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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!

 

 

8,578,362 views 3,050 replies +1 Loading…
Reply #2526 Top

Here you go: 

Chromium KEW Rounds
New chromium alloys improve the impact force of all autocannon weapons, resulting in increased damage.

Enhanced Propellants
New cartridge propellants result in higher muzzle velocities, increasing the damage of all autocannon weapons.

Tylium Rounds
A highly explosive Tylium charge is added to all rounds, further increasing damage.

Reply #2527 Top

I always thought the "Pulsar" weapons were referencing the canon type weapons unique to the Cylon Colony in the series finale, and I had perceived those in of themselves to be a homage to the original series by suggesting a similar technological progression. 

To me, the "Point Defense Pulsars" are just fine, but that's just me.

Reply #2528 Top

Quoting Cavil_Volente, reply 2527

I always thought the "Pulsar" weapons were referencing the canon type weapons unique to the Cylon Colony in the series finale, and I had perceived those in of themselves to be a homage to the original series by suggesting a similar technological progression. 

To me, the "Point Defense Pulsars" are just fine, but that's just me.
End of Cavil_Volente's quote

It was meant to be a homage, but it's not to suggest that Cylons or Colonials fire any energy based weapons.

Quoting Mord_Sith84, reply 2526

Here you go: 

Chromium KEW Rounds
New chromium alloys improve the impact force of all autocannon weapons, resulting in increased damage.

Enhanced Propellants
New cartridge propellants result in higher muzzle velocities, increasing the damage of all autocannon weapons.

Tylium Rounds
A highly explosive Tylium charge is added to all rounds, further increasing damage.
End of Mord_Sith84's quote

Sounds good.

Reply #2529 Top

This Battlestar will only deploy Heavy Bombers and will have some limited offensive and defensive capabilities. The Heavy Bombers will have Antimodule based weapons only. I need to decide on how this will be balanced cost/dps wise but have wanted to give the Colonials dedicated anti-module unit.

Reply #2530 Top

I decided for the other battlestars the CDF and the Colonial Separatists will each get a new carrier centric variant. These will be available more mid/late game and will be capable of producing Viper MKII/MKVII and Raptors.

CDF: Acropolis Battlestar

Separatists: Heracles Battlestar (not shown)

Both: Atlas Battlestar (Anti-module unit)

Reply #2531 Top

...

Reply #2532 Top

....

Reply #2534 Top
Quoting ZombiesRus5, reply 2523

If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...



This might be possible. I'll see if I can normalize their shield recharge rate which should allow them to recharge a shield granted from an artifact.

End of ZombiesRus5's quote

Hey Z, did this work? 

Reply #2535 Top

Quoting Mord_Sith84, reply 2522


Quoting Cylon_Luvr,

Mord, how did you go with the Guardian model? 

Just converted it to .obj and have emailed to Z. 

End of Mord_Sith84's quote

Did this work out for you guys? 

Reply #2536 Top

Question... is the superiority of cylon FTL evident compared to Colonial? Cylon FTL should generally be much more efficient. Do they have more tech advancements compared to Colonial? 

Maybe they should also have tech where they can jump from deeper within the gravity well.

Reply #2537 Top

Quoting Mord_Sith84, reply 2522


Quoting Cylon_Luvr,

Mord, how did you go with the Guardian model? 



Just converted it to .obj and have emailed to Z. 

End of Mord_Sith84's quote

It didn't appear to convert without errors and it's size is to large as I feared. If there was a modeler who wanted to jump on it I would work on getting it in.

Reply #2538 Top

Quoting Cylon_Luvr, reply 2536

Question... is the superiority of cylon FTL evident compared to Colonial? Cylon FTL should generally be much more efficient. Do they have more tech advancements compared to Colonial? 

Maybe they should also have tech where they can jump from deeper within the gravity well.
End of Cylon_Luvr's quote

There is a vasari type tech like this that shrinks the gravity well.

Reply #2539 Top

It's a patch. Overlay 1.82.36.0 and let me know what you think.

