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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!

 

 

8,578,521 views 3,050 replies +1 Loading…
Reply #2176 Top

Quoting SpardaSon21, reply 2175

Thanks.  I'll be sure to post some more, then.  Also, how did those music files work out for you?
End of SpardaSon21's quote

I can see why you liked them. I haven't done anything besides listen to them though yet.

Reply #2178 Top

Quoting Crazyfrywad, reply 2177

Going to add support for the new Sins DLC?
End of Crazyfrywad's quote

Yes- worked on that today. And found some other anomalies I thought I had optimized but the engine was apparently smarter than me. I got those fixed too.

Will hopefully package a patch tomorrow lords willing.

 

Reply #2179 Top

Sounds good. Have you seen any of the "wreckage" fields in the new DLC yet? If you have, I got a few ideas for that. Why not make the remains the wrecks of Colonial Battlestars?

Reply #2180 Top

I may have found an error with the Jupiter Class Titanstar, Group Shield does something completely different to what it states, instead of shielding ally ships it tries to increase ship production.

Reply #2181 Top

Quoting ZombiesRus5, reply 2173


Quoting Cylon_Luvr, reply 2171- Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems 
as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. 

Do you mean the icon picture? I've tested this several times now and see the new text for abilities/weapons/durability and made sure all upgrades are possible and in the right ability slots.

Also, like vanilla sins there are restrictions for leveling and upgrades.

Ability A: Atmospheric Expulsion

Level 1: available at Titan level 1 or higher
Level 2: available at Titan Level 3 or higher
Level 3: available at Titan Level 5 or higher
Level 4: available at Titan Level 7 or higher 

* You can't get level 2 of an ability if the Titan's current level is less than 3
End of ZombiesRus5's quote

Z... When I click on the Cylon Titans this is what I see for their abilities. 

Reply #2182 Top

Quoting Cylon_Luvr, reply 2181


Quoting ZombiesRus5, reply 2173

Quoting Cylon_Luvr, reply 2171- Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems 
as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. 

Do you mean the icon picture? I've tested this several times now and see the new text for abilities/weapons/durability and made sure all upgrades are possible and in the right ability slots.

Also, like vanilla sins there are restrictions for leveling and upgrades.

Ability A: Atmospheric Expulsion

Level 1: available at Titan level 1 or higher
Level 2: available at Titan Level 3 or higher
Level 3: available at Titan Level 5 or higher
Level 4: available at Titan Level 7 or higher 

* You can't get level 2 of an ability if the Titan's current level is less than 3

Z... When I click on the Cylon Titans this is what I see for their abilities. 

Reduced 65%Original 767 x 672
End of Cylon_Luvr's quote

Yeah, that was just the icons. I swapped them out for some Cylon icons that already exist to help avoid that confusion.

 

Reply #2183 Top

Just noticed that the hades basestar has no texture

 

Reply #2184 Top

Quoting holy, reply 2183

Just noticed that the hades basestar has no texture

 
End of holy's quote

It's textured on my end. Bad download maybe. Check the mesh for it and see if the texture files listed are in your folder.

Reply #2185 Top

 

 SofF: Fall of Kobol: Reb.1.80.27 

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)

  • Rebellion 1.80 compatible (DLC Compatible)
  • Not compatible with earlier builds
Reply #2186 Top

No it isnt in the folder and im using the svn version of the mod :/

Reply #2187 Top

I have found a small issue with the Colonial Nova Class Battlestar, it has a shield amount of 365 with no shields in the first place, i wouldn't mind this but the Blue Arcadia keeps taking them away from me with Harpoon, and a ship needs to have shields to take control of it, please could you patch this little defect and put the shield count of the Nova to 0 in the next build release please, this is a truly epic mod.

Reply #2188 Top

Quoting holy, reply 2186

No it isnt in the folder and im using the svn version of the mod :/
End of holy's quote

The SVN got corrupted. Unfortunately I can't use it anymore. All downloads will have to come from the links posted.

 

Reply #2189 Top

Quoting ZombiesRus5, reply 2185

 

 SofF: Fall of Kobol: Reb.1.80.27 

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)


Rebellion 1.80 compatible (DLC Compatible)
Not compatible with earlier builds
End of ZombiesRus5's quote

Well, I got caught in between patches trying to do more optimizations. Short story is there are about a dozen dds files that have graphic errors one of which causes a fatal error trying to load. If you try 1.80.27 it will probably crash at some point with the pirates.

I'll get a fix up for the textures when I get a chance.

Reply #2190 Top

Quoting ZombiesRus5, reply 2185

 

 SofF: Fall of Kobol: Reb.1.80.27 

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)


Rebellion 1.80 compatible (DLC Compatible)
Not compatible with earlier builds
End of ZombiesRus5's quote

So looks as though the Cylons are finished now?

Reply #2191 Top

Quoting ZombiesRus5, reply 2185

 

 SofF: Fall of Kobol: Reb.1.80.27 

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)


Rebellion 1.80 compatible (DLC Compatible)
Not compatible with earlier builds
End of ZombiesRus5's quote

Quoting ZombiesRus5, reply 2189
I'll get a fix up for the textures when I get a chance.
End of ZombiesRus5's quote

 SotF(5) Core(1..1) Reb.1.80.28 

Should hopefully patch up the 1.80.27 version downloaded. 

I'm uploading a full version for build 28 too.

Reply #2192 Top

Quoting Mord_Sith84, reply 2190


Quoting ZombiesRus5, reply 2185
 

 SofF: Fall of Kobol: Reb.1.80.27 

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)


Rebellion 1.80 compatible (DLC Compatible)
Not compatible with earlier builds


So looks as though the Cylons are finished now?
End of Mord_Sith84's quote

For a mod... they are much more complete than they ever were.

Are they finished. Nope. Besides crap you guys see- there's texture work needed, ability work, the resurrection hub needs some magic coding for phase engines, other stuff I forgot about.

 

Reply #2194 Top

Hey just tried out the mod and noticed that the Resurrection Hub isnt buildable because its at a super waepon limit and idk whats going on?

Reply #2195 Top

Question: Could you add a cylon war era centurion portrait for the cylons? A friend would really like that. Also any plans to add a cylon war style raider for the cylons (To fill a role similar to the mark II vipers of having both cannons and missiles?)

 Also, last time I tried it the res hub seemed to never regain antimatter/energy, even with the upgrades.

Also, I can't seem to find the colonial stealth bomber at all ingame.

Reply #2196 Top

Quoting Kalavier, reply 2195

Question: Could you add a cylon war era centurion portrait for the cylons? A friend would really like that.

 Also, last time I tried it the res hub seemed to never regain antimatter/energy, even with the upgrades.

Also, I can't seem to find the colonial stealth bomber at all ingame.
End of Kalavier's quote

Post a picture you think would look good and I'll see.

It only regains anti-matter when ships in range of it's effect die.

That was a movie plot- not part of the mod.

 

Reply #2197 Top

Quoting holy, reply 2194

Hey just tried out the mod and noticed that the Resurrection Hub isnt buildable because its at a super waepon limit and idk whats going on?
End of holy's quote

It's classified as a super weapon.

Reply #2198 Top

Quoting ZombiesRus5, reply 2196


Quoting Kalavier, reply 2195
Question: Could you add a cylon war era centurion portrait for the cylons? A friend would really like that.

 Also, last time I tried it the res hub seemed to never regain antimatter/energy, even with the upgrades.

Also, I can't seem to find the colonial stealth bomber at all ingame.

Post a picture you think would look good and I'll see.

It only regains anti-matter when ships in range of it's effect die.

That was a movie plot- not part of the mod.

 
End of ZombiesRus5's quote

 

Oh, was talking about this for the bomber. http://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/SupportShip_ColonialStealthBomber.jpg If it's not in that's okay. Was just curious because I had seen the picture. I'll work with my friend to get a good picture to hand over :).

 

edit: How about this for the portrait if possible. http://media.battlestarwiki.org/images/thumb/b/b2/Cent_005.jpg/250px-Cent_005.jpg

Reply #2199 Top

Quoting holy, reply 2194

Hey just tried out the mod and noticed that the Resurrection Hub isnt buildable because its at a super waepon limit and idk whats going on?
End of holy's quote

Do you own 4 planets? You must own a minimum of 4 planets to build the hub.