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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 #2251 Top

Quoting ZombiesRus5, reply 2248


Quoting Unikraken, reply 2247
Is dead? Dead.

Maybe I'll get a alpha release uploaded after another 5 years
End of ZombiesRus5's quote

 

HE LIVES!

Reply #2252 Top

Quoting vackillers, reply 2250

Got a problem, after I downloaded this mod after not playing this mod in such a long time, the Cylon and Colonial races are missing from the mod... I downloaded the Full version (500mb+) and its all in there except the 2 most important things of this entire mod lol... It has all the default races but not those 2.

 

Are they in a separate download?
End of vackillers's quote

I can't upload BSG to moddb due to content restrictions there (i.e. they will yank the entire mod from moddb). You'll have to use the links in this thread to download any BSG content.

Reply #2253 Top

Welcome Back Z. Hope you had a good 4th. :beer:

Reply #2254 Top

Z, I created a patch a little while ago which made a few changes. 

Made resurrection more powerful (was a pretty weak superweapon in its existing state IMO) by:

-Reducing the amount of antimatter needed to resurrect ships

-The Hub can now resurrect Capital Ships 

- To overcome the limitations of the Resurrection Hub i.e. that it cant move, phase jump, and cannot extend resurrection beyond its home system, I have given the cylon Titans the ability to spawn resurrection hubs as an ultimate ability

I have also fixed up: 

- Sound issues with the envoys

- Have removed FTL research for the resurrection hub in the research tree (considering that superweapons cannot jump)

- A few other fixes i.e. icons for the titans etc

Happy to supply if you would like to integrate any of the above into the mod (if it aligns with what you had in mind for resurrection that is!) 

Although ultimately, the best setup for the Hub would be to find a way to let it move around and phase jump, but still have the same limitations as a super weapon initially to build. 

Seems as though the hub must be build in the system though for the resurrection ability to work; i tried giving the resurrection ability to a normal ship and jumped it to another star system, but the ability to resurrect (accumulate antimatter from destroyed ships) was lost as soon as it entered the new  system. 

Also tried to fix the Construction Outpost research for the starbase... but couldn't get that to work. 

 

Reply #2255 Top

Z, I created a patch a little while ago which made a few changes. 

Made resurrection more powerful (was a pretty weak superweapon in its existing state IMO) by:

-Reducing the amount of antimatter needed to resurrect ships

-The Hub can now resurrect Capital Ships 

- To overcome the limitations of the Resurrection Hub i.e. that it cant move, phase jump, and cannot extend resurrection beyond its home system, I have given the cylon Titans the ability to spawn resurrection hubs as an ultimate ability

I have also fixed up: 

- Sound issues with the envoys

- Have removed FTL research for the resurrection hub in the research tree (considering that superweapons cannot jump)

- A few other fixes i.e. icons for the titans etc

 

This sounds really good! 

Reply #2256 Top

This will have more longevity if we get more people making fixes improvements like this. Feel free to send your changes my way. Same name at Gmail. 

Reply #2257 Top
What about new models? I've been doing some research into the BSG universe and think some fresh colonial ships would help along with cylon.
Reply #2258 Top

Quoting ZombiesRus5, reply 2256

This will have more longevity if we get more people making fixes improvements like this. Feel free to send your changes my way. Same name at Gmail. 
End of ZombiesRus5's quote

Hey Z... emailed you the patch. 

Reply #2259 Top

Quoting Crazyfrywad, reply 2257

What about new models? I've been doing some research into the BSG universe and think some fresh colonial ships would help along with cylon.
End of Crazyfrywad's quote

The Resurrection Hub needs to be retextured.... 

Reply #2260 Top

Sadly my time for texturing is about nil... someone else would need to step up.

 

I'm working on checking in my current build for 1.82 then I'll apply you fixes to see how they look  :cylon:

Reply #2261 Top

Quoting ZombiesRus5, reply 2260

Sadly my time for texturing is about nil... someone else would need to step up.

 

I'm working on checking in my current build for 1.82 then I'll apply you fixes to see how they look  :cylon:
End of ZombiesRus5's quote

I don't suppose that Koobalt is still hanging around here somewhere? 

Also, great idea with the titans being able to spawn hubs, but it's still not true to cannon. In the series, the hub had FTL capability. 

Reply #2262 Top

What do you think of my changes Z? 

Reply #2263 Top

Zombie,

You still need capital ship abilities? I have half a dozen or so left over from SotYR that fell out on the editing room floor. They would need a bit of tweaking to conform and I'd need to spend some time pouring over what you already have to find good fits.

Reply #2264 Top

Quoting Darvroth, reply 2263

Zombie,

You still need capital ship abilities? I have half a dozen or so left over from SotYR that fell out on the editing room floor. They would need a bit of tweaking to conform and I'd need to spend some time pouring over what you already have to find good fits.
End of Darvroth's quote

There's always room for ability changes that work better, more fun, etc. As you can imagine this was a ton of abilities to try and fit in which sometimes means some lack in imagination ;)

 

Reply #2265 Top

Quoting ZombiesRus5, reply 2264

As you can imagine this was a ton of abilities to try and fit in which sometimes means some lack in imagination
End of ZombiesRus5's quote

I know first hand. When I get a chance I'll look but it may be a while my first effort is still to SotYR.

Reply #2266 Top

Quoting Darvroth, reply 2265


+11

August 21, 2014 12:20:38 from  Sins of a Solar Empire Forums
Quoting ZombiesRus5, reply 2264

As you can imagine this was a ton of abilities to try and fit in which sometimes means some lack in imagination
I know first hand. When I get a chance I'll look but it may be a while my first effort is still to SotYR
End of Darvroth's quote

No problem, I appreciate any help I can get.

Reply #2267 Top

I'm getting close to a 1.82 release. I've been re-acclimating myself to the mod and fixing a few issues that have been bugging me like tangents on shield meshes for the original mod factions. There's also several bug fixes for Colonial and Cylons that will be in the next build with more to come thanks in large part to testing feedback from JurisDocta.

Reply #2268 Top

Quoting ZombiesRus5, reply 2267

I'm getting close to a 1.82 release. I've been re-acclimating myself to the mod and fixing a few issues that have been bugging me like tangents on shield meshes for the original mod factions. There's also several bug fixes for Colonial and Cylons that will be in the next build with more to come thanks in large part to testing feedback from JurisDocta.
End of ZombiesRus5's quote

Will 1.82 include my changes? 

Reply #2269 Top

Quoting Cylon_Luvr, reply 2268


Quoting ZombiesRus5,

I'm getting close to a 1.82 release. I've been re-acclimating myself to the mod and fixing a few issues that have been bugging me like tangents on shield meshes for the original mod factions. There's also several bug fixes for Colonial and Cylons that will be in the next build with more to come thanks in large part to testing feedback from JurisDocta.



Will 1.82 include my changes? 

End of Cylon_Luvr's quote

Yes, I had applied yours a couple weeks back and forgot to mention that. Hopefully uploaded today  :cylon:

Reply #2270 Top

Ok guys, try out this link and let me know if it works OK and I'll update the header.

Will start looking at issues suggestions I didn't get to or anything else that pops up.

 

http://www.mediafire.com/download/sy52smzzj7v2q5o/SotF.FoK.Reb.1.82.30.7z

Reply #2271 Top

Iv been eagerly awaiting this update and have been playing it for last few hours. Its brilliant, all of Cylon_Luvr's tweaks for the cylons are great!! Also iv noticed it plays a lot smoother for me now with hardly any visible lag which is a bonus :) 

Haven't had any issues to mention either.

Well done and Thanks a lot for this release its been well worth the wait!

Reply #2272 Top

Quoting KWHITE9008, reply 2271

Iv been eagerly awaiting this update and have been playing it for last few hours. Its brilliant, all of Cylon_Luvr's tweaks for the cylons are great!! Also iv noticed it plays a lot smoother for me now with hardly any visible lag which is a bonus :)  

Haven't had any issues to mention either.

Well done and Thanks a lot for this release its been well worth the wait!
End of KWHITE9008's quote

Thanks mate! 

Reply #2273 Top

Z are you going to allow the Cylon star bases to build frigates and cruisers? (construction outpost research in the Defense Systems research tree?)

Also I'll need to send you an updated version of the English.str file... made a few slight changes... 

Reply #2274 Top

Quoting Cylon_Luvr, reply 2273

Z are you going to allow the Cylon star bases to build frigates and cruisers? (construction outpost research in the Defense Systems research tree?)
End of Cylon_Luvr's quote

I'm not sure I'm quite following you here. Do you mean you don't like that they can or it's not working right?

It was part of the original design for Cylon's to have the construction outpost research.

Reply #2275 Top

Just looked and the research is there but there's no option to upgrade the cylon starbase to build frigates.