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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 #2476 Top

Quoting Darvroth, reply 2475

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

Shouldn't be a checksum of zero. I downloaded the mod and didn't see any issues. Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine.

Reply #2477 Top

Quoting ZombiesRus5, reply 2476


Quoting Darvroth,

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



Shouldn't be a checksum of zero. I downloaded the mod and didn't see any issues. Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine.

End of ZombiesRus5's quote

A checksum of zero is almost always caused by your extraction software creating an extra folder when you unzip the mod into the mod folder.

+1 Loading…
Reply #2478 Top

Quoting GoaFan77, reply 2477

A checksum of zero is almost always caused by your extraction software creating an extra folder when you unzip the mod into the mod folder.
End of GoaFan77's quote

I've moved the relevant files up one level already in case that was the culprit but I'll play around with it again.

Edit: Copying the files down and then back up one folder deep did the trick but for no discernible reason....

Reply #2479 Top

Quoting ZombiesRus5, reply 2476

Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine.
End of ZombiesRus5's quote

No problem I knew it would require additional tweaking and balance...heck I've rebalanced the strike craft on SotYR at least 5 separate times due to observed in-game behavior. I still have a fighter tail chase problem there but it is much better than it was a couple years ago.

Reply #2480 Top

Quoting Darvroth, reply 2474

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.
End of Darvroth's quote

Indeed, Wormhole tech is another that can stall the AI if the tech is high in the research tree.

FYI, On the relationship bug I had where the AI would stall out trying to research the higher tier advanced cultural relationship... -  it was based on the order in the Player entity file. I had copied it into my new player file in alphabetical order not realizing the order in the player file would matter for this tech.

^ This is research that uses the RelationshipBonus modifier type.

Reply #2481 Top

 Virgon

Reply #2482 Top

Leonis

Reply #2483 Top

I have spent some time creating the textures for Virgon, Leonis, Scorpia, Sagittaron, Libran, Aerilon, and Canceron trying to get the colors to match up the twelve colonies of kobol map. I found a texture for Aquaria that fits the single continent description. I also have found textures to use for the other major orbit bodies and gas giants.

As you can see I have Virgon and Leonis in game. It takes a bit of time to lay get a planet in game so I'll add them in slowly as they are available.

After they are all in I want to create the 5 star system map for the twelve colonies.

 

Reply #2484 Top

Sagittaron

Reply #2485 Top

Quoting ZombiesRus5, reply 2482

Leonis
End of ZombiesRus5's quote

Looking good Z.

Reply #2486 Top

Looking Great Z! Thanks for keeping this mod Alive and for all your hard work. :beer:

Reply #2487 Top

I agree, the planets look awesome. I'm looking forward to the next release of the other Sins of the Fallen races (upgraded AI etc). Also excited about continued upgrades to resurrection hehe

Reply #2488 Top

Hey Z... Just a few things I've noticed (may have mentioned these already? not sure)

- There is no icon for the new cylon titan factory when it is selected (for the menu down the left hand side of the screen). 

- what  happened to the old school raiders? Thought they were going to be added... 

Reply #2489 Top

Quoting Cylon_Luvr, reply 2488

- what  happened to the old school raiders? Thought they were going to be added... 
End of Cylon_Luvr's quote

I got sidetracked by the texture being pretty crappy and tried finding a better model and failed. I then got burned out on trying to add it and put it in the todo list at some point in the future if I get around to doing it. 

Reply #2490 Top

Quoting ZombiesRus5, reply 2489


Quoting Cylon_Luvr,

- what  happened to the old school raiders? Thought they were going to be added... 



I got sidetracked by the texture being pretty crappy and tried finding a better model and failed. I then got burned out on trying to add it and put it in the todo list at some point in the future if I get around to doing it. 

End of ZombiesRus5's quote

Maybe there are some modders who could help out? What ever happened to Koobalt? Are you still in touch with him? 

Reply #2491 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

 

Hi Zombie,

If the titan-factory could be built by reaching level 4 instead of level 1 you might attenuate the problem, because the Ai would suspend building ships only from level 4 and not from level 1, 2 or 3.

Reply #2492 Top

Hey Z, what's up? Any news or updates? 

Reply #2493 Top

Quoting Mord_Sith84, reply 2492

Hey Z, what's up? Any news or updates? 
End of Mord_Sith84's quote

I just completed an overhaul of the AI system I can control. The AI is now compelled to complete research at any difficulty level. 

The AI also will now get it's Titan after appropriate research and fleet supply requirements are met. 

This means the AI at any difficulty won't just be a sitting duck and stall out as a result.

In addition to the above changes I added a few booster items to the AI to help it research and build ships a little bit quicker as the game progresses. 

 

In terms of other new features, I haven't been able to do anything with resurrection or tos raiders.

Reply #2494 Top

Awesome! Are you going to release an updated version soon then? 

Reply #2495 Top

Quoting Mord_Sith84, reply 2494

Awesome! Are you going to release an updated version soon then? 
End of Mord_Sith84's quote

We'll see how long it lasts... but it should be authorized soon on moddb today.

http://www.moddb.com/mods/fall-of-kobol/downloads/fall-of-kobol-reb-18236-full-version

Let me know how the AI enhancements work for you.

Reply #2496 Top

Fall of Kobol

Reply #2497 Top

Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour  (raiders  included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons to purple instead of yellow? Would suit BSG cannon much better. 

Also im thinking that the Guardian MkII and worldstar should have kinetic weapons... Not just missiles... 

Reply #2498 Top

Quoting Cylon_Luvr, reply 2497

Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour  (raiders  included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons to purple instead of yellow? Would suit BSG cannon much better. 

Also im thinking that the Guardian MkII and worldstar should have kinetic weapons... Not just missiles... 
End of Cylon_Luvr's quote

These are the autocannon travel textures used for the kinetic weapons. Edit the textures (if you need a program download gimp), and set the colors up to be the purple you think would look good and send them back to me.

https://dl.dropboxusercontent.com/u/5790092/Temp/ac.zip

 

Reply #2499 Top

Another relevant change is coming soon to Resurrection.

No the Resurrection Hub can't move yet ;) But it will work way more consistently and be better balanced. Basically I've fixed all the issues with Resurrection and added in new code for resurrrecting ships. It all works really well now.

I've posted a news article on moddb on resurrection. Check it out after it's approved.

Resurrection Tutorial

Reply #2500 Top

Quoting ZombiesRus5, reply 2499

Another relevant change is coming soon to Resurrection.

No the Resurrection Hub can't move yet ;) But it will work way more consistently and be better balanced. Basically I've fixed all the issues with Resurrection and added in new code for resurrrecting ships. It all works really well now.

I've posted a news article on moddb on resurrection. Check it out after it's approved.

Resurrection Tutorial


End of ZombiesRus5's quote
This sounds sooooooo cool! Have been eagerly waiting for improvements to resurrection. 

Will the Titans still be able to spawn resurrection hubs as their ultimate ability?