It adds maelstrom stars

Fixes resurrection and balances it

Adds new units to colonials

Significant rebalance to colonial frigate/cruisers to make their numbers more viable

Tweaked the default particle effects for colonials

Removed the flak sound effects on battlestars for better immersion

Shifted dialogue around on battlestars

Maybe some other stuff I can't remember.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z

 

Reply #2540 Top

Quoting ZombiesRus5, reply 2538


Quoting Cylon_Luvr,

Question... is the superiority of cylon FTL evident compared to Colonial? Cylon FTL should generally be much more efficient. Do they have more tech advancements compared to Colonial? 

Maybe they should also have tech where they can jump from deeper within the gravity well.



There is a vasari type tech like this that shrinks the gravity well.

End of ZombiesRus5's quote

Not a bad idea... What do you think Z? Could be the same as Vasari "Gravity Tolerance" research. 

Should be Megaluminal FTL (prerequisite)--> then "Gravity FTL Algorithm"

description: 
An advanced algorithm grants faster jump calculations, allowing ships to initiate an FTL jump deeper in a planet's gravity well.

I'll send you an icon Z. Up to you if you want to include this research or not. 

Reply #2541 Top

Quoting ZombiesRus5, reply 2539

It's a patch. Overlay 1.82.36.0 and let me know what you think.

It adds maelstrom stars

Fixes resurrection and balances it

Adds new units to colonials

Significant rebalance to colonial frigate/cruisers to make their numbers more viable

Tweaked the default particle effects for colonials

Removed the flak sound effects on battlestars for better immersion

Shifted dialogue around on battlestars

Maybe some other stuff I can't remember.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z

 
End of ZombiesRus5's quote

Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build. 

Reply #2542 Top

Quoting Mord_Sith84, reply 2541


Quoting ZombiesRus5,

It's a patch. Overlay 1.82.36.0 and let me know what you think.

It adds maelstrom stars

Fixes resurrection and balances it

Adds new units to colonials

Significant rebalance to colonial frigate/cruisers to make their numbers more viable

Tweaked the default particle effects for colonials

Removed the flak sound effects on battlestars for better immersion

Shifted dialogue around on battlestars

Maybe some other stuff I can't remember.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z

 



Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build. 

End of Mord_Sith84's quote

The image and sting changes are in also.

Reply #2543 Top

Hey Zombies,

Just had a go with the patch on and noticed a few things to mention.

- Is the warstar meant to replace the defender class? As I noticed the warstar missile research but couldnt find the ship to build.

- My skybox was completely black on the main menu and in game, but I turned it on and off in effects and the normal sins skybox loaded. I wasn't sure whether the STA skybox was in this patch or not.

-Botanical crusiers image was missing.

The new colonial particles and effects are great! I love the flak one!

I noticed a new cylon Y star aswell :) thats cool!

The new prices for the colonial ships seems better too and I like that you can research the ship taxation and FRAK YOU without doing the final tier high yield research.

This seems like a great patch so far from what I've seen (have only played as colonial rebel atm) , I really like the direction its going in!

Thanks for all the hardwork you put in, its such a great mod! :cylon:

+1 Loading…
Reply #2544 Top

@WHITE9008  k1

Yes, Warstar will replace the defender light frigate for colonial rebels. that apparently didn't make it in the patch.

The skyboxes is another patch bugaboo. I tried deleting old files from the 7z but then notices several files got nixed (mostly images) because their timestamp didn't change when I pasted them in the mod. Most of these will be new Stars from Maelstrom and a few of the Skyboxes from STA3 (all used with permission).

I'm open to more changes on the base Colonial or Cylon effects... Starting to learn some of what make particles tick.

Ideas for particles on abilities are welcome too, just going to need to tackle particles slowly.

 

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.

I'll try for another maybe slightly larger patch and see if I can include some of the newer files. Trying to make patches suck once images are added...

