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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!

 

 

8,578,464 views 3,050 replies +1 Loading…
Reply #2451 Top

Z, before I forget, I'm sending you the updated PLANETMODULE_CYLONLOYALISTORBITALCANNON file... for some reason the Resurrect Capital Ships ability had dropped off as an ability for the Hub. 

Reply #2452 Top

Quoting Mord_Sith84, reply 2450

Thanks Z. Any way that it can be moved back into the main mod? Activating the Effects Addon also activates some effects that don't look good ie. when the missiles impact with a ship (some weird black sphere things and blue stuff when a missile impacts on something, which isn't consistent with the effects in the series). 
End of Mord_Sith84's quote

Just copy the cylon weapon particles into the cylon particle folder.

Reply #2453 Top

Quoting ZombiesRus5, reply 2452


Quoting Mord_Sith84,

Thanks Z. Any way that it can be moved back into the main mod? Activating the Effects Addon also activates some effects that don't look good ie. when the missiles impact with a ship (some weird black sphere things and blue stuff when a missile impacts on something, which isn't consistent with the effects in the series). 



Just copy the cylon weapon particles into the cylon particle folder.

End of ZombiesRus5's quote

Sorry to be a pain dude, but I'll most likely stop whinging about it if you just tell me why it was changed... thanks  :blush:

Reply #2454 Top

Quoting Mord_Sith84, reply 2453

Sorry to be a pain dude, but I'll most likely stop whinging about it if you just tell me why it was changed... thanks 
End of Mord_Sith84's quote

I did on the previous page. Digging back into the mod I'm trying to clean-up areas that had some issues. It's not permanent which is why I put it in the effects mod so people could still use them. 

Reply #2455 Top

Quoting ZombiesRus5, reply 2454


Quoting Mord_Sith84,

Sorry to be a pain dude, but I'll most likely stop whinging about it if you just tell me why it was changed... thanks 



I did on the previous page. Digging back into the mod I'm trying to clean-up areas that had some issues. It's not permanent which is why I put it in the effects mod so people could still use them. 

End of ZombiesRus5's quote

Ok, thanks man

Reply #2456 Top

Anyone try 1.82.35 yet?

Reply #2457 Top

Hi Zombi,

A friend and I played the new version today (until now --1:40 a.m) without any problems.

I played Rough and my mate Cylon. The new FTL-effects are very nice :-)!

Now, I have to go to bed ;-)!

Ty again for your awesome and addictive mod.

Take care,

Lusche

 

 

 

 

Reply #2458 Top

Quoting ZombiesRus5, reply 2456

Anyone try 1.82.35 yet?
End of ZombiesRus5's quote

I'm having a few Internet problems... So I wont be able to download it for a few days :-(

Reply #2459 Top

Quoting luschetk, reply 2457

Hi Zombi,

A friend and I played the new version today (until now --1:40 a.m) without any problems.

I played Rough and my mate Cylon. The new FTL-effects are very nice :) !

Now, I have to go to bed ;) !

Ty again for your awesome and addictive mod.

Take care,

Lusche

 

 

 

 
End of luschetk's quote

Sweet! Glad to hear. Thanks!

Quoting Cylon_Luvr, reply 2458


Quoting ZombiesRus5,

Anyone try 1.82.35 yet?



I'm having a few Internet problems... So I wont be able to download it for a few days :(

End of Cylon_Luvr's quote

Understand. This is a pretty good version with several bug fixes and I didn't care for the rebalance in the last release around strikecraft so did some work to tweak that back some.

Reply #2460 Top

I freakin love the new version 😍 ... Especially the new FTL effect. 

Do you think you could also get permission to include the Maelstrom races? 

 

Reply #2461 Top

Quoting Mord_Sith84, reply 2460

I freakin love the new version 😍 ... Especially the new FTL effect. 

Do you think you could also get permission to include the Maelstrom races? 

 
End of Mord_Sith84's quote

I have permission to use any asset, but that doesn't necessarily mean I will include them. Beyond the effort required to segregate out the code and pull in new resources, I also have another problem of hard coded limits with the already included material. I'm not sure they would fit.

Reply #2462 Top

Quoting ZombiesRus5, reply 2461


Quoting Mord_Sith84,

I freakin love the new version 😍 ... Especially the new FTL effect. 

Do you think you could also get permission to include the Maelstrom races? 

 



I have permission to use any asset, but that doesn't necessarily mean I will include them. Beyond the effort required to segregate out the code and pull in new resources, I also have another problem of hard coded limits with the already included material. I'm not sure they would fit.

End of ZombiesRus5's quote

I should also say I want to re-balance the maelstrom planets as they are way over the top resource wise. If you have any suggestions post them here.

Reply #2463 Top

Hi Zombie,

I experimented a little with your mod focusing on improving the AI. I would like to tell you my experience in the hope that you can make use of some of my findings
(I know that there is a very high possibility that you know all of the following things but you know ... hope dies last).
First of all, I am not a native speaker and therefore I had to use my rusty school-English to explain my experiences. Please take that into account ;-)!
I think there might be still a little potential of improving the AI (fleet-build-up, research).
My experiences were made on difficulty-level “unfair”).

1.) Fleet-build-up

1.1. AI-Ships
Problem:
The AI does not build enough support ships (or too late and not enough). With more support ships the AI would be more difficult to beat.

Solution
Allow the AI to build some of your AI-Ships (ResearchAccess).
For example "ResearchAccessColonial0" as Utility1:

Change „typeCount" to 2 and give the AI "frigateRoleType "Light" in addition.
With these changes the AI will build more Utilities1-Ships.
##### Example for ResearchAccessColonial0.entity
typeCount 2
frigateRoleType "Light"
frigateRoleType "Support"
statCountType "FrigateUtility1"
#####
The disadvantage is that you will see two ships of the same type in the display during the game.

Btw --> if the star base is granted through ABILITYACCESS, you should put this research in one of your RESEARCHSUBJECT_RESEARCHACCESS-Files, because the AI tends not to research it
because it's not a ship (starbaseconstruktor)! IF an AI does not build starbases it will face a huge disadvantage.

I also wanted that the AI can use the abilities of its support ships. Therefore, I changed following files ( for example Rouge):
Research1 - ABILITYACCESS_SABOTAGEENGINES
Research5 - ABILITYACCESS_DESIGNATETARGET
With these changes you can kill two birds with one stone, because on the one hand the AI will research the important abilities for its support ships and on the other hand the AI gets the support ships faster.


1.2. Control the AI a little what kind of ships it shall build (fleet build-up)

Problem
In my opinion the AI builds too many "AntiFighter-Frigs". Therefore I tweaked the file "FrigateRoguePirateMedium". I changed the following things:
######
typeCount 2
frigateRoleType "Raider"
frigateRoleType "AntiFighter"
statCountType "FrigateAntiFighter"
#######
Now, the AI will build more ships of these kinds and less AntiFighter-Frigs.
For Tec for example I sorted the problem out by doing following things:
I gave TEC an AI-Ship; it’s its Light-Frig. With the following changes (ResearchAccessTech2)

##############
typeCount 2
frigateRoleType "AntiFighter"
frigateRoleType "Raider"
statCountType "FrigateAntiFighter"
##############

Now, the AI will build more Light-Frigs instead of too many Anti-Fighter-Frigs.
Disadvantage ----> as I mentioned ... you will see two ships of the same type in the display

2. Control the AI what to research first

I know, that you have improved the research-behaviour of the AI through the "ResearchAccess-" and "RESEARCHSUBJECT_RESEARCHACCESS” files. I notice that there is an additional possibility
to control the AI. You can try it through the command "Tier".

If you want that the AI shall research "X" first and "Y" last, than you should give X "Tier 0" and Y “Tier 6“.
for example, Rough shall develop Carriers as soon as possible. Thus I gave “RESEARCHSUBJECT_RESEARCHACCESS_ROGUE0” Tier 0.I also gave the AI additional advantages by reaching this research; 

for all AI’s I used the “RESEARCHSUBJECT_RESEARCHACCESS_X0” file (
researchBoolModifiers 0
researchFloatModifiers 6
researchModifier
modifierType "SalvageWreckagePercent"
baseValue 0.000000
perLevelValue 0.1000
researchModifier
modifierType "CreditCostAdjustment"
baseValue 0.000000
perLevelValue 0.1000
researchModifier
modifierType "DerivativeCreditsFromPurchasesPercent"
baseValue 0.000000
perLevelValue 0.0600
researchModifier
modifierType "PopulationTaxRateAdjustment"
baseValue 0.000000
perLevelValue 0.2000
researchModifier
modifierType "ShipBuildRateAdjustment"
baseValue 0.000000
perLevelValue 0.0500
researchModifier
modifierType "CapitalShipMaxSlots"
baseValue 0.000000
perLevelValue 1.000000)

With this file you can - among other things - tweak the different AI’s to make them approximately even strong.

3. Envoy

My friend and I are used to playing custom maps (galaxy forge). The Planets in theses maps are heavily guarded.

Problem
I noticed that the AI usually builds a lot of envoys even when the ships don't have any change to reach its destinations. As result of this behaviour the AI wastes a lot of resources at the crucial beginning of a game and can be beaten easily.

Solution
Thus, I linked the research of the envoy with another research.
##### Example --> OK, I know there are certain more elegant solutions out there :-)
Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_NEPHILIM_MAXCAPITALSHIPS3"
Level 1
######
With these changes, the AI does not waste so many resources at the beginning and can focus on better things like building ships and developing its planets and will so be able to develop faster.

4. Defence

Problem
The AI often does not research repair- and hangar-stations (or too late).

Solution
You can link the defence- with other researches, which the AI will definitely focus on.

Examples
Carrier with HANGARDEFENSE
STARBASECONSTRUCTOR with REPAIRPLATFORM (it does not work if the star base is granted through ABILITYACCESS, because the Ai usually focuses on researching ships!!!!)
Supportship1 with REPAIRPLATFORM
Etc.

5. Game-play-constants

5.1 Culture

Problem
The AI sometimes has problems to counter culture.

Solution
Give the AI time! Change the impact of culture in the „Gameplay.constants". With these changes you give the AI the chance to develop the needed researches to be able to cope with the impact of culture better.
############
cultureSpeedData-Slow
cultureConnectionReferenceLength 25000
allegianceShiftRateScalar 0.10
##############

5.2 playerAISharedDef

I know that these values don't have a huge impact, but from my point of you I can recommend following settings:
BuildShip 22
BuildModuleTactical 8
BuildModuleCivilian 3
BuildModuleResearch 1
UpgradeResearch 9
UpgradePlanetArtifactLevel 2
UpgradePlanetPopulation 20
UpgradePlanetInfastructure 2
UpgradePlanetSocial 3
UpgradePlanetIndustry 1
MaxBountyBidCount 3
UpgradeStarBase 6
BuildMines 2

In my opinion the value of “UpgradePlanetSocial” should be higher than the value of “UpgradePlanetIndustry”, because the AI might benefit of two things on the one hand the AI can spread culture better and on the other hand the AI can earn more money.
I also increased the value of “UpgradePlanetPopulation” dramatically in the hope that the AI will get more tax-income through increasing its population quicker.

6. Defence
Human players can build-up a huge defence-line very fast at the beginning (repair-, hangar- and defence-stations). Maybe the cost of defence should be increase (price and slots).
For example a Gauss-Defence-Station could cost 750 and waste 3 slots. A repair-station could costs 800 and waste 4 slots.
With these changes you weaken the strengths of defence-lines and the game will become tougher for human-players.

If you want to try out the changes (for 35), I will send you a PM where you will get access to the files. So you could try it out without wasting much time ;-)!

I hope I could help a little and I also hope that you don’t mind that I tested (only for myself of course) a little with your files.

7. Bugs

Only a litle issue with Hypercorp .... Quantum Science ... 2. research (Infallible Jumb Drive) ---> String not Found


Lusche

Reply #2465 Top

Quoting KWHITE9008, reply 2464

New version of the mod is great. Just wondered why ai cylons dont build titans?
End of KWHITE9008's quote

Maybe a fleet supply issue if they have resurrection up.

Reply #2466 Top

@luschetk - Thanks, I have had several things like this in the mod and then scaled them back for simplicity sakes. My main complaint now with the AI is fleet supply and ship building. I had already started tweaking my research access ships to prepare for changes in this regard. I will read through your suggestions and see how I feel about them.

On a similar note, one thing I found is negative feedback from players if there is something obvious the AI can do that they can't. It's a pain to deal with these questions so I backed out any changes like that too. For example I had starbase upgrades only the AI could reach. This caused so much confusion even though I said in the description only AI's could do it... If it can't be easily hidden, I probably won't do it.

Reply #2467 Top

Quoting ZombiesRus5, reply 2461


Quoting Mord_Sith84,

I freakin love the new version 😍 ... Especially the new FTL effect. 

Do you think you could also get permission to include the Maelstrom races? 

 



I have permission to use any asset, but that doesn't necessarily mean I will include them. Beyond the effort required to segregate out the code and pull in new resources, I also have another problem of hard coded limits with the already included material. I'm not sure they would fit.

End of ZombiesRus5's quote

Damn... I think the Replicators would be a lot of fun... 

Reply #2468 Top

Quoting Mord_Sith84, reply 2460

I freakin love the new version 😍 ... Especially the new FTL effect. 

Do you think you could also get permission to include the Maelstrom races? 

 
End of Mord_Sith84's quote

Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe  ;P

Would be nice to fight against some new race - but I understand what you mean Z. 

Reply #2469 Top

Quoting Cylon_Luvr, reply 2468

Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe 
End of Cylon_Luvr's quote

I've re-invented my AI enhancements so this might not be as easy in the next release ;)

I won't be using the old style un-reliable way to force the AI to research certain techs. I've figured out how to guarantee it researches and does it on a tiered bases. Now your early, mid and end-game fleet will be going up a comparably researched early, mid and end-game AI fleet whereas in the vanilla game it's almost guaranteed your ships will have better stats due to the poorly executed AI.

I'm also likely to dump the ship build rate restrictions on Social specialization as the AI doesn't understand this. I had one test game where the AI had 100 ships queue'd on a fully social world with one frigate factor...

There's a couple of other tweaks I might make that help the AI like constant experience increase which I may make AI capital ships start at level 2 early-mid game and maybe level 3 late game.

Reply #2470 Top

Quoting ZombiesRus5, reply 2469


Quoting Cylon_Luvr,

Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe 



I've re-invented my AI enhancements so this might not be as easy in the next release ;)

I won't be using the old style un-reliable way to force the AI to research certain techs. I've figured out how to guarantee it researches and does it on a tiered bases. Now your early, mid and end-game fleet will be going up a comparably researched early, mid and end-game AI fleet whereas in the vanilla game it's almost guaranteed your ships will have better stats due to the poorly executed AI.

I'm also likely to dump the ship build rate restrictions on Social specialization as the AI doesn't understand this. I had one test game where the AI had 100 ships queue'd on a fully social world with one frigate factor...

There's a couple of other tweaks I might make that help the AI like constant experience increase which I may make AI capital ships start at level 2 early-mid game and maybe level 3 late game.

End of ZombiesRus5's quote

Hmm, found a bad bug with the AI that most likely explains why the AI sometimes "stalls" out. If the Titan gets put into the AI's build queue but it can't build the titan command/fleet supply, cost, etc... The AI literally suspends new activity beyond it's current fleet. 

The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it from hanging on this part if possible.

Reply #2471 Top

@Cylon_Luvr try some TEC rebel researcher + cylon pirates though it seems to only matters late in the game, they even formed an alliance with the plague o_O

one day i attacked a heavy guarded tec planets with those cylon pirates siding with em, i learned that even retaliation cannot protect you against that much firepower (though it hurts them good)

btw did fortifier/agressor fake some retreat too? researchers seems to be a little tricky sometimes, dunno whats due to the mod or the 'faction/agre/forti/research' anymore

 

about maelstrom planets~

well 500% culture spread is certainly a bit excessive but don't nerf too much the trade bonus \o/, could a special planet be socialized and industrialized? or just don't take any malus from either one

about anything else:

can the motion wave gun really damages multiples targets? whats the 55/65 to nearby targets means?

for me i always see the AI with too many supports ships and not enough heavy cruiser

Reply #2472 Top

Quoting ZombiesRus5, reply 2470

The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it from hanging on this part if possible.
End of ZombiesRus5's quote

Wow! Found another oddity. AI stalls in research queue attempting to research Advanced Cultural Relations. But it can't because it needs cultural relations and improved cultural relations first. Why is it not following dependencies? Near as I can tell is it's using alphabetical order to place them in the build queue so going to try renaming them to have the same file name with #'s on the end like other research.

Reply #2473 Top

Quoting ZombiesRus5, reply 2469


Quoting Cylon_Luvr,

Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe 



I've re-invented my AI enhancements so this might not be as easy in the next release ;)

I won't be using the old style un-reliable way to force the AI to research certain techs. I've figured out how to guarantee it researches and does it on a tiered bases. Now your early, mid and end-game fleet will be going up a comparably researched early, mid and end-game AI fleet whereas in the vanilla game it's almost guaranteed your ships will have better stats due to the poorly executed AI.

I'm also likely to dump the ship build rate restrictions on Social specialization as the AI doesn't understand this. I had one test game where the AI had 100 ships queue'd on a fully social world with one frigate factor...

There's a couple of other tweaks I might make that help the AI like constant experience increase which I may make AI capital ships start at level 2 early-mid game and maybe level 3 late game.

End of ZombiesRus5's quote

Very cool Z, cant wait for the next release then. Maybe the next release will also include some resurrection enhancements as well?   :dur:

Reply #2474 Top

Quoting ZombiesRus5, reply 2470

Hmm, found a bad bug with the AI that most likely explains why the AI sometimes "stalls" out. If the Titan gets put into the AI's build queue but it can't build the titan command/fleet supply, cost, etc... The AI literally suspends new activity beyond it's current fleet.
The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it from hanging on this part if possible.
End of ZombiesRus5's quote

Z, if not already evident the AI prioritizes titan research. On higher AI levels AI cheats allow the AI to skip prerequisite techs which frequently leads to AI stalls. The AI acts more normally once the titan is researched though it will on occasion distort its build buffer attempting to stockpile sufficient resources to build a titan.

Reply #2475 Top

Z build SotF: Fall of Kobol: Reb.1.82.35  has a check sum of zero, unless I'm missing something?