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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 #2201 Top

So it looks as though the only thing to fix up for Cylons is: 

- Resurrection Hub: Is it going to move and phase jump? If not, remove the research items for these abilities

- Have emailed you some images which could be used as the victory end screens

Reply #2202 Top

Have been playing the mod almost non stop for the last few days, and it's just awesome... Love how polished the Cylons are. 

A big thank you goes out to Zombie - you've invested so much time into this mod. No-one can do it like you can. You've created such an awesome mod. 

Also a big thank you to Cylon_Luvr and Crazyfrywad... you've both contributed so much to this mod!

Reply #2203 Top

Well thank you! I'm re-recording a couple of lines I've done so they sound better. I did them in a hurry last time, but the girl that did her share did a wonderful job!

Reply #2204 Top

 SofF: Fall of Kobol: Reb.1.80.29.2 

  • Full download
  • Requires Patch 2 from moddb if running addons

 

 SofF: Fall of Kobol: Reb.1.80.29.2 (Patch) 

  • Patch's previous 1.80.29 to 1.80.29.2 (Smaller download).
  • Requires Patch 2 from moddb if running addons
 
 
Reply #2205 Top

The first link doesn't go anywhere and the second link is to a private file.

Reply #2206 Top

Lol. Not sure where the process fail was there. Can't fix until much later. 

Reply #2207 Top

Quoting ZombiesRus5, reply 2206

Lol. Not sure where the process fail was there. Can't fix until much later. 
End of ZombiesRus5's quote

Sorry, not sure what you mean by "Can't fix until much later." Cant you just create new links? Also, what are the new changes included in the update? 

Reply #2208 Top

I sometimes have a social life ;)

Reply #2209 Top

Links are updated. Apparently mediafire defaults to private now requiring you to manually share them.

Here's the changelog:

Change Log (Build 29 Patch 2)

Moons

  • Changed missile effect- Added missing hangar and weapon null points to cylon asteroid

Militia

  • Added corvettes to militia templates. Corvettes will now spawn on neutral worlds with other militia.


Pirate

  • Added 3 new mini mods for pirates
  • Light option replaces existing pirate ships with frigates from Rogue or Cylon
  • Heavy option adds Capital Ships to pirate planet and raids
  • Setting Rogue or Cylon pirate types requires the same Race to be loaded.


Planets

  • Galaxy Scenario Def updated for new militia and pirate options

Fall of Kobol

  • Player Win/Loss pictures updated for Colonial and Cylon

Rogue

  • Blue Arcadia's Harpoon should now only steal capital ships if it's hull drops bellow 25%


General

  • Pirate repair platforms should now work (vanilla game is bugged).
  • Fixed issue with TEC assets being black boxes when TEC is not loaded (affected artifacts, pirate base, etc)
  • Fixes issue with Neutron Star patch from Stardock. Stardock added several ability changes to this star requiring a entity.manifest update.
  • Open Rebellion will now spawn ships based on the loaded militia type.

 


 

If you load the following you should get close to a total conversion of BSG.

Militia Cylon or Colonial
Pirate Cylon
Race Cylon and Colonial
Core

 

 

+1 Loading…
Reply #2210 Top

cool Thanks Z for all your hard work. :beer:

 

 

Reply #2211 Top

Quoting ZombiesRus5, reply 2209

Links are updated. Apparently mediafire defaults to private now requiring you to manually share them.

Here's the changelog:

Change Log (Build 29 Patch 2)

Moons


Changed missile effect- Added missing hangar and weapon null points to cylon asteroid



Militia


Added corvettes to militia templates. Corvettes will now spawn on neutral worlds with other militia.


Pirate


Added 3 new mini mods for pirates
Light option replaces existing pirate ships with frigates from Rogue or Cylon
Heavy option adds Capital Ships to pirate planet and raids
Setting Rogue or Cylon pirate types requires the same Race to be loaded.


Planets


Galaxy Scenario Def updated for new militia and pirate options

Fall of Kobol


Player Win/Loss pictures updated for Colonial and Cylon

Rogue


Blue Arcadia's Harpoon should now only steal capital ships if it's hull drops bellow 25%


General


Pirate repair platforms should now work (vanilla game is bugged).
Fixed issue with TEC assets being black boxes when TEC is not loaded (affected artifacts, pirate base, etc)
Fixes issue with Neutron Star patch from Stardock. Stardock added several ability changes to this star requiring a entity.manifest update.
Open Rebellion will now spawn ships based on the loaded militia type.

 


 

If you load the following you should get close to a total conversion of BSG.

Militia Cylon or Colonial
Pirate Cylon
Race Cylon and Colonial
Core

 

 
End of ZombiesRus5's quote

Soooo awesome... thanks Z.

3 things:

- What are your plans for the Resurrection Hub? Can you make is phase jump or will you leave it as is and remove the FTL/phase jump research items from the research tree? I'm all good if it's just removed...