 

Reply #2545 Top

Ok glad to help :)

I've been thinking aswell if its possible to add extra cap ship for cylons?

As the siege capital?

Just an idea as i thought that the existing basestar model could be used.

 

Also this one maybe?

As the command star cruiser?

Using the hades model scaled down with features of another basestar like the boardingstar for the arms?

Just some thoughts I've had.

Reply #2546 Top

Quoting ZombiesRus5, reply 2537


Quoting Mord_Sith84,






Quoting Cylon_Luvr,



Mord, how did you go with the Guardian model? 



Just converted it to .obj and have emailed to Z. 



It didn't appear to convert without errors and it's size is to large as I feared. If there was a modeler who wanted to jump on it I would work on getting it in.

End of ZombiesRus5's quote

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. 

Reply #2547 Top

Quoting ZombiesRus5, reply 2542


Quoting Mord_Sith84,






Quoting ZombiesRus5,



It's a patch. Overlay 1.82.36.0 and let me know what you think.

It adds maelstrom stars

Fixes resurrection and balances it

Adds new units to colonials

Significant rebalance to colonial frigate/cruisers to make their numbers more viable

Tweaked the default particle effects for colonials

Removed the flak sound effects on battlestars for better immersion

Shifted dialogue around on battlestars

Maybe some other stuff I can't remember.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z

 



Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build. 



The image and sting changes are in also.

End of ZombiesRus5's quote

Hey Z, I must be missing something.... just had another look and my changes don't seem to be in there? My changes are these ones(plus new descriptions for the autocannon weapons): 

 

Changes to "Hand of God"

Model Subsystems tree

Replace the images for “Biomechanical Resin” and “Compressed Resin” with the new icons that I have send to you. Change “Reactive Resin” and the description to:

Nanorobotic Layer

A layer of multiplying nanorobots are added to the surface of each ship, which gather at areas under sustained attack and absorb damage.


Point Defense Pulsars

Change "kinetic" to "energy"

 

Mega Pulsar

Also change "kinetic" to "energy"

 

Tactical Nuclear Missiles - Change to “Tylium Missiles” (all of the missiles fired by capital ships aren’t nuclear missiles!)

Change description to:

Refined Tylium precursor is weaponized and developed into a missile warhead, yielding tremendously enhanced damage.

 

Advanced Tactical Nuke - Change to “Enriched Tylium Missiles

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

 

Heavy Nuclear Missiles – Change to “Antimatter Nuke

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.

  

Changes to “Defense Systems” tree

Pulsar Cannons

Remove word "kinetic"

 

Other stuff

Basestar (capital ship)

Change “Low Yield Nuke” to “Nuclear Warheads”

Change description to:

Disperses nuclear warheads at multiple targets, yielding immense damage.

 

Guardian MkII

Change “High Yield Nukes” to “Fusion Nuke”

Change description to:

Plutonium isotopes are enriched with both antimatter and Tylium precursor, resulting in the ultimate warhead.

 

Change “Organic Armor” to “Enhanced Nanorobots”. There is also a new image to use, which I will email to you.

Change description to:

Advanced multiplying nanorobots swarm across the ships hull acting as a shield, which assimilate damage and convert it to antimatter.

 

General stuff:

* Need to add the rebel titan back into galaxy forge

* If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...

Reply #2548 Top

Quoting ZombiesRus5, reply 2542


Quoting Mord_Sith84,






Quoting ZombiesRus5,



It's a patch. Overlay 1.82.36.0 and let me know what you think.

It adds maelstrom stars

Fixes resurrection and balances it

Adds new units to colonials

Significant rebalance to colonial frigate/cruisers to make their numbers more viable

Tweaked the default particle effects for colonials

Removed the flak sound effects on battlestars for better immersion

Shifted dialogue around on battlestars

Maybe some other stuff I can't remember.

 

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z

 



Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build. 



The image and sting changes are in also.

End of ZombiesRus5's quote

Your changes aren't in there for me either. 

Reply #2549 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

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? 

Reply #2550 Top

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.