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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 #1501 Top

Quoting xcanukx, reply 1501
Hello, I just got the Rebellion version of the mod installed and I seem to be having an issue with the randomly generated maps. When the game starts, there are no phase lanes. I double checked to make sure they were not just hidden. I played one of the non random maps and everything was fine.  Has anyone else had this problem?
End of xcanukx's quote

It's the new competitive maps most likely. I have this fixed locally and am still looking for an opportunity to release the latest workings.

Been busy with the holidays and RL.

 

Reply #1502 Top

Quoting ZombiesRus5, reply 1501

Quoting xcanukx, reply 1501Hello, I just got the Rebellion version of the mod installed and I seem to be having an issue with the randomly generated maps. When the game starts, there are no phase lanes. I double checked to make sure they were not just hidden. I played one of the non random maps and everything was fine.  Has anyone else had this problem?

It's the new competitive maps most likely. I have this fixed locally and am still looking for an opportunity to release the latest workings.

Been busy with the holidays and RL.

 
End of ZombiesRus5's quote

Yeah, that happened with my mod as well with the Competitive maps. No idea why, maybe the other planets just didn't get created?

Reply #1503 Top

Yep, thats it. Just checked a few to be sure. Only happens on competitive maps, no matter if they are random or not. Glad its not just me, was starting to think there as an issue with my game.

Reply #1504 Top

The competitive maps all reference new planets; if you have custom entity.manifest files and GSDs, perhaps these new planets are not properly referenced?

Reply #1505 Top

Quoting Lavo_2, reply 1505
The competitive maps all reference new planets; if you have custom entity.manifest files and GSDs, perhaps these new planets are not properly referenced?
End of Lavo_2's quote

The issue with my mod was the GSD.

Reply #1506 Top

Quoting GoaFan77, reply 1506

Quoting Lavo_2, reply 1505The competitive maps all reference new planets; if you have custom entity.manifest files and GSDs, perhaps these new planets are not properly referenced?

The issue with my mod was the GSD.
End of GoaFan77's quote

same, which I've fixed. just no time.

Reply #1507 Top

 Hi, have some time so i make some playing, well lets say i try to do the testing but i think i put to much focus on eradicating colonial than on testing  :cylon:

So:

- so far i didn't find any problem with texture or performance (but i didn't check everything from all site so...)

- don't forget to put description in research what ship for cylon can build star-base, it take me a moment to remember with one, almost loose planet because of this  *_*

 

 - one time the game drop on me when i finish building Base-star, but it never happen again so maybe it was some one time glitch

 

 - well i can't tell much about colonials since they blow to fast for me to check them  :cylon: :cylon:

Love the mod, keep the good work  :D    

PS: you think about ships from Blood&Chrome series or you happy with what we have now? 

 

 

 

 

 

 

 

 

Reply #1508 Top

Hey, I'm having the most annoying mini-dump issue. The game is running fine, etc then perhaps 1-1.5hrs in the game mini-dumps. 

Usually whilst zooming in and out. I don't get the crash with vanilla or SOGE. I have also verified the integrity of the install twice, both times throwing up the re-download message. Another odd occurrence is the selection screen, I get either Fall of Kobol actual or Fall of Kobol with vanilla overlaid? I'll try the SVN check and re-install etc. But in the meantime any ideas?

 

Reply #1509 Top

Quoting nariat, reply 1509
Hey, I'm having the most annoying mini-dump issue. The game is running fine, etc then perhaps 1-1.5hrs in the game mini-dumps. 

Usually whilst zooming in and out. I don't get the crash with vanilla or SOGE. I have also verified the integrity of the install twice, both times throwing up the re-download message. Another odd occurrence is the selection screen, I get either Fall of Kobol actual or Fall of Kobol with vanilla overlaid? I'll try the SVN check and re-install etc. But in the meantime any ideas?

 
End of nariat's quote

What's your enabledmods.txt look like?

What effect settings are you running with?

Reply #1510 Top

Quoting koobalt, reply 1508
 Hi, have some time so i make some playing, well lets say i try to do the testing but i think i put to much focus on eradicating colonial than on testing  

So:

- so far i didn't find any problem with texture or performance (but i didn't check everything from all site so...)

- don't forget to put description in research what ship for cylon can build star-base, it take me a moment to remember with one, almost loose planet because of this 

 

 - one time the game drop on me when i finish building Base-star, but it never happen again so maybe it was some one time glitch

 

 - well i can't tell much about colonials since they blow to fast for me to check them 

Love the mod, keep the good work     

PS: you think about ships from Blood&Chrome series or you happy with what we have now? 

Reduced 71%Original 800 x 533
End of koobalt's quote

 

Hey Koobalt, I'm working on research trees for Cylons at the moment.... I really respect what you were talking about now Z... requires a lot of planning! 

 

 

Reply #1511 Top

Quoting ZombiesRus5, reply 1510
What's your enabledmods.txt look like?

What effect settings are you running with?

End of ZombiesRus5's quote
TXT

Version 0
enabledModNameCount 7
enabledModName "SotF Planets SinsPlus Reb.QA"
enabledModName "SotF Militia Colonial Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Advent Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Race Vasari Reb.QA"
enabledModName "SotF Core Reb.QA"

Video
Anti-aliasing 2 samples and 2x tecture filtering. 
Windowed mode
Shadows high
Planet detail high
Ship - high, medium and medium
Building - high, medium and medium.
Bloom disabled with all others on.
Exhaust trail - max
 
Good or bad?
 
Thanks for your help :)
Reply #1512 Top

Quoting Cylon_Luvr, reply 1511
Hey Koobalt, I'm working on research trees for Cylons at the moment.... I really respect what you were talking about now Z... requires a lot of planning! 
End of Cylon_Luvr's quote

It is and I really appreciate you taking on the Cylons. I'm hoping it will be the kick in the butt they need to finish off.

Quoting nariat, reply 1512
Video
Anti-aliasing 2 samples and 2x tecture filtering. 
Windowed mode
Shadows high
Planet detail high
Ship - high, medium and medium
Building - high, medium and medium.
Bloom disabled with all others on.
Exhaust trail - max
End of nariat's quote

It sounds like a memory issue or video card issue if it mainly occurs when zooming in and out of battles. To troubleshoot start up the Windows Task Manager and monitor the memory utilization of Sins when it mini-dumps. If it's somewhere between 1.7-2GB, I would try decreasing your graphics settings starting with Bump. 

 

Reply #1513 Top

Tested the memory and g card for errors etc not rising above 1.3gb on the huge map (5 stars 147 planets). The dump occurres in the saved game, not tried a new game yet. Is there anyway to view the mini dump files? Dropped the bump to low with no improvement.

Brilliant MOD though mate. 

 

Reply #1514 Top

Cylon_Luvr i have this small idea for you. The cylon have 7 models from 1 to 6 and 8 and final 5 and the 7 that 1 get rid of...

but to my idea is a 8 research, finishing one unlock the next one, and additional research to this one so maybe i will paint this:

 

When i watch the serial i always have feeling like each model have a role in cylon community:

1- religious one

2- mystic one

3- politic

4- doctor

5- bureaucrat

6 - invigilator

7 - musician

8- soldier/pilot

so like on image when we research one model we unlock something or receive some bonus, and we unlock the research of next model and unlock additional research to this model. Please think about this idea.

 

Reply #1515 Top

Quoting nariat, reply 1514
Tested the memory and g card for errors etc not rising above 1.3gb on the huge map (5 stars 147 planets). The dump occurres in the saved game, not tried a new game yet. Is there anyway to view the mini dump files? Dropped the bump to low with no improvement.

Brilliant MOD though mate. 

 
End of nariat's quote

Mini-dumps are one of the most frustrating things to isolate because we have no tools to investigate them.

Sometimes it's possible to get lucky and identify what is happening when the mini-dump occurs and fix it.

 

Reply #1516 Top

Yep mini-dumps are very annoying! So I tested SOGE 4hrs max settings etc all ok. The only constant with the Fall of Kobol and min-dumps happens to be the AI 'has completed a titan' announcement. Quite literally within seconds. Not sure what this could be, I assume it must be a passive ability or something... I re-installed Sins Reb and re-downloaded the mod to no avail. Again, great mod and just trying to help :grin:

Reply #1517 Top

Quoting nariat, reply 1517
Yep mini-dumps are very annoying! So I tested SOGE 4hrs max settings etc all ok. The only constant with the Fall of Kobol and min-dumps happens to be the AI 'has completed a titan' announcement. Quite literally within seconds. Not sure what this could be, I assume it must be a passive ability or something... I re-installed Sins Reb and re-downloaded the mod to no avail. Again, great mod and just trying to help
End of nariat's quote

Can you post the save game? I might be able to narrow it down.

Reply #1518 Top

Quoting koobalt, reply 1508
Love the mod, keep the good work     

PS: you think about ships from Blood&Chrome series or you happy with what we have now? 
End of koobalt's quote

I am happy with what we have as I don't have any time to get new models into the game.

Reply #1519 Top

Quoting ZombiesRus5, reply 1518
Can you post the save game? I might be able to narrow it down.
End of ZombiesRus5's quote

I would but I deleted the games, plus the recycle bin is now empty. I'm sure it will happen again :)

Reply #1520 Top

Quoting nariat, reply 1520

Quoting ZombiesRus5, reply 1518Can you post the save game? I might be able to narrow it down.

I would but I deleted the games, plus the recycle bin is now empty. I'm sure it will happen again
End of nariat's quote

Really! I hardly ever delete that shit.

The best thing you can do when it repro's is send me the save game just prior.

Along with your enabled mods text ;)

Reply #1521 Top

Quoting koobalt, reply 1515
Cylon_Luvr i have this small idea for you. The cylon have 7 models from 1 to 6 and 8 and final 5 and the 7 that 1 get rid of...

but to my idea is a 8 research, finishing one unlock the next one, and additional research to this one so maybe i will paint this:

 

When i watch the serial i always have feeling like each model have a role in cylon community:

1- religious one

2- mystic one

3- politic

4- doctor

5- bureaucrat

6 - invigilator

7 - musician

8- soldier/pilot

so like on image when we research one model we unlock something or receive some bonus, and we unlock the research of next model and unlock additional research to this model. Please think about this idea.

 
End of koobalt's quote

 

Sounds good Koobalt... although Number 1 model (Cavil) certainly isn't religious... I'll think of something else. The Cylon Loyalists will use the model that you have created above, considering that they are a faction dominated by the humanoid models. 

The Rebel Cylons focus more upon advanced Centurion design i.e. advancing non-biological concepts (such as the removal of the Telencephalic inhibitor), and therefore they wont use the research structure you have suggested above. 

Koobalt - do you think that you would have time to design Trade Port for Cylon. Currently no models exists... I'm thinking it could look like this? 

Reply #1522 Top

Another thing... from game start, the Cylon races will not generate any credits from Population/taxation. Planet populations will be defaulted to 0. To compensate for this, Cylons receive a hefty bonus on crystal extraction rates from game start i.e. 4 or 5 points of crystal and metal per respective asteroid, per second. These can be sold on the black market to generate Credits. 

Cylon Loyalist --> Will eventually research Biological Reproduction which will unlock planet populations

Cylon Rebel --> Will develop "Hacking" algorithms for enemy trade systems and the Black Market, and syphon credits (wont really "steal" from enemies, is simply a way of generating credits, same way as population taxation works/appears). This is how they will generate their credits. 

Reply #1523 Top

I think ZombieRus have already model for trade port done by me... the warstar model

 

 

 

Reply #1524 Top

got minidump after 1.5hours when one of the cylon factions finished a titan about 1-2 minutes after the msg

i only had the bsg factions enabled without militia or planets

 

luv the detail on the ships :)

awesome mod

rly want to start a multiplayer game with my buddies but afraid of minidumps :/

Reply #1525 Top

Quoting koobalt, reply 1524
I think ZombieRus have already model for trade port done by me... the warstar model
End of koobalt's quote

 

The warstar is the starbase....