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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!

 

 

8,578,260 views 3,050 replies +1 Loading…
Reply #2826 Top

Ok, going to switch to a shared folder in dropbox. So I only have to share one URL for the test build.

Quoting Mord_Sith84, reply 2825

Nope, artifacts dont seem to crash for me, but i'm not using your version... im using the older version. 
End of Mord_Sith84's quote

Thanks, that helps. I think it's related to the new particles as that's the only substantial difference. I notice Vanilla sins doesn't use any Mesh based particle effects in persistent particles. Mesh particles are used in flairs and weapon effects. Maybe there is some engine flaw related to this. I'll switch back to the old effect and see if that resolves the issue.

 

Reply #2827 Top

Ok, I've run multiple simulations and it appears the game mini-dumps with cylons only. Will need to see if we can isolate the issue.

It should be pointed out this was a long time into the game though so it's not necessarily mod breaking per say.

Reply #2828 Top

Quoting ZombiesRus5, reply 2827

Ok, I've run multiple simulations and it appears the game mini-dumps with cylons only. Will need to see if we can isolate the issue.

It should be pointed out this was a long time into the game though so it's not necessarily mod breaking per say.
End of ZombiesRus5's quote

Frustrating! I wonder what the problem is? Would be a real pain to get right into a game and then have it crash! 

The artist has finished the new Resurrection Hub and has re-done the Warstar starbase. They are just amazing - the best models yet. They're a work of art... especially the starbase which is my favourite model so far! 

Reply #2829 Top

Quoting ZombiesRus5, reply 2827

Ok, I've run multiple simulations and it appears the game mini-dumps with cylons only. Will need to see if we can isolate the issue.

It should be pointed out this was a long time into the game though so it's not necessarily mod breaking per say.
End of ZombiesRus5's quote

Ok. So should we do some testing as well to see if the problem can be found? 

Reply #2830 Top

Quoting Mord_Sith84, reply 2828

Frustrating! I wonder what the problem is? Would be a real pain to get right into a game and then have it crash! 
End of Mord_Sith84's quote

It tends to happen when I run long simulations of AI vs AI. It's frustrating in general trying to track down mini-dumps in Sins.

Quoting Cylon_Luvr, reply 2829

Ok. So should we do some testing as well to see if the problem can be found? 


End of Cylon_Luvr's quote

Yes, a small game with Cylon only 1v1 would be good. The goal would be to try and test each ability one at a time with auto-saves on. Ideally if you have time disabling the AI so that only you are executing abilities would be great. This is what I plan to do as well as looking through the ability/buffs to see if anything pops out.

 

Reply #2831 Top
Quoting Mord_Sith84, reply 2665
Quoting Mord_Sith84,

Hey Z. 

I've modded the Cylon starbase (not the main one, the one that is in the "Moon" addons mod). 

I've emailed it to you for inclusion in the game. I've added a few unique abilities to it... 

All files should be added to the "Moon" addon. 



Sorry Z, forgot to give you the Strings for the Cylon moon base: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_NAME"
Value "Evacuation Protocol"
StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_DESCRIPTION"
Value "Explosive charges are placed in the underground caverns of the asteroid, which may be detonated to release the Hades MkIB Command Basestar."
StringInfo
ID "IDS_ABILITY_CYLON_DETONATE_NAME"
Value "Detonate Charges"
StringInfo
ID "IDS_ABILITY_CYLON_DETONATE_DESCRIPTION"
Value "Explosive detonations free the Hades MkIB Command Basestar from the asteroid, providing a mobile command and control centre."
StringInfo
ID "IDS_FRIGATE_HADESMKIB_NAME"
Value "Mk1B Command Basestar"
StringInfo
ID "IDS_FRIGATE_HADESMKIB_DESCRIPTION"
Value "Now freed from its rocky prison, this original Hades Basestar from the first Cylon War is now a powerful mobile control centre which contains the Centurion leadership."
StringInfo
ID "IDS_ABILITY_CENTURIONCOMMAND_NAME"
Value "Centurion Command"
StringInfo
ID "IDS_ABILITY_CENTURIONCOMMAND_DESCRIPTION"
Value "With the Centurion Command aboard this ship, the Basestar is given armor, hull and defensive upgrades to protect the leadership."

