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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!

 

 

8,578,785 views 3,050 replies +1 Loading…
Reply #1001 Top

Quoting gladiatormaster87, reply 1001
I've got to be honestly fair, if I remember the talk correctly, the Cetus was the ship that left Kobol. With that size of a ship the Columbia/Jupiter class battlestars were more than likely not the first Battlestars that the Colonials made, but most likely the first of the Cylon war. Also, there's is this: End of gladiatormaster87's quote
">http://en.battlestarwiki.org/wiki/Galactica_type_battlestar#Notes[/quote]

I don't recall where I read it, but this classification was never official. It was as that note said, something the artist tagged it with.

Reply #1002 Top

I wasn't saying the class, I was just saying that it was a high possibility that Galactica's line was not the first Battlestars.

Reply #1003 Top

Galactica is one of the first 12 Colonial battlestars. there may have been some before that. the Mercury class is the last of the colonial battlestar classes to be produced, least that's my understanding of it.

Reply #1005 Top

Quoting gladiatormaster87, reply 1005
Just know realized, I had the 1,000th post! Win!
End of gladiatormaster87's quote

k1

Reply #1006 Top

hi im having trouble activating the mod for rebellion i tried but all that happens is the game crashes. can you give me any advice on what im missing. I did follow your video and i only downloaded the rebellion one. If im missing something please let me know

 

okay i got it to play but as soon as i went into battle i crashes :\

Reply #1007 Top

Looks awesome, wish I could try it.

The core mod (SotF Core Reb.0) causes my game to mini-dump when enabled.

Using the most recent "Rebellion.0.4.7z" download

Reply #1008 Top

Actually the Valkyrie class was the last Battlestar design. mercury class was built to replace the Columbia class. Then Adar started downsizing the fleet. Building Valkyries instead of mercury's.

Reply #1009 Top

Quoting Stalcore, reply 1009
Actually the Valkyrie class was the last Battlestar design. mercury class was built to replace the Columbia class. Then Adar started downsizing the fleet. Building Valkyries instead of mercury's.
End of Stalcore's quote

 

I stand corrected. I also agree with Admiral Adama, Adar is a moron.

Reply #1010 Top

Yeah, its not working for me either.  Plus it doesn't help that there are no instructions for Rebellion version and the zip has a bunch of broken files. Ship models look great posted here. 

Reply #1011 Top

If your having problems re download it and use the latest version of 7z to unzip it. you want to have them in this order in game.

Planet Mod, Militia Mod, the races you want,SOTF core mod Reb.0.  with the planet one at the top and the core at the bottom.

+1 Loading…
Reply #1012 Top

Quoting RIEiiIGIN, reply 1011
Yeah, its not working for me either.  Plus it doesn't help that there are no instructions for Rebellion version and the zip has a bunch of broken files. Ship models look great posted here. 
End of RIEiiIGIN's quote

The instructions are the same for Diplomacy or Rebellion and the zips aren't broken. Are you using the latest version of 7zip as Arfoire suggested?

Reply #1013 Top

Quoting Arfoire, reply 1010

Quoting Stalcore, reply 1009Actually the Valkyrie class was the last Battlestar design. mercury class was built to replace the Columbia class. Then Adar started downsizing the fleet. Building Valkyries instead of mercury's.

 

I stand corrected. I also agree with Admiral Adama, Adar is a moron.
End of Arfoire's quote

So Say We All!

Reply #1014 Top

Quoting Arfoire, reply 1012
If your having problems re download it and use the latest version of 7z to unzip it. you want to have them in this order in game.

Planet Mod, Militia Mod, the races you want,SOTF core mod Reb.0.  with the planet one at the top and the core at the bottom.
End of Arfoire's quote

Thank you! I was assuming that the core mod needed to be top of the list, and that race needed to be above militia.

Still crashed with nothing but the core mod enabled when i tried earlier, but I'll try again with a race+core mod tomorrow.

Reply #1015 Top

Okay, it works now per your instructions. Did Sins Plus planet mod, then colonial militia mod, colonial & cylon race, and then SOTF core mod. 

The splash graphic with the teeth, flesh thing is unreadable. Just nitpicking. 

The main menu however was nothing but "BattlestarGalactic: Sins of the Fallen" and a cylon graphic. You press enter and you can still get into the single player menus, which look fine.

My first game I started with the Colonials. Viper models are awesome, great job. Got the Battlestar Galactica and went for the nearest planet.

So I warp to my first planet, noticed the warp gfx is not there (understandable). Proceeded to fight, and the game crashed under no warning.

Started another game, but with Cylons. They look amazing. I didn't notice any bugging with them except the militia they would fight. Their firing mechanics weren't there. Cylons, wow, that basestar is just like the show, kudos. 

Okay, so this went a little better, got 2 planets captured but the game crashed...however, with an error that Sins had to close down.

All in all, I just wanted to see it in action, great job so far.

Reply #1016 Top

Oh, about the menu, impossible to get to anything else. Have to go into the files to turn off mod.

Reply #1017 Top

Quoting RIEiiIGIN, reply 1016
Okay, it works now per your instructions. Did Sins Plus planet mod, then colonial militia mod, colonial & cylon race, and then SOTF core mod. 

The splash graphic with the teeth, flesh thing is unreadable. Just nitpicking. 

The main menu however was nothing but "BattlestarGalactic: Sins of the Fallen" and a cylon graphic. You press enter and you can still get into the single player menus, which look fine.
End of RIEiiIGIN's quote

I'm assuming this is Trinity/Diplomacy based on your issue. This mod is compatible with the latest 1.34 version. You need to update.

Also, please fully read my instructions which are clearly linked at the top of the OP.

Quoting RIEiiIGIN, reply 1016
So I warp to my first planet, noticed the warp gfx is not there (understandable). Proceeded to fight, and the game crashed under no warning.
End of RIEiiIGIN's quote

I'm assuming here you have your effects settings way to high. This mod will crash if you don't observe the recommended effect settings.

 

Reply #1018 Top

Quoting Ressy999, reply 1015
Thank you! I was assuming that the core mod needed to be top of the list, and that race needed to be above militia.

Still crashed with nothing but the core mod enabled when i tried earlier, but I'll try again with a race+core mod tomorrow.
End of Ressy999's quote

 How To Install Sins of the Fallen R5 & R6

 How to Activate Sins of the Fallen R5 or Higher

Reply #1019 Top

Quoting ZombiesRus5, reply 1018

I'm assuming this is Trinity/Diplomacy based on your issue. This mod is compatible with the latest 1.34 version. You need to update.

 
End of ZombiesRus5's quote

 

Its the Rebellion 1.031

Reply #1020 Top

TBH this is one of the few times that I actually bothered to read the readme and other stuff on setting up the game.

Reply #1021 Top

Quoting RIEiiIGIN, reply 1020



Quoting ZombiesRus5,
reply 1018

I'm assuming this is Trinity/Diplomacy based on your issue. This mod is compatible with the latest 1.34 version. You need to update.

 


 

Its the Rebellion 1.031
End of RIEiiIGIN's quote

Then you've have something wrong on your end. Delete the mod, re-download, re-install and follow the activation guide and see if this fixes your problem.

Reply #1022 Top

Quoting Arfoire, reply 1021
TBH this is one of the few times that I actually bothered to read the readme and other stuff on setting up the game.
End of Arfoire's quote

I understand. Most sins mods are fairly simple with a single mod folder to activate. Then there are mods like this such as Sins of a Galactic Empire which has a similar Race/Core structure or even Distant Stars with all it's addons.

I will release what I call a baked version eventually for B&C, but not until I'm close to completion. Baked basically means I'll combine the major content that makes up B&C into a single mod folder so people that don't understand all the stacking possibilities can still play it.

The final release of SotF for rebellion will also be much more optimized such that you should be able to play on mostly higher settings when loading 3 or maybe 4 factions from the 11 available. I'll be doing this by ensuring the Advent, TEC, and Vasari resources only load when those races are stacked in the activation. Currently the resources for these factions are still loaded even if you are only stacking Colonial and Cylons, hence effects need to be set to High/Medium/Low (Ship/Extras/Bump) for most systems currently.

Reply #1023 Top

When will the relese with the new abilities be available they sound alot better

Reply #1024 Top

Quoting jason8648776, reply 1024
When will the relese with the new abilities be available they sound alot better
End of jason8648776's quote

6-8 months maybe

Reply #1025 Top

The new Icons look great Z. :beer: