U-87 version of resurrection. I'm hoping to tweak it so it's a little easier to hook up a resurrection ship with the hub.

 

Reply #2103 Top

Quoting ZombiesRus5, reply 2102


Quoting Cylon_Luvr, reply 2100Awesome Z... would love to see a new version. Very exciting that you have resurrection up and running... makes the Cylon race very unique. 

It is pretty interesting... We'll call it the U-87 version of resurrection. I'm hoping to tweak it so it's a little easier to hook up a resurrection ship with the hub.

 
End of ZombiesRus5's quote

How does it work at the moment? Is it difficult to link the hub to the resurrection ships? 

Also, does the hub link with the light resurrection ships? Or just the capital resurrection ship? 

and will there be a new version released soon? 

Reply #2104 Top

Quoting Mord_Sith84, reply 2103
How does it work at the moment? Is it difficult to link the hub to the resurrection ships? 
End of Mord_Sith84's quote

Any resurrection ships in the same planet or adjacent planets to the hub get linked. 

I tried setting it up where the hub would link with all resurrection ships in the current system but the buffs for targetting planets don't work well in the engine (weird hard coded targetting issues).

I have some ideas that might help, but haven't had time to implement them.

Quoting Mord_Sith84, reply 2103
Also, does the hub link with the light resurrection ships? Or just the capital resurrection ship? 
End of Mord_Sith84's quote

It will link with the capital or frigate resurrection ship.

Quoting Mord_Sith84, reply 2103
and will there be a new version released soon? 
End of Mord_Sith84's quote

I have a new version ready then got a nasty stomach bug, fever, other nasty stuff... So I've been laid out all weekend. We'll see how I feel today. 

Reply #2106 Top

Quoting Cylon_Luvr, reply 2064

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?

 
End of Cylon_Luvr's quote

Hey Z, just played the updated version... it's awesome! Although it looks as though you haven't integrated any of the above changes? 

Also: 

- Sound for frigate factory only comes from one speaker?

- When fighting against the Cylons and you're in battle, if you try to double click on an enemy ships icon to focus on it in the side panel, it wont and just jumps around.

Reply #2107 Top

Quoting ZombiesRus5, reply 2104

I have a new version ready then got a nasty stomach bug, fever, other nasty stuff... So I've been laid out all weekend. We'll see how I feel today. 
End of ZombiesRus5's quote

That sux Z! Hope you're feeling better now.... 

Reply #2108 Top

Quoting Cylon_Luvr, reply 2106
Hey Z, just played the updated version... it's awesome! Although it looks as though you haven't integrated any of the above changes? 
End of Cylon_Luvr's quote

Yeah... I got caught up with Resurrection and didn't merge your string changes and the button. I'll have those in the next build.

Quoting Cylon_Luvr, reply 2106
- Sound for frigate factory only comes from one speaker?
End of Cylon_Luvr's quote

It's in stereo then. I'll convert it to mono.

Quoting Cylon_Luvr, reply 2106
- When fighting against the Cylons and you're in battle, if you try to double click on an enemy ships icon to focus on it in the side panel, it wont and just jumps around.
End of Cylon_Luvr's quote

Sounds like a mesh that is off center. Any particular ship?

Quoting Cylon_Luvr, reply 2107
That sux Z! Hope you're feeling better now.... 
End of Cylon_Luvr's quote

Finally today. Stomach bug took all weekend to work it's way through.

Reply #2109 Top

Quoting ZombiesRus5, reply 2108


Quoting Cylon_Luvr, reply 2106- When fighting against the Cylons and you're in battle, if you try to double click on an enemy ships icon to focus on it in the side panel, it wont and just jumps around.

Sounds like a mesh that is off center. Any particular ship?
End of ZombiesRus5's quote

Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. 

A few more small changes: 

- Have emailed you a new sound for the Defense Node
- Sent you a new icon for the "Cylon Boarding Party" for the Worldstar

Also don't forget about my other changes... 

Reply #2110 Top

Quoting ZombiesRus5, reply 2105

You need all three:

Race: Colonial Reb.1.52.24 

Race: Cylon Reb.1.52.24 

Core: Reb.1.52.24 

Edit - You can either delete build 23 or leave it as this will have an entirely new folder structure. You'll see what I mean when you uncompress it
End of ZombiesRus5's quote

It's looking really good! Can't wait for the final polished version... 

Reply #2111 Top

Quoting Cylon_Luvr, reply 2109
Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. 
End of Cylon_Luvr's quote

I don't see that happen actually... How many units are are the field? Is it late game lag?

Quoting Mord_Sith84, reply 2110
It's looking really good! Can't wait for the final polished version... 
End of Mord_Sith84's quote

Yeah, a lot of good help this year... We'll need to start running it through a fine tooth comb soon. I already see several WTF happened's ;)

Reply #2112 Top

Quoting ZombiesRus5, reply 2111


Quoting Cylon_Luvr, reply 2109Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. 

