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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!

 

 

8,578,646 views 3,050 replies +1 Loading…
Reply #2551 Top

Quoting Mord_Sith84, reply 2546

Hey Z, and KWHITE9008... I am working with modeler on this at the moment, so hopefully we will have a Guardian Basestar which looks the way that it should, instead of the existing model which is all wrong. 
End of Mord_Sith84's quote

Sounds cool. 

Quoting Cylon_Luvr, reply 2548

Your changes aren't in there for me either. 
End of Cylon_Luvr's quote

You guys might not be applying the patch right. I checked the file and the string changes and icons are definitely in there.

Quoting Mord_Sith84, reply 2549

Ummm... Ha? I feel like I'm in the twilight zone at the moment with all of these apparent changes that I can't find anywhere! Where is this model? I haven't seen it. I've activated the Cylon Militia mod and run a few test maps, and nothing. Are you talking about the Siegestar frigate? 
End of Mord_Sith84's quote

If you aren't seeing it then the patch files didn't get copied over the old mod files correctly. I'll have another patch or full version to try soon'ish with the new changes added like for Gravity FTL Algorithm.

Quoting Cavil_Volente, reply 2550

I was never particularly taken with either of the in-game Guardian models and always seemed to me that if somehow quality versions of the Razor Guardian and the Blood and Chrome post-Hades Basestar ever came available they'd be the best candidates for them.
End of Cavil_Volente's quote

Agreed.

Reply #2552 Top

Quoting ZombiesRus5, reply 2544


I mainly made the Y-star for Cylon militia but if people like it as a light frigate on Cylons I'm good with it.

End of ZombiesRus5's quote

Could you please post a picture of this model Z? thanks 

Reply #2553 Top

Quoting Cylon_Luvr, reply 2552


Quoting ZombiesRus5,


I mainly made the Y-star for Cylon militia but if people like it as a light frigate on Cylons I'm good with it.



Could you please post a picture of this model Z? thanks 

End of Cylon_Luvr's quote

Reply #2554 Top

New Fleet and Capital Ship Level Icons for Colonials. Cylon's will show as data streams...

 

Reply #2555 Top

Reply #2556 Top
Quoting ZombiesRus5, reply 2555
Reduced 55%
Original 1024 x 768


End of ZombiesRus5's quote
that's really cool!! 

Reply #2557 Top

Quoting ZombiesRus5, reply 2553


Quoting Cylon_Luvr,






Quoting ZombiesRus5,




I mainly made the Y-star for Cylon militia but if people like it as a light frigate on Cylons I'm good with it.




Could you please post a picture of this model Z? thanks 



Reduced 55%
Original 1024 x 768
Reduced 55%
Original 1024 x 768


End of ZombiesRus5's quote
yeah... not bad as a new frigate or something... But definitely not as a new cap ship. What function could it serve as a frigate do you think? 

Reply #2558 Top
Quoting Mord_Sith84, reply 2557

yeah... not bad as a new frigate or something... But definitely not as a new cap ship. What function could it serve as a frigate do you think? 

End of Mord_Sith84's quote

What about a planetary assault cruiser? Could still be called a Y-Star... 

Reply #2559 Top

Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? 

Reply #2560 Top

Quoting Cylon_Luvr, reply 2559

Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? 
End of Cylon_Luvr's quote

Getting close... need to add the finish work.

Reply #2561 Top

Quoting ZombiesRus5, reply 2560

Quoting Cylon_Luvr, reply 2559

Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? 
Getting close... need to add the finish work.
End of ZombiesRus5's quote

Any thoughts on what their purpose should be other than flair? Right now they are setup the same as the TRS Raider.

Reply #2563 Top

Quoting ZombiesRus5, reply 2561


Quoting ZombiesRus5,

Quoting Cylon_Luvr, reply 2559

Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? 
Getting close... need to add the finish work.



Any thoughts on what their purpose should be other than flair? Right now they are setup the same as the TRS Raider.

End of ZombiesRus5's quote

i think that's the best setup for them. 

Reply #2564 Top

Z... something I've wanted to change for ages (I've emailed you a picture of the research trees, and steps listed below to show you what icons should be swapped):

Step 1. The 'Overload Hybrid' icon for the Basestar cap ship shouldn't be the 'man' hybrid. The 'red' female hybrid icon which is used for 'Hybrid Revelations' research is more suitable for 'Overload Hybrid'. Please use the icon for Hybrid Revelations for 'Overload Hybrid' on the basestar. 

Step 2: Move the 'guy' hybrid icon to 'Optimized Assembly' ('Apotheosis' tree --> 'Industrial Networks' sub-tree)

Step 3: Move the female hybrid icon, previously used for 'Optimized Assembly', to 'Hybrid Revelations' 

The description for 'Overload Hybrid' for the Basestar cap should also be "The Hybrid is pushed to its limit, granting the ship increased weapons range and improved targeting accuracy"

Reply #2565 Top

While we're in the business of suggesting changes that "we've wanted to change for ages", there's two things that has been bugging me: 

- There is no icon in the side 'planet' panel when you select the Titan Foundry for Cylon. Could this be fixed? 

- The Nuclear Barrage ability for the Boomer Titan shouldn't be called 'Nuclear'. They're not nuclear missiles. It should be called Missile Barrage, exactly the same as the Missile Barrage ability for the TEC Marza Dreadnought. Also, I don't think the ability works properly for the Boomer. The effect, damage, everything should be exactly the same as the Marza Dreadnought ability. 

There! I've said it! haha

Reply #2566 Top

I kinda feel bad that we put all of this work onto Zombie!!!!  :(

Reply #2567 Top

Quoting Cylon_Luvr, reply 2566

I kinda feel bad that we put all of this work onto Zombie!!!!  :(
End of Cylon_Luvr's quote

I consider you guys the designers of the Cylon's so it's good by me. I feel more ownership of the Colonials anyway.

Reply #2568 Top

Quoting Mord_Sith84, reply 2564

Z... something I've wanted to change for ages (I've emailed you a picture of the research trees, and steps listed below to show you what icons should be swapped):

Step 1. The 'Overload Hybrid' icon for the Basestar cap ship shouldn't be the 'man' hybrid. The 'red' female hybrid icon which is used for 'Hybrid Revelations' research is more suitable for 'Overload Hybrid'. Please use the icon for Hybrid Revelations for 'Overload Hybrid' on the basestar. 

Step 2: Move the 'guy' hybrid icon to 'Optimized Assembly' ('Apotheosis' tree --> 'Industrial Networks' sub-tree)

Step 3: Move the female hybrid icon, previously used for 'Optimized Assembly', to 'Hybrid Revelations' 
End of Mord_Sith84's quote

Done.

Quoting Mord_Sith84, reply 2564

The description for 'Overload Hybrid' for the Basestar cap should also be "The Hybrid is pushed to its limit, granting the ship increased weapons range and improved targeting accuracy"
End of Mord_Sith84's quote

Not Done ;) What you found was an unimplemented ability based on the design. If you find any more abilities that don't match the text let me know and I'll finish them out. This ability now adds hull/antimatter restore and splash damage as stated.

Quoting Cylon_Luvr, reply 2565

The Nuclear Barrage ability for the Boomer Titan shouldn't be called 'Nuclear'. They're not nuclear missiles. It should be called Missile Barrage, exactly the same as the Missile Barrage ability for the TEC Marza Dreadnought. Also, I don't think the ability works properly for the Boomer. The effect, damage, everything should be exactly the same as the Marza Dreadnought ability. 


End of Cylon_Luvr's quote

Done.

Quoting Cylon_Luvr, reply 2565

- There is no icon in the side 'planet' panel when you select the Titan Foundry for Cylon. Could this be fixed? 
End of Cylon_Luvr's quote

I see icons... Not sure what  you mean here.

 

 

Reply #2569 Top

1.82.36.1 is available now.

Fall of Kobol: Reb 1.82.36.1 (Full Version)

Reply #2570 Top

 

Liking the new units, models. Variation is great and using up those Sot13t models is also great.

I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities through certain abilities, it is fine, but it's odd sending a fleet of half-ships at someone. Also, the name is pretty descriptive of it, but maybe something that suggests it's role or history among the Cylon fleet- like "Protostar" (that's making some assumptions though) or something with the Roman/Greek nomenclature they like to occasionally use (though "Hades" and "Centurion" were probably hold-overs from when they were still being controlled by humans I suppose). I like it though-just not as much as everything else. I really just think it'd be cool for the militia to have something unique for themselves.

In other thoughts...

The inclusion of the vintage raiders is what I originally joined this thread way back to ask about. You done good. You done real good.

...also, I haven't checked, but the Cylon Colony should probably/maybe carry War-Era Raiders as well since it was depicted carrying at least a few of them in the show.

That's all. Great work on the mod as always.

 

Reply #2571 Top
Quoting ZombiesRus5, reply 2568


I see icons... Not sure what  you mean here.

 

End of ZombiesRus5's quote

I must have had a bad download or something, the icon is there now. 

Reply #2572 Top

The new version is awesome!!!!! Thanks Z. 

I have a few small changes which I'll post tomorrow. 

Reply #2573 Top

Hey Z, a few things to fix up for Cylon in Hand of God-->Model Subsystems

- The description for "Enriched Tylium Missiles" is incorrect. Should be: 

Tylium warheads are enriched through an advanced separation process, further improving damage yield.

Heavy Nuclear Missiles – Change to “Antimatter Nuke” (its located in the first row of Model Subsystems research)

Change description to:

Nuclear matter is augmented with antimatter to produce a vastly improved payload, causing devastating damage to the planets surface.

- Change MIRV Missiles to “Antimatter MIRV”  

Change description to: 

Multiple Independently Targetable Re-entry Vehicles carrying numerous antimatter nukes which disperse before impact, causing maximum damage.

Miscellaneous stuff: 

- You've replaced the "Organic Resin" ability for the Basestar, Worldstar, Guardian Mk1, Hades Basestar and Guardian Mk2 with "Enhanced Nanorobots". The only cap ship that should have the "Enhanced Nanorobots" ability is the Guardian Mk2, which is the most advanced Cap ship for the Cylons. Please change all the other cap ships back to "Organic Resin". 

Reply #2574 Top

Hey Zombies

Not sure if the warstar missile research is working. I couldn't see it firing any and the ship just says KEW and isn't listing Missile on its info card.

Loving the new cylon autocannon colours and having them on the Guardian and Worldstar is great.

I just had a crash as I was in process of scuttling some fighters for bombers, not sure if it was that or something else.

I was thinking whether it would be considered to have to unlock the different capital ships through research as you play, like in sta3? Like sta3 there are older to newer, weaker to more powerful capital ships in this mod. I like the way it makes ship research seem more relevant as I find I can easily get by without researching any new ships atm and just focus on hull and firepower.

 

 

Reply #2575 Top

Quoting KWHITE9008, reply 2574

Not sure if the warstar missile research is working. I couldn't see it firing any and the ship just says KEW and isn't listing Missile on its info card.
End of KWHITE9008's quote

Lol, I thought for sure I changed this but didn't double check. Thanks.

Quoting KWHITE9008, reply 2574

Loving the new cylon autocannon colours and having them on the Guardian and Worldstar is great.
End of KWHITE9008's quote

It was a good change and made easier for me since someone else did the work ;)

Quoting KWHITE9008, reply 2574

I just had a crash as I was in process of scuttling some fighters for bombers, not sure if it was that or something else.
End of KWHITE9008's quote

Change sometimes introduces stability creep... but, did you have LAA applied? Did you restart Sins after activating the mod? How much stuff did you have enabled (hard code limits get wonky too).

Quoting KWHITE9008, reply 2574

I was thinking whether it would be considered to have to unlock the different capital ships through research as you play, like in sta3? Like sta3 there are older to newer, weaker to more powerful capital ships in this mod. I like the way it makes ship research seem more relevant as I find I can easily get by without researching any new ships atm and just focus on hull and firepower.
End of KWHITE9008's quote

For shorter games which I tend to play I find this not as fun. Also, the mod is balanced with 7 other factions in mind which would require a fair amount of work to add for all of them (Not to mention potential research tree reorganization/rebalancing to make room). Given the amount of overall effort probably not likely.