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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!

 

 

8,578,284 views 3,050 replies +1 Loading…
Reply #2776 Top

Quoting ZombiesRus5, reply 2773


Quoting Mord_Sith84,

The models, icons etc look really good so far Z, awesome. 

Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented. 

Unfortunately I can't really test much (other than playing around with the new models) until this stuff has been implemented. 

I know its a lot of work, and I apologise for that (I have sent through heaps of stuff over past months), but I've tried to do as much as I can with my limited skills. There is just some stuff that I can't do. 



Here is what's in this build. The other changes had to be for a different iteration. Try doing to much at once and it can cause issues trying to track down problems...

AbilityCylonCapitalShipHeavyFallout.entity - Removed Research Prerequisite
AbilityCylonEMP.entity - New
AbilityCylonFirstHybrid.entity - New
AbilityCylonHybridUpgrades.entity - New
AbilityCylonLockdownVirus.entity - Changed effect to Buff_CylonEye, changed Icon to disorientation virus
AbilityCylonPulsarCannon.entity - New
AbilityCylonRaiderSwarm.entity - New
AbilityCylonResurrectionBasestar.entity - Changed icon
AbilityCylonResurrectionBoardingstar.entity - Changed icon
AbilityCylonResurrectionHeavy.entity - Changed icon
AbilityCylonResurrectionLight.entity - Changed icon
AbilityCylonResurrectionWorldstar.entity - Changed icon
AbilityCylonSubversion.entity - Changed icon
BuffCylonEMPSelf.entity - New
BuffCylonEMPTarget.entity - New
BuffCylonEnhancedNanoRobots.entity - Increased antiMatterFromDamagePerc. Note: I did not change the ability from a passive as that would make it less powerful. This ability is meant to increase anti-matter when damage is taken so requiring anti-matter to cast it is counter-intuitive
BuffCylonFirstHybrid.entity - New
BuffCylonHybridUpgrades.entity - New
BuffCylonPulsarCannon.entity - New
BuffCylonResurrectCapitalBeacon.entity - Added super basestars
CAPITALSHIP_CYLONBATTLESHIP.entity - ability:0 "AbilityCylonLockdownVirus"
CAPITALSHIP_CYLONGUARDIAN.entity - New

CAPITALSHIP_CYLONHADES.entity -

ability:0 "AbilityCylonPulsarCannon"
ability:2 "AbilityCylonEMP"
ability:3 "AbilityCylonSubversion"


CAPITALSHIP_CYLONHYBRID.entity - New
CAPITALSHIP_CYLONSIEGE.entity - Removed
CAPITALSHIP_CYLONSUPERBASESTAR.entity - New
CAPITALSHIP_CYLONSUPPORT.entity - Removed

FrigateCylonColony.entity - changed icon/mesh to old guardian mkI
FrigateCylonUtility0.entity - changed icon/mesh to old guardian mkI
PlayerCylon.entity - added new ship entities
PlayerCylonRebel.entity - added new ship entities
RandomEventPartisansCylon.entity - added new superbasester
RESEARCHSUBJECT_CYLON_FRIGATEACCESS_UTILITY0.entity - changed icon

English.str - new strings added for new abilities and ships

End of ZombiesRus5's quote

Awesome, thanks Z. 

Reply #2777 Top
Quoting ZombiesRus5, reply 2775

Changing from my understanding causes the AI to not randomly build capital ships. 


Removing shields causes mitigation to no longer work which is a feature of the mod for point-defense weapons.

Adding a shield mesh with the point-defense mitigation in place causes odd behavior.

I'll look at the balancing changes compared to my notes. I had the ships balanced out by armor and hull to be comparable to their counterparts initially.

End of ZombiesRus5's quote

The cost to build cap ships, their stats etc vary for Advent, Vasari and TEC, and the AI still builds their caps? 

No probs with the shields, makes sense to balance everything out. 

 

Quoting ZombiesRus5, reply 2775

 

They had shields before. Do you mean a shield mesh? I can look at creating a properly sized shield for them.

End of ZombiesRus5's quote

Yep, meant to say shield mesh. I've fitted some awkward looking ones at the moment, but if you are able to create properly sized ones, that would be awesome!