StringInfo
ID "IDS_ABILITY_CYLON_COMMANDCENTRE_NAME"
Value "Centurion Command"
StringInfo
ID "IDS_ABILITY_CYLON_COMMANDCENTRE_DESCRIPTION"
Value "The Centurion leadership is relocated to the orbital starbase, ensuring that the command structure remains intact despite planetary bombardment and to reject colonization by hostile empires until the starbase is destroyed."

End of Mord_Sith84's quote

Hey Z, just had a look at the Cylon Asteroid Base. I think you must have missed the above strings...

Also a few more to change:

StringInfo
ID "IDS_STARBASEUPGRADECYLONWEAPONS_NAME"
Value "Assault Systems"
StringInfo
ID "IDS_STARBASEUPGRADECYLONWEAPONS_DESC0"
Value "Advanced assault cannons are added to the asteroid, giving it a potent point defence weapon."

StringInfo
 ID "IDS_STARBASEUPGRADETECHTRADEPORT_NAME"
 Value "Trade Facilities"
StringInfo
 ID "IDS_STARBASEUPGRADETECHTRADEPORT_DESC"
 Value "Commercial docking bays are added, allowing the starbase to become part of your empire's trade network and earn trade income."

Also, there is an existing string that the Asteroid base should link to for Colony Pods, but at the moment it seems to link through to the Vasari description... should be linked to:

StringInfo
ID "IDS_STARBASEUPGRADECYLONCITYPOPULATION_NAME"
Value "Colony Pods"
StringInfo
ID "IDS_STARBASEUPGRADECYLONCITYPOPULATION_DESC"
Value "Cylon models occupy the starbase, and provide tax income for your empire."

Reply #2832 Top

So Z... the Alien Starbase hasn't been updated at all with all of the new abilities that I sent through? Did you receive these? Can resend if you didn't get them...

You've spelt "Shield" wrong in your description for the Aegis Artifact. Should be:

StringInfo
 ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME"
 Value "Attach Shield"
StringInfo
 ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION"
 Value "Attaches the artifact to nearby Capital Ships and Titans granting increased shield strength and regeration."

Reply #2833 Top

Quoting Mord_Sith84, reply 2832

So Z... the Alien Starbase hasn't been updated at all with all of the new abilities that I sent through? Did you receive these? Can resend if you didn't get them...

You've spelt "Shield" wrong in your description for the Aegis Artifact. Should be:

StringInfo
 ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME"
 Value "Attach Shield"
StringInfo
 ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION"
 Value "Attaches the artifact to nearby Capital Ships and Titans granting increased shield strength and regeration."
End of Mord_Sith84's quote

Thanks, got these in and the ones in the post above. I also have the Ability changes worked in. Forgot I skipped those because I needed to do some modifications to the files sent. They'll be in the next build.

 

Reply #2834 Top

Fixed a bug in the MutualThreat particle (Rebellion stock particle) that is being used in the Envoy. It shows big Red squares in the ability for the vanilla effect for me. I switched out the gravitywell.dds for gravitybomb_orb.dds which appears to show much better.

 

Reply #2835 Top

I "think" I ran through all the Cylon abilities and didn't encounter any immediate issues. This is good as the happy path of the abilities work good. That said there could be some odd scenarios with finish conditions or illegal targeting, etc that can come into more random play. Of course this makes it hard to identify given the complete lack of debugging tools for modders and the debug log doesn't appear to flush when a mini-dump occurs so we don't get all the info that maybe could have been logged.

On the good side though I fixed some more issues in the research tree for pre-req levels needed.

I also found another incomplete ability (System Override) on the Starbase. We might look at fleshing that out to match the ability description.

 

Reply #2836 Top

Z, the artist is currently fixing up the basestar, hades and worldstar textures and this is what he said: 

"All the files you sent are .DDS files. Do you happen to have the .PSD files or uncompressed textures, maybe .TGA format or something like that? The .DDS format is is what loses quality, so I'd like to use the originals if you have them." 

Do you know what he means? 

Thanks. 

Reply #2837 Top

I put the TGA files for the Basestar and Hades in the SOTF folder that you downloaded 38.2 from. Those are the original files I use to create the DDS.

Let me know if you have issues pulling them down.

