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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 #1526 Top

Quoting Mord_Sith84, reply 1526

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

 

The warstar is the starbase.... 
End of Mord_Sith84's quote

Yