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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 #2301 Top

lol, I thought I switched back to TXT  :blush:  I keep a bin version and a text version that I copy files into with Ant so I have less actual conversions to do for builds as it will only copy newer files. I converted the ones I gave you with Harpo's tool and uploaded under Reference2.7z.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/Reference2.7z

 

 

Reply #2302 Top

Quoting ZombiesRus5, reply 2301

I converted the ones I gave you with Harpo's tool and uploaded under Reference2.7z.
End of ZombiesRus5's quote

Got them, interesting. Cylons have very high shield mitigation. How much course balancing has been applied between the Cylon vs Colonial and against the core SoaSE races?

What is the priority effort? Without direction I'll poke around the Cylon abilities/buffs and look at course balance.

Reply #2303 Top

Quoting Darvroth, reply 2302

Got them, interesting. Cylons have very high shield mitigation. How much course balancing has been applied between the Cylon vs Colonial and against the core SoaSE races?
End of Darvroth's quote

This is probably some balancing needed. Cylons don't have a lot of point defense weapons so this should be taken down a lot and then adjust hull some. The cylons should rely more on hull restore rates.

 

Quoting Darvroth, reply 2302

What is the priority effort? Without direction I'll poke around the Cylon abilities/buffs and look at course balance.
End of Darvroth's quote

I'd say Titan and/or capital abilities could use the most polish/re-work.

 

+1 Loading…
Reply #2304 Top

I've been reviewing the entity files and BSG battle scenes and if the goal is to be as close to canon as the engine allows I have observations and recommendations. I haven't reviewed the shield mitigation decay rate but looking at the relatively low weapon damage and long PreBuffCooldownTime would lend me to believe shield mitigation would remain relatively high once battle began. This will give the Cylon a significant advantage all other things being equal (which of course they aren't).

Specifically reviewing fighter vs fighter, GSG footage using the Battle of Ragnar Anchorage as a typical example shows several things that starkly differ from that currently found in game.

Cylon fighters seem to outnumber Colonial fighters by at least 2:1, Cylon Combat squadrons start with 4 and Bomber squadrons start with 3 ships while all Colonial Combat fighters start with 6 per squadron, bomber squadrons 5 bombers and the stealth bomber starts with 1 fighter.

BSG footage shows most Cylon and Colonial fighters are destroyed on a single successful attack, currently in-game a typical Cylon Combat (not the bomber) can withstand 5-6 "hits" before being destroyed, Colonial fighters (Combat) tend to endure 3-5 "hits".

Recommendation, and this will require additional balance work but:

- Double the number of CommandPoints StartValue and ValueIncreasePerLevel for the Cylon capital ships and frigates as applicable.

- Reduce FighterCylonCombat maxMitigation from 0.600000 to 0.350000

- Reduce FighterCylonBomber maxMitigation from 0.600000 to 0.400000

- Double Colonial Combat and Bomber gun weapon damage (except for the StealthBomber)

- Double Colonial figther AttackType "ANTIVERYLIGHT" missile damage

I can find no discernible difference between the Colonial Combat and Combat2 entity files which appear to be the MKII and MKI respectively. The BSG wiki suggests the MKII had a different weapon and slightly better performance specs. To meet this difference recommend the following adjustments for the Combat2 entity file:

maxAccelerationLinear 240.000000
maxAccelerationStrafe 95.000000
maxDecelerationLinear 900.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2500.000000

adjust weapon damage from 19.5 to 17 which does not account for the doubling mentioned above.

- Adjust the gun weapon damage of the Combat1 which appears to be a missile  armed variant of the Viper MKII from 10.5 to 19.5 to match that of the base MKII Viper. The AttackType "ANTIVERYLIGHT" of the missile equipped is almost worthless against any ship with armor medium or heavier and so isn't unbalancing.

- Adjust weapon 3 of the CorvettColonialLoyalist and CorvettColonialRebel from ANTILIGHT to ANTIVERYLIGHT and double the damage from 20 to 40 which will very slightly decrease effectiveness against larger ships but will increase (by ~40%) the effectiveness against CylonCombat and maintain parity against CylonBomber craft.

Edit: I can make these changes and send the files via e-mail if you prefer, if so PM me a good e-mail.

Edit2: I also reviewed the SoaSE fighters and the above recommended changes are not exceptionally overbalanced against the vanilla races. Vanilla fighters retain maxMitigation 0.600000 but have lower hull repair rates and comparable gun weapon damage.

 

 

 

 

 

Reply #2305 Top

Quoting Darvroth, reply 2304

Darvroth
End of Darvroth's quote

zombiesrus5 @ gmail.com

Reply #2306 Top

Z,

Sent you the first fighter rebalance effort as described above.

Reply #2307 Top

Quoting Darvroth, reply 2306

Z,

Sent you the first fighter rebalance effort as described above.
End of Darvroth's quote

Thanks, I received the email and am plugging the files into eclipse for a source compare. On the surface the changes look good.

Reply #2308 Top

Might be getting some new Colonial voices. Sent the scripts to a chap wanting to do voice work on the mod. He's done some quality work on other mods.

Reply #2309 Top

Quoting ZombiesRus5, reply 2308

chap wanting to do voice work
End of ZombiesRus5's quote

Z, could you put this chap in contact with TobiWahn if he is willing to do additional mod voice work. SotYR is in sore need of voice work.

Reply #2310 Top

Just noticed a bug.... The "End of Line" research for the Cylon starbase is researchable (in Defence Systems research tree), but when you then click on the starbase and move your mouse over the icon for "End of Line", the game crashes. 

Reply #2311 Top

Longshot, but you wouldn't happen to have any XSI versions of either the Guardian Basestar or any basestar in general would you?

Because it seems the current Guardian Basestar was rendered entirely based on a side view in Razor.

Reply #2312 Top

That's such a cool model.... the current model doesn't look anything like the Guardian basestar

Reply #2315 Top

Quoting Cavil_Volente, reply 2313

To be fair, there weren't a lot of clear shots of it in the movie.

Reduced 79%
Original 720 x 480


End of Cavil_Volente's quote

Yeah, probably explains why it looks the way it does. Unfortunately no one is modeling BSG right now and I don't have the time to take a stab at something like that.

Reply #2316 Top

Okay, I was wondering because everything I've read about converting Mesh to XSI seems pretty tedious.

Question, The retro-raiders seem curiously absent from this mod. I added the Sot13t raiders to the retro-basestars on my own version. Didn't alter its combat stats or anything. I think they fit in alright. Used the Hades sound-set and added some infocard stuff.

Do you have any current plans to implement them in the future?

 

Reply #2317 Top
Cavil_Volente, if you have already made the changes to your own version, why don't you send them through to Zombie? I think it would be great to have them in-game. The Guardian basestar should also have access to the old school raiders... By the way Z... For some reason you can't place the Hades Class basestars into Galaxy Forge maps? Not sure why...
Reply #2318 Top

There's still work to be done on them, like the choppy icon for example.

And all of the Brushes files I altered are still in TXT not Bin, so there's that.

I might post my tweaks for consideration purposes, I suppose. 

-Added the Vintage Raiders to the Guardian, Hades, the Blood & Chrome "Guardian", Defense Node and Warstar.

-And being under the impression the Guardian MKII was originally supposed to be a model of the B&C post-Hades Basestar I gave it the centurion voice set and renamed it to "Decurion Basestar" (not canon but it fits the theme I feel) and "Guardian MKI" to "Guardian Basestar". 

-Replaced one of the Centurion player cards with a retro-Centurion pic off of the Pierre-Drolete website. 

-Replaced the duplicate picture under Cylon Loyalists "Programming" research tree with a Hades Basestar looming over a city. Fits the tech in that branch being almost entirely Capital Ship relevant and all that.

-Fixed a couple pixels that annoyed me. Lol.

I'm mostly just screwing around with textures until I become more familiar with the game's files.

Reply #2319 Top

Quoting Mord_Sith84, reply 2317

Cavil_Volente, if you have already made the changes to your own version, why don't you send them through to Zombie? I think it would be great to have them in-game. The Guardian basestar should also have access to the old school raiders...

By the way Z... For some reason you can't place the Hades Class basestars into Galaxy Forge maps? Not sure why...
End of Mord_Sith84's quote

This ^

 

This mod is a one person show the majority of the time so anytime people are willing to help out over the course of the mod's life is a benefit to everyone that plays it. Serious contributions are always welcome.

Reply #2320 Top

Yep, sounds fine Cavil_Volente... Send through what you've done to Zombie so that they can be integrated (the vintage raiders that is...the other changes seem more specific to how you want to play the game)

Reply #2321 Top

Hey Z.... I've just sent some updated files to you... just tweaked a few things:

- Reduced the amount of antimatter required by the Resurrection Hub to resurrect ships, to improve the effectiveness of Resurrection

- Updated the String again

Could you please add them to the next build?

Thanks

Reply #2322 Top

Quoting Cylon_Luvr, reply 2321

Hey Z.... I've just sent some updated files to you... just tweaked a few things:

- Reduced the amount of antimatter required by the Resurrection Hub to resurrect ships, to improve the effectiveness of Resurrection

- Updated the String again

Could you please add them to the next build?

Thanks
End of Cylon_Luvr's quote

Got it... The changes look ok. I only found one string for the defense platform name. Where there others? 

Reply #2323 Top

UnassumingWhiteGuy has been added to the War-Era Centurion Status for his contribution of Colonial Event Dialogue which will be included with the next build. 

Pretty awesome hearing event sounds meant for the Colonials. Now just need to finish up the ship dialogue...

 

Reply #2324 Top

Z, tried to fix this myself but couldn't... The Warstar starbase upgrade (which now works) to build ships only allows frigates to be built, not cruisers as well... 

It's probably an easy fix if u know what ur doing!!

Reply #2325 Top

Quoting ZombiesRus5, reply 2323

UnassumingWhiteGuy has been added to the War-Era Centurion Status for his contribution of Colonial Event Dialogue which will be included with the next build. 

Pretty awesome hearing event sounds meant for the Colonials. Now just need to finish up the ship dialogue...
 
End of ZombiesRus5's quote

awesome!!!!