Reply #2838 Top

Quoting ZombiesRus5, reply 2837

I put the TGA files for the Basestar and Hades in the SOTF folder that you downloaded 38.2 from. Those are the original files I use to create the DDS.

Let me know if you have issues pulling them down.
End of ZombiesRus5's quote

Ok cool, found them. Thanks Z. 

Reply #2839 Top

Quoting ZombiesRus5, reply 2835

I "think" I ran through all the Cylon abilities and didn't encounter any immediate issues. This is good as the happy path of the abilities work good. That said there could be some odd scenarios with finish conditions or illegal targeting, etc that can come into more random play. Of course this makes it hard to identify given the complete lack of debugging tools for modders and the debug log doesn't appear to flush when a mini-dump occurs so we don't get all the info that maybe could have been logged.

On the good side though I fixed some more issues in the research tree for pre-req levels needed.

I also found another incomplete ability (System Override) on the Starbase. We might look at fleshing that out to match the ability description.

 
End of ZombiesRus5's quote

Should you send me this new version with the changes you've made above for testing, or just test the older one that I have now? 

Reply #2840 Top

Just noticed that the fighter squadrons for the alien ships (artifacts addon) say "string not found" when you click on them. Also, they're quite weak. 

Loving the new icons too by the way  :cylon:

Reply #2841 Top

Quoting Cylon_Luvr, reply 2840

Just noticed that the fighter squadrons for the alien ships (artifacts addon) say "string not found" when you click on them. Also, they're quite weak. 

Loving the new icons too by the way  :cylon:
End of Cylon_Luvr's quote

Thanks, fixed.

 

Reply #2842 Top

Here's some spreadsheets I've generated after some rebalancing the last couple days...

https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/summary_titan_stats.xlsx

https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/summary_capital_stats.xlsx

https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/summary_frigate_stats.xlsx

 

When you see durability that includes the 5% armor adjustments

When you see (10) that means level 10 for experience.

 

Reply #2843 Top

What do you think about moving Advanced Hybrid to Programming/Faith reducing it's research requirements and adding new research off of it to automatically increase in experience and levels overtime?

Reply #2844 Top

Quoting ZombiesRus5, reply 2843

What do you think about moving Advanced Hybrid to Programming/Faith reducing it's research requirements and adding new research off of it to automatically increase in experience and levels overtime?
End of ZombiesRus5's quote

Sounds interesting... yeah why not! 

Reply #2845 Top

I added a new icon for the evacuation protocol on the cylon moon.

I'll hopefully get a new test build out tomorrow.

 

Reply #2846 Top

Quoting ZombiesRus5, reply 2845

I added a new icon for the evacuation protocol on the cylon moon.

I'll hopefully get a new test build out tomorrow.

 
End of ZombiesRus5's quote

I think the mod is starting to look polished which is great. 

I just emailed you the link to download the new models for the Resurrection Hub, Resurrection Ship and the new Warstar starbase. 

Could you please make the below changes before the next build? 

- Weird bug where the first time you use the Nanostars "Enhanced Nanorobots" ability, the effect doesn't work. Seems to work for the second and subsequent times though.
- Djerba Baseship and Hades - AB raider squadron is repeated as two different types of squadrons, but they're actually the same. I think you may have developed a second type of AB raider so should one of them be changed to that? ie. the Guardian has two different types. 
- Natalie Faust ability (The Plan) is only for the Rebels. Natalie Faust was never a part of the Loyalist faction, only the rebel faction. Please change this back to the previous icon/description, which was Number Five Model.
- Djerba Baseship description is incorrect. It should be:

StringInfo
ID "IDS_CAPITALSHIP_DJERBA_DESCRIPTION"
Value "Representing the first evolutionary step to the modern Basestar, this slow and durable ship is primarily used to defend strategic positions."

- Please change the description for the Guardian Basestar as well:

StringInfo
ID "IDS_CAPITALSHIP_CYLONSUPPORT_DESCRIPTION"
Value "Long thought to be a myth, this experimental basestar contains the First Hybrid and its fanatical Centurion Guardians."

- Why have you created an AI only Titan build? Just curious. 

 

Reply #2847 Top

Quoting Mord_Sith84, reply 2846


Quoting ZombiesRus5,

I added a new icon for the evacuation protocol on the cylon moon.

I'll hopefully get a new test build out tomorrow.

 



I think the mod is starting to look polished which is great. 



End of Mord_Sith84's quote

I agree, looking very polished now. So much work has gone into it, and the models and effects are looking fantastic. Surely this mod should win some awards :D  

One questions though. what will be the impact on this mod if/when version 1.83 is released? will it be changed again to use the new features from the new version? 

Reply #2848 Top

Quoting Mord_Sith84, reply 2846

I just emailed you the link to download the new models for the Resurrection Hub, Resurrection Ship and the new Warstar starbase.
Could you please make the below changes before the next build?
End of Mord_Sith84's quote

Yeah, these should be easy to add in assuming they're still the same basic shape/size.

Quoting Mord_Sith84, reply 2846

- Weird bug where the first time you use the Nanostars "Enhanced Nanorobots" ability, the effect doesn't work. Seems to work for the second and subsequent times though.
End of Mord_Sith84's quote

That is odd. The effect looks cool though. Maybe there's something odd about loading it the first time.

Quoting Mord_Sith84, reply 2846

- Djerba Baseship and Hades - AB raider squadron is repeated as two different types of squadrons, but they're actually the same. I think you may have developed a second type of AB raider so should one of them be changed to that? ie. the Guardian has two different types.
End of Mord_Sith84's quote

Sounds like a copy/paste issue. Easy enough to fix

Quoting Mord_Sith84, reply 2846

- Natalie Faust ability (The Plan) is only for the Rebels. Natalie Faust was never a part of the Loyalist faction, only the rebel faction. Please change this back to the previous icon/description, which was Number Five Model. - Djerba Baseship description is incorrect. It should be:
End of Mord_Sith84's quote

Ok

Quoting Mord_Sith84, reply 2846

- Why have you created an AI only Titan build? Just curious.
End of Mord_Sith84's quote

There's a bug they fixed in 1.83 (supposably) where the AI will literally stop building ships when it wants to build a Titan. Now mind you the AI neither has the titan research full, resources, free supply or free capital supply (whichever the case may be), but it keeps the TItan in the top of the build queue. As long as the Titan stays in the top of the build queue nothing happens, and it can stay that for a long time or forever if it never gets the 4th research lab.

The AI only concept is in the current moddb release and I added it back into the private build since it's still on 1.82. It was pulled out with the 1.83 code and it was put back in during one of our builds.

The AI only change is to allow the AI to build it's Titan once available capital/fleet supply is available and free up it's frigate/capital queue to actually building ships. I've taken the philosophy that the AI is incapable of saving the credits needed to build the Titan given all the other things it wastes money on like planet upgrades/etc.

I've had a few different iterations on how to avoid this bottleneck and so far this is the most consistent as the only cheat the AI gets is in cost to build.

I've also thought about making this a one-time only perk for the AI. In this scenario the AI would get a placeholder Titan at game start and then spawn in the Titan when the appropriate conditions are met.

Regardless when 1.83 ships I plan to remove the AI only titan so I'm not too concerned about the AI bonus right now.

Quoting Cylon_Luvr, reply 2847

One questions though. what will be the impact on this mod if/when version 1.83 is released? will it be changed again to use the new features from the new version?
End of Cylon_Luvr's quote

I had already made the changes to support 1.83 and then backed them out. I'll re-apply them when 1.83 becomes stable.

Reply #2849 Top

Z, comment from the artist about the worldstar, hades and basestar: 

"I've done this for the -cl map as those were the only type I could find in the attached images. Do you happen to have the -nm map as well without compression so I can regenerate those changes as well?" 

Do you know what he is talking about? 

Reply #2850 Top

Quoting Mord_Sith84, reply 2849

Z, comment from the artist about the worldstar, hades and basestar: 

"I've done this for the -cl map as those were the only type I could find in the attached images. Do you happen to have the -nm map as well without compression so I can regenerate those changes as well?" 

Do you know what he is talking about? 
End of Mord_Sith84's quote

Yes I know..., the artists however for those models never provided normal maps. I put in what I have, though I generated them using NVidia's Normalmap plugin off the -cl map. I'm guessing he already knows how to do this.