- How are the Kobol planets coming along? Let me know if there is anything that I can do... although I doubt I would be able to help with this. Excited that the current custom Cylon moon will become a placeable planet... It looks cool.

- Descriptions for the abilities for the Cylon moon are still off i.e. seems to be a mix of Vasari and Advent... like I said before, can the current starbase abilities for Cylon be carried across for the moon?

Reply #2212 Top

Hey there,

Huge fan of your mod and my friends and I have been playing it for year(s)? long time anyways.
So huge props for making this

Anyways got a few questions and if they have been answered in the massive 89 pages of thread I apologize in advance!

1. Playing Colonial Separatists seems to be without Phase Jump Prohibitors. No research to unlock it, I do not know if this is intentional but there it is brought to your attention. Colonial Defence forces have it however. Intentional or bug?

2. I use Fall of Kobol along with Sins of the Fallen (all together) as Sins of the Fallen is the only way I can fight the vanilla races in the Fall of Kobol sandbox, and as we are many who play together we need dispersion of different forces. My question is this: Is this "supported"? or are we playing on prayers that it won't crash as potential conflicts arise from mixing both mods?

3. In sins of the fallen mod, the awesome mini-mod to disable super-weapons is not working. We still get the terrible novalith-spam. Sadness! because this is one severely loved mini-mod! Please fix!  or tell me how to fix it myself! (I am a n00b so be gentle!)

Think thats the most pressing for now.

Anyways we hope this helps you to help us or at the very least gives you some constructive feedback on the health of your mod.

Again, we salute you for giving us literally hundreds of hours of epic multiplayer fun!

Cheers

Reply #2213 Top

Found a bug. Playing as Cylon rebels (unsure if it's shared with the loyalists ATM) there is a research in the civilian tree that says it makes research go faster and decrease cost.

While it does reduce the research time, it INCREASES the cost of research.

 

edit:

Quoting MegaHammerz, reply 2212


2. I use Fall of Kobol along with Sins of the Fallen (all together) as Sins of the Fallen is the only way I can fight the vanilla races in the Fall of Kobol sandbox, and as we are many who play together we need dispersion of different forces. My question is this: Is this "supported"? or are we playing on prayers that it won't crash as potential conflicts arise from mixing both mods?

3. In sins of the fallen mod, the awesome mini-mod to disable super-weapons is not working. We still get the terrible novalith-spam. Sadness! because this is one severely loved mini-mod! Please fix!  or tell me how to fix it myself! (I am a n00b so be gentle!)
End of MegaHammerz's quote

 

It works completely fine. I ALWAYS play with colonials, cylons, TEC, vasari, and Advent activated. fall of Kobol is simply (as my understanding of it) a race pack for Sins of the Fallen.

 

The main SotF mod has two patches which say they fix that.

Reply #2215 Top

I would like to wish everyone in the states a happy and safe Thanksgiving :beer:

Reply #2216 Top

Hey Z, hows things? 

When I was playing the mod, I noticed: 

- Can research construction outpost, but ability is not available for the actual starbase. Could probably remove "Enforced Loyalty" and replace with Construction Outpost? 

- I don't think that the Pulsar Cannons research works in the Defense Systems tree (for the starbase). Doesn't seem to add another target bank to the starbase. 

- There's a problem with the stripping to the core research... Normal planets can be stripped and become a dead asteroid, but aren't you supposed to be able to strip it again and then it turns into an Asteroid Belt? At the moment, when you try and strip the dead asteroid, it doesn't have any effect i.e. stays as a dead asteroid and doesn't have the cool stripping effect, sound etc. If the planet is already a dead asteroid from the start of the game, it cannot be stripped and turned into an asteroid belt. 

- The icons for the Titan i.e. "Advanced hybrid core" etc change once you've researched it... changes back to the old icon once you go past level 1: 

 

Other changes posted previously: 

- What are your plans for the Resurrection Hub? Can you make is phase jump or will you leave it as is and remove the FTL/phase jump research items from the research tree? I'm all good if it's just removed...

- How are the Kobol planets coming along? Let me know if there is anything that I can do... although I doubt I would be able to help with this. Excited that the current custom Cylon moon will become a placeable planet... It looks cool.

- Descriptions for the abilities for the Cylon moon are still off i.e. seems to be a mix of Vasari and Advent... like I said before, can the current starbase abilities for Cylon be carried across for the moon?

and: 

"Found a bug. Playing as Cylon rebels (unsure if it's shared with the loyalists ATM) there is a research in the civilian tree that says it makes research go faster and decrease cost.

While it does reduce the research time, it INCREASES the cost of research."

Reply #2217 Top

Quoting Cylon_Luvr, reply 2216
- Can research construction outpost, but ability is not available for the actual starbase. Could probably remove "Enforced Loyalty" and replace with Construction Outpost? 
End of Cylon_Luvr's quote

Your correct it's missing as a starbase upgrade. There should be room for one more upgrade. I'll need to add it in.

Quoting Cylon_Luvr, reply 2216
- I don't think that the Pulsar Cannons research works in the Defense Systems tree (for the starbase). Doesn't seem to add another target bank to the starbase. 
End of Cylon_Luvr's quote

Visually it might be hard to see. It increases the number of targets by one that can be attacked from the front/back/left/right banks. 

researchModifier
modifierType "StarBaseWeaponTargetPerBankAdjustment"
baseValue 0.000000
perLevelValue 1.000000

Quoting Cylon_Luvr, reply 2216
- The icons for the Titan i.e. "Advanced hybrid core" etc change once you've researched it... changes back to the old icon once you go past level 1:
End of Cylon_Luvr's quote

Yep... I only changed the first tier. I was thinking about adding in different icons for each tier but didn't have time. I'll default them to the first level icon for consistency then look at changing later.

Quoting Cylon_Luvr, reply 2216
- What are your plans for the Resurrection Hub? Can you make is phase jump or will you leave it as is and remove the FTL/phase jump research items from the research tree? I'm all good if it's just removed...
End of Cylon_Luvr's quote

I'm going to implement a token based system for the Resurrection Hub. When you build the hub from the tactical menu two things will happen. 1) A token will be placed in the gravity well the hub was initially spawned in. The token will be classed as a superweapon and will look like a satellite. 2) A frigate will be spawned for the Resurrection Hub that will be linked to the token. The token will be destroyed when the Resurrection Hub it is linked to is destroyed. 

The hub will initially have phase jump capability disabled. This buff will be removed when the FTL research is completed.

I've not decided what kind of AI to give to the Resurrection Hub. I might try colony ship to see how it behaves first.

Quoting Cylon_Luvr, reply 2216
- How are the Kobol planets coming along? Let me know if there is anything that I can do... although I doubt I would be able to help with this. Excited that the current custom Cylon moon will become a placeable planet... It looks cool.
End of Cylon_Luvr's quote

I've not made progress on any new planets :(

One way that would really help is to figure out the color codes (hex value) for the remaining planets. 

Land
Water
Ice

Air/Atmosphere - can affect how the planet looks 

I'm using a tool to generate the actual texture so I need to feed in those values, plus how much land/water/ice there is. How mountainous it is.

Quoting Cylon_Luvr, reply 2216
- Descriptions for the abilities for the Cylon moon are still off i.e. seems to be a mix of Vasari and Advent... like I said before, can the current starbase abilities for Cylon be carried across for the moon?
End of Cylon_Luvr's quote

Moons are a novelty that I tweak when I can. Because of how assets are used and referenced having a generic addon requires it to have all the assets it needs to load without mini-dumping regardless of which race is loaded. This becomes a problem adding in cylon specific assets that won't be present when the cylons aren't loaded. 

It's not impossible to do, but will require a fair bit of work to setup properly.

Quoting Cylon_Luvr, reply 2216
"Found a bug. Playing as Cylon rebels (unsure if it's shared with the loyalists ATM) there is a research in the civilian tree that says it makes research go faster and decrease cost.

While it does reduce the research time, it INCREASES the cost of research."
End of Cylon_Luvr's quote

Thanks- those positive and negatives can be a burger.

 

Reply #2218 Top

Thanks heaps Z. I'll pull together some new icons for the Titan.

How about the below as well? 

Quoting Cylon_Luvr, reply 2216

- There's a problem with the stripping to the core research... Normal planets can be stripped and become a dead asteroid, but aren't you supposed to be able to strip it again and then it turns into an Asteroid Belt? At the moment, when you try and strip the dead asteroid, it doesn't have any effect i.e. stays as a dead asteroid and doesn't have the cool stripping effect, sound etc. If the planet is already a dead asteroid from the start of the game, it cannot be stripped and turned into an asteroid belt. 
End of Cylon_Luvr's quote

Reply #2219 Top

I have a question about the Boomer class titan for the Cylons, it's level 6 ability nuclear barage, is it 120 damage per nuke, or is that the damage total?

Reply #2220 Top

Just noticed that the Pirate window looks funky as well when playing as Cylon... the picture isn't fitting in the box... 

Reply #2222 Top

Hey Z... Did you get the new icons that I sent through?

Reply #2223 Top

Quoting Cylon_Luvr, reply 2222

Hey Z... Did you get the new icons that I sent through?
End of Cylon_Luvr's quote

He must be on holidays or something

Reply #2224 Top

Merry Christmas everyone. hope everyone has a safe and happy holiday.

So Say We All! :beer:

 

Reply #2225 Top

Quoting Stalcore, reply 2224

Merry Christmas everyone. hope everyone has a safe and happy holiday.

So Say We All!

 
End of Stalcore's quote

Merry Christmas!!