I don't see that happen actually... How many units are are the field? Is it late game lag?
End of ZombiesRus5's quote

Yeah it does this for me too... 

Reply #2113 Top

Quoting ZombiesRus5, reply 2111


Quoting Cylon_Luvr, reply 2109Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. 

I don't see that happen actually... How many units are are the field? Is it late game lag?
End of ZombiesRus5's quote

Definitely not late game lag (its a constant for me through the whole game), and there can be any number of units on the field, from 1 unit up to 50. 

See below image... I've clicked on an enemy frigate, but rather than centre on it, it shows the icon right up the top (looks like planet militia)... if you click on any ship from the side menu, its supposed to centre on it isn't it? 

Koobalt or anyone else... does this also happen to you? 

Reply #2114 Top

TXT
Version 0
enabledModNameCount 7
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"

When i try to click on militia frigate i get crush.

edit:

I restart the game, and I have no problem when i click on enemy ship my game center on it. The previous crash maybe because i forget to restart after enable the mods. So far no problem on my end. Will write if i find one.

edit2:

Ok, for frigates, fighters, cruiser, buildings it works, but when i try to select via side menu enemy capital ship it select my fighters and camera do nothing....

Reply #2115 Top

Quoting Cylon_Luvr, reply 2113
Koobalt or anyone else... does this also happen to you? 
End of Cylon_Luvr's quote

Ok, troubleshooting done...

In your options for pinning- turn off the show fleet options. When you click on an enemy ship it's showing you what fleet they are in which is shifting the empire tree all around since it's being placed on top ;)

 

Reply #2116 Top

Quoting koobalt, reply 2114
I restart the game, and I have no problem when i click on enemy ship my game center on it. The previous crash maybe because i forget to restart after enable the mods. So far no problem on my end. Will write if i find one.
End of koobalt's quote

Yeah, I hate that... I'm wanting to write a dashboard to start the mod up. I just need to find a good way to make the GUI that I'm comfortable with supporting.

 

Reply #2117 Top

Been playing the latest update and been taking screenshots, trying to take some nice ones so people can enjoy them in all their glory. This is my favorite one from my last game, enjoy!

 

 

::New Picon Fleet moving to engage unknown enemy::

Reply #2118 Top

Quoting Crazyfrywad, reply 2117

Been playing the latest update and been taking screenshots, trying to take some nice ones so people can enjoy them in all their glory. This is my favorite one from my last game, enjoy!

 

 

::New Picon Fleet moving to engaged unknown enemy::

Reduced 57%Original 989 x 581
End of Crazyfrywad's quote

Thanks, I uploaded it to the BSG moddb group ;)

 

Reply #2119 Top

 

I have all Cylon_Luvr's stuff in (new icons, sounds, string entries)

I fixed the reversed resurrection ship, added mesh points and fixed the tangent so it lights up correctly in game.

Changed Cylon Rebel Titan from 2 levels to 4 levels for nuclear barrage.

I've also added the galaxyforge icons into the kobol folder.

 

Will probably get another update out later this week. If there is anything else you see let me know.

 

Reply #2120 Top

Quoting ZombiesRus5, reply 2119

 

I have all Cylon_Luvr's stuff in (new icons, sounds, string entries)

I fixed the reversed resurrection ship, added mesh points and fixed the tangent so it lights up correctly in game.

Changed Cylon Rebel Titan from 2 levels to 4 levels for nuclear barrage.

I've also added the galaxyforge icons into the kobol folder.

 

Will probably get another update out later this week. If there is anything else you see let me know.

 
End of ZombiesRus5's quote

Cool! 

So for testing in the next version, should I focus upon the research/abilities and see if they work? 

Reply #2121 Top

Hey Z... any developments? Haven't heard from you in a while...

Reply #2122 Top

Quoting Cylon_Luvr, reply 2121

Hey Z... any developments? Haven't heard from you in a while...
End of Cylon_Luvr's quote

Haven't had time to sit down on my modding comp lately... Too many other distractions like wife and family ;)

Reply #2123 Top

:beer: Hope the family is well.

Reply #2124 Top

Quoting ZombiesRus5, reply 2122


Quoting Cylon_Luvr, reply 2121
Hey Z... any developments? Haven't heard from you in a while...

Haven't had time to sit down on my modding comp lately... Too many other distractions like wife and family
End of ZombiesRus5's quote

Fair enough! Happy wife happy life! 

Reply #2125 Top

Quoting Cylon_Luvr, reply 2124


Fair enough! Happy wife happy life! 
End of Cylon_Luvr's quote

Amen to that!