Quoting ZombiesRus5, reply 2775

The Cloak ability is not a good fit for artifacts as they have to be always on (i.e. there is no way to control when to cast the ability).

End of ZombiesRus5's quote

I've set a finished condition for TimeElapsed. In my view, they don't always have to be "on". Its a temporary ability that needs to be used by the player at a strategic time/place. I really like this artifact and I would love to see it in there. It seems to be very "alien" tech. 

Reply #2778 Top

The cost does not vary with Tech, Advent or Vasari on capital ships.

I'll make a shield mesh for the aliens.

There is no way to strategically cast an artifact abilility. Your ship would out of your control be placed into a cloaked mode removing it from the battle seemingly randomly. Artifact abilities should be limited to always on type of buffs. I like the idea but artifacts just dont fit with it.

Reply #2779 Top

Quoting ZombiesRus5, reply 2778

The cost does not vary with Tech, Advent or Vasari on capital ships.

End of ZombiesRus5's quote

Ok, but I can still vary the hull points, slot count, armour, hull restore rate, antimatter. 

Quoting ZombiesRus5, reply 2778

There is no way to strategically cast an artifact abilility. Your ship would out of your control be placed into a cloaked mode removing it from the battle seemingly randomly. Artifact abilities should be limited to always on type of buffs. I like the idea but artifacts just dont fit with it.
End of ZombiesRus5's quote

We will have to agree to disagree on this. I have set all of my artifacts to not autocast, so that it can be strategically used at my choosing. In my own personal version I will have this artifact. 

Reply #2780 Top

Quoting Mord_Sith84, reply 2779

Ok, but I can still vary the hull points, slot count, armour, hull restore rate, antimatter. 
End of Mord_Sith84's quote

Yes.

Quoting Mord_Sith84, reply 2779

We will have to agree to disagree on this. I have set all of my artifacts to not autocast, so that it can be strategically used at my choosing. In my own personal version I will have this artifact. 
End of Mord_Sith84's quote

We may be talking different points here. I'm referring to the Buff applied to the targeted ship. There is no way once the buff is applied to the targeted ship to control when the Buff is applied other than the conditions placed into the buff. If you have found a way to conditionally control when the Buff is activated once already applied to the targeted ship I'm all ears.

I get the sense you mean you turned off auto-casting from the Artifact itself. In this sense you could control when the artifact is initially applied and to which capital ship, however the AI would be unable to apply artifacts if the autocast is turned off.

Let me know...

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Reply #2781 Top

Quoting Mord_Sith84, reply 2777

No probs with the shields, makes sense to balance everything out. 
End of Mord_Sith84's quote

I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore that render the shield mesh inert until we apply the artifact. If I can get that working we'll buff the shield artifact to make it more worthwhile and integrate with the BSG ships better.

Reply #2782 Top

+1 Loading…
Reply #2783 Top

Quoting ZombiesRus5, reply 2781


Quoting Mord_Sith84,

No probs with the shields, makes sense to balance everything out. 



I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore that render the shield mesh inert until we apply the artifact. If I can get that working we'll buff the shield artifact to make it more worthwhile and integrate with the BSG ships better.

End of ZombiesRus5's quote

Unfortunately I was reminded why it is setup the way it is after trying again. There is no way to grant a shield restore rate to a ship. The only modifier for shield restore rate is a % based modifier. 

Reply #2784 Top

Quoting ZombiesRus5, reply 2783


Quoting ZombiesRus5,






Quoting Mord_Sith84,



No probs with the shields, makes sense to balance everything out. 



I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore that render the shield mesh inert until we apply the artifact. If I can get that working we'll buff the shield artifact to make it more worthwhile and integrate with the BSG ships better.



Unfortunately I was reminded why it is setup the way it is after trying again. There is no way to grant a shield restore rate to a ship. The only modifier for shield restore rate is a % based modifier. 

End of ZombiesRus5's quote

Aaarrgh!!!! So frustrating!!!! 

