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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!

 

 

8,578,623 views 3,050 replies +1 Loading…
Reply #2401 Top

Quoting ZombiesRus5, reply 2398


Quoting Nicoli17,

One thing I've always wondered but never asked, are there any plans to texture the Valkyrie Battlestar to the same level as the others? I love the Valkyrie hugely and it would be awesome if it had the same texture level as say the Columbia or Mercury.



These ships were completely untextured when I got them. So the texture is probably the best I can do on my own. 

End of ZombiesRus5's quote

It seems the envoy's for cylons were still a little hosed over and missing the Goodwill ability. It will be in the next build.

Quoting Mord_Sith84, reply 2400

Up the top it says that the current build is 1.82.33... but the most recent build is 1.82.34....
End of Mord_Sith84's quote

Mostly because the 1.82.34 I didn't feel was fully final. I'll be release a 1.82.34.1 shortly.

Reply #2402 Top

I think I'll be able to upload a new version today. I finally worked through some other nagging issues and added some new jump effects for non-BSG races. Running my build scripts as we speak.


These scripts are the main reason I'm able to mod this by myself. Without these scripts I probably would have given up with as big as the mod is now with 6 factions and ~10k+ deployed files to deal with.

sins of the fallen complete master build script.

  • This guy is the work horse of the fallen build process. It checks every addon, militia, pirate, planets, translations, races and core for new modifications and executes their deployment scripts. For each deployment script for the mod parts (militia, races, etc) the scripts look for any newly compressed textures, normalizes research costs if I modify any research tree tiers, merges in any new String changes, generates brush files for any new icons added, and then copies any new files to the individual deployment directories. The planets packages have some extra steps to create all of the GSD entries in their scripts (The SinsPlus generates 247 GSD entries).
  • This may not seem real glamorous on the surface, but the common script is almost 800 lines long and is able to process much smaller templates for the mod parts for things like Strings, icons, sounds, GSD entries, etc. This means I can edit much much smaller files or excel spreadsheets making mod updates way faster and avoiding making the mistakes that come with adding those entries.

sins of the fallen baked master build script

  • This guy builds a stacked mod by copying the core components into a single folder. This is for people that get confused by having multiple folders to activate and simply copies core, then rogue over that, then hypercorp over that, then plague, etc. Basically you take the mod activation order and start copying over each other starting at the bottom and working your way up.

sins of the fallen binner script

  • This guy converts the mod to BIN format which helps it load quicker. I used to use Harpo's gui, but again trying to reduce the amount of manual steps I have to do.

sins of the fallen 7zip script

  • I created this script to zip up all my crap so I don't have to do it manually anymore. I like having the 7zips for the mod parts and now that I don't have to do them manually they will probably stay that way.

 

Reply #2403 Top

What do you guys want for Colonial and Cylon player icons?

I've done some research and can set it up where Colonials and Cylons only use Icons that fit their faction. There's a few minor gotchas with this approach but nothing to breaking. I could setup Colonials to only use Colonial icon for example, same for Cylon. Or I could give Colonial Defense Forces the CDF icon and put something different for the Separatists. 

Or if you like having icons from any in the list showing up on the AI we can continue with that too. Let me know your thoughts.

Here's some example emblems for Colonials...

 

Here's what I have in game now:

 

Also, I'm working on setting up a new home for sins of the fallen and will be moving on this forum eventually. So be prepared to move to a site more dedicated to the mod.

Reply #2404 Top

Rick's Galaxy has kindly offered to host the mod download. I looked at Mega and am not really looking to pay for decent download rates when there is another alternative available. Hopefully this works for you guys that had issues downloading from my free mediafire space.

Once I get the link and verify it looks good, I'll post it up here.

Reply #2405 Top

Quoting ZombiesRus5, reply 2401
It seems the envoy's for cylons were still a little hosed over and missing the Goodwill ability. It will be in the next build.


Quoting Mord_Sith84,


Up the top it says that the current build is 1.82.33... but the most recent build is 1.82.34....



Mostly because the 1.82.34 I didn't feel was fully final. I'll be release a 1.82.34.1 shortly.

End of ZombiesRus5's quote

Ok, cool. Thanks Z. 

Reply #2406 Top

Quoting ZombiesRus5, reply 2403

What do you guys want for Colonial and Cylon player icons?

I've done some research and can set it up where Colonials and Cylons only use Icons that fit their faction. There's a few minor gotchas with this approach but nothing to breaking. I could setup Colonials to only use Colonial icon for example, same for Cylon. Or I could give Colonial Defense Forces the CDF icon and put something different for the Separatists. 

Or if you like having icons from any in the list showing up on the AI we can continue with that too. Let me know your thoughts.

Here's some example emblems for Colonials...

 

Here's what I have in game now:



 

Also, I'm working on setting up a new home for sins of the fallen and will be moving on this forum eventually. So be prepared to move to a site more dedicated to the mod.
End of ZombiesRus5's quote

Hey Z, 

Emailed you a few ideas for Cylon icons. Let me know what you think. 

Reply #2407 Top

Just a few other things I wanted to check (stuff that I've mentioned before I think): 

- "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think.

- "Number Eight Model" research and "Sharon "Boomer" Valerii" research ("The Plan" research tree) - not sure what they do... Any ideas? 

Reply #2408 Top

Quoting Cylon_Luvr, reply 2407

- "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think.
End of Cylon_Luvr's quote

I'll look at it.

Quoting Cylon_Luvr, reply 2407

- "Number Eight Model" research and "Sharon "Boomer" Valerii" research ("The Plan" research tree) - not sure what they do... Any ideas? 
End of Cylon_Luvr's quote

Number Eight - Grants a culture resist of 20%

Sharon "Boomer" Valerii increases build time for modules and ships for a long duration.

 

Reply #2410 Top

oops ;)

Reply #2411 Top

Quoting Cylon_Luvr, reply 2407

- "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think.
End of Cylon_Luvr's quote

Download from mirror 1 to get this fix. I was able to upload it with a few minor tweaks for Cylon Titans.

 

Any new patches that are just code changes I'll upload without all the textures, meshes and sounds.

Reply #2412 Top

Hi Zombies,
first of all thank you for the great mod. I have been playing it (R5) with my mate for more than 500 hours (ok my wife has another point of view :-)). Today, I installed your latest patch for Rebellion, because we want to switch to your latest mod.
I started a game as Pirate and the home-planet can reach a population of over 500 hundred inhabitants.
Was that really intended or went something wrong? Ty for your answer in advance!

Take care,
Lusche

Config:

V.1.82.34.1

TXT
Version 0
enabledModNameCount 15
enabledModName "SotF(1) Planets(0..1) SinsPlus Reb"
enabledModName "SotF(2) Addon(0..m) Disable Superweapons Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(3) Militia(0..1) Cylon Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Heavy Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(5) Core(1..1) Reb"

 

Addition:

When the game starts the home-planet has already 280 of 476 citizens.

And a bonus of +70% Max Population.

 

 

 

Reply #2413 Top

@luschetk

you can reach more than 800 easily even 1XXXon your own terran planet, i don't know if its 'cheated'  i never played multi with it, but if it is then the +10%/logistic struct could be changed to a +25 pop or something

IMO i dont think it is, after all you don't have any refinery allowed with rogue, though its a bit strange for pirates to rely a lot on population

Reply #2414 Top

Quoting luschetk, reply 2412

Hi Zombies,
first of all thank you for the great mod. I have been playing it (R5) with my mate for more than 500 hours (ok my wife has another point of view ). Today, I installed your latest patch for Rebellion, because we want to switch to your latest mod.
I started a game as Pirate and the home-planet can reach a population of over 500 hundred inhabitants.
Was that really intended or went something wrong? Ty for your answer in advance!
End of luschetk's quote

I shall take a look... Might be a side effect not planned for.

Reply #2415 Top

Ty for your reply. I hope, you can solve the problem ;-)!

 

Take care,

Lusche

 

Adding:

At the beginning (not quick-start) I have 228 and after the first population upgrade I can reach 500 citizens (after a short time)!

Quick-Start 476 at once!

 

 

Reply #2416 Top

How do feel about where you're at with the Resurrection Hub? 

I was thinking about how it really resurrects crew and raiders and such and thought that it might be cool if it provided partial refunds similar to scuttle prices and could redistribute destroyed ship levels to newly built ships based on the number of constructed hubs. 

I don't know if you can actually get the values to make it work though. 

I imagine it would look something like this, except with player specifics and proper grammar of course XD

1

a CapitalShip Dies
SetValue of LvlPool to CurrentValue+(DeceasedCapitalLvl-1)

2

Player builds a Capital Ship
  if LvlPool=0<
       and if (LvlPool > #HubsinSystem)
          and if (#HubsinSystem>8)
                 then Set Level of LastCapitalShip to 10
                 then Set LvlPool to (CurrentValue-9)
          Else
                Set Level of LastCapitalShip to (#ofHubsinSystem+1)
                Set LvlPool to (CurrentValue-(#ofHubsinSystem))
       Else
          if (LvlPool>8)
                 then Set Level of LastCapitalShip to 10
                 then Set LvlPool to (CurrentValue-9)

          Else 

                Set Level of LastCapitalShip to (LvlPool+1)
                Set LvlPool to 0
  Else
        Do Nothing

More hubs, faster distribution. 9 hubs to resurrect a lvl 10 straight up. 

That's all I have for suggestions at the moment. System's fine as is, just throwing out stuffs.

 

Reply #2417 Top

^ I approve the idea of 'resurecting' cap ships of the same level of a destroyed one or something that allows you to buy more level faster and cheaper which should depends of Hubs

Reply #2418 Top

Quoting luschetk, reply 2415

Ty for your reply. I hope, you can solve the problem ;) !

 

Take care,

Lusche

 

Adding:

At the beginning (not quick-start) I have 228 and after the first population upgrade I can reach 500 citizens (after a short time)!

Quick-Start 476 at once!

 

 
End of luschetk's quote

Enjoy it while it's there ;) It's a bug that resulted from some refactoring I had done. It will be fixed in the next version.

+1 Loading…
Reply #2419 Top

Quoting Cavil_Volente, reply 2416

How do feel about where you're at with the Resurrection Hub? 


End of Cavil_Volente's quote

Good ideas. Unfortunately Sins of a Solar Empire does not support any scripting.

I do have more tweaks I need to make Resurrection more reliable, but the current system isn't probably going to change much due to how little we have available with Sins.

Reply #2420 Top

Quoting ZombiesRus5, reply 2419

 Unfortunately Sins of a Solar Empire does not support any scripting

End of ZombiesRus5's quote

Oh bummer. You're making great use of what it does allow you to do though.  :thumbsup:

Reply #2421 Top

I mentioned I would be moving my mod to a new site...

I will be making most of my content updates on www.sinsofthefallen.com for Fall of Kobol. It's not much fun updating a forum like this so I look forward to managing a site more dedicated to the mod. I will continue to use moddb to post updates for Sins of the Fallen.

This thread won't be abandoned as it already has a large base and I get emails when people post here unlike moddb.

 

Feel free to check it out.

Reply #2422 Top

The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gravity well, and I've tried some coding for that myself and it can't be done. It's not really consistent with cannon, considering that even though it appeared that the Hub didn't have engines to move around, it could FTL to other systems. 

Otherwise, I think ressurrection works pretty well. 

Reply #2423 Top

Quoting ZombiesRus5, reply 2421

I mentioned I would be moving my mod to a new site...

I will be making most of my content updates on www.sinsofthefallen.com for Fall of Kobol. It's not much fun updating a forum like this so I look forward to managing a site more dedicated to the mod. I will continue to use moddb to post updates for Sins of the Fallen.

This thread won't be abandoned as it already has a large base and I get emails when people post here unlike moddb.

 

Feel free to check it out.
End of ZombiesRus5's quote

The new site looks awesome! 

Reply #2424 Top

 


 



Enjoy it while it's there ;) It's a bug that resulted from some refactoring I had done. It will be fixed in the next version.
[/quote]

 

 

Ty, that is what I will definitely do :-)! :beer:

Reply #2425 Top

Quoting Cylon_Luvr, reply 2422

The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gravity well, and I've tried some coding for that myself and it can't be done. It's not really consistent with cannon, considering that even though it appeared that the Hub didn't have engines to move around, it could FTL to other systems. 

Otherwise, I think ressurrection works pretty well. 
End of Cylon_Luvr's quote

I actually have a "Plan" to enable the Hub to move and phase jump while keeping it limited to the orbital cannon # restriction. Would need to decide what AI to apply to the HUB if I go that route.