Reply #2785 Top
Quoting ZombiesRus5, reply 2782
Reduced 29%
Original 1920 x 1058


End of ZombiesRus5's quote

Looks really good!

Reply #2786 Top

I've had a look at the mod, the new ship models are great 😆

I have a list of some changes. Should I post them now or wait until the next release? 

Reply #2787 Top

Quoting ZombiesRus5, reply 2780


I get the sense you mean you turned off auto-casting from the Artifact itself. In this sense you could control when the artifact is initially applied and to which capital ship, however the AI would be unable to apply artifacts if the autocast is turned off.

Let me know...

End of ZombiesRus5's quote

Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not. 

Reply #2788 Top

Quoting Mord_Sith84, reply 2787

Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.
End of Mord_Sith84's quote

So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a personal modification for artifacts to suit your needs.

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Reply #2789 Top

Fixed Sleeper Agents. It will attach to enemy frigates and will add a probe on whatever planet they are on until it ends or they hyperspace out  :cylon:

Fixed missing mainview icons for TOS and AB TOS raider.

Added Hard points to Hybrid and Guardian basestars.

Added in new functionality from Mord_Sith.

Reply #2790 Top

Quoting ZombiesRus5, reply 2788


Quoting Mord_Sith84,

Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.



So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a personal modification for artifacts to suit your needs.

End of ZombiesRus5's quote

Sounds good mate, thanks

Reply #2791 Top

Quoting ZombiesRus5, reply 2789

Fixed Sleeper Agents. It will attach to enemy frigates and will add a probe on whatever planet they are on until it ends or they hyperspace out  :cylon:

Fixed missing mainview icons for TOS and AB TOS raider.

Added Hard points to Hybrid and Guardian basestars.

Added in new functionality from Mord_Sith.
End of ZombiesRus5's quote

Nice!!! I should have some more new models for you again soon. 

 

Reply #2792 Top

Quoting ZombiesRus5, reply 2788


Quoting Mord_Sith84,

Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.



So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a personal modification for artifacts to suit your needs.

End of ZombiesRus5's quote

Could you also please include the Strings? 

Reply #2793 Top

Quoting Mord_Sith84, reply 2792


Quoting ZombiesRus5,






Quoting Mord_Sith84,



Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.



So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a personal modification for artifacts to suit your needs.



Could you also please include the Strings? 

End of Mord_Sith84's quote

Yep, already included those.

Reply #2794 Top

Wanted to let you guys know I'll have a new test version to download this week. Will PM it when ready.

Reply #2795 Top

I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. 

The hub will use the Frigate Colonizer AI. 

I'll want your feedback on that approach and ways to maybe improve it when you get the new build  :cylon:

Reply #2796 Top

Quoting ZombiesRus5, reply 2795

I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. 

The hub will use the Frigate Colonizer AI. 

I'll want your feedback on that approach and ways to maybe improve it when you get the new build  :cylon:
End of ZombiesRus5's quote

Oh wow how did you manage to do that? I played around with that for ages trying to get that to work. I didn't think it was possible to jump a superweapon? 

Will be interesting to see how the AI uses it if it has a colonizer AI. 

So no issues with the Titan ability to spawn the Hub? 

Reply #2797 Top

Quoting ZombiesRus5, reply 2794

Wanted to let you guys know I'll have a new test version to download this week. Will PM it when ready.
End of ZombiesRus5's quote

Nice! can't wait. 

I've also emailed you the entity files for the Cap ships. I've made the build cost the same again, but I've created more individuality by modifying hull points, armor, antimatter, command points etc. 

I've also sent you the new files for AbilityCylonEnhancedNanoRobots. I've added the new effect which has been specifically designed for this ability. Not sure if you could add this to the new build? 

Reply #2798 Top

Quoting ZombiesRus5, reply 2795

I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. 

The hub will use the Frigate Colonizer AI. 

I'll want your feedback on that approach and ways to maybe improve it when you get the new build  :cylon:
End of ZombiesRus5's quote

Very cool  :dur:

Reply #2799 Top

Z, I just emailed you the new models for the envoy, worldstar and boomer. 

Reply #2800 Top

Thanks, I got them.

Here's an update Ragnar texture I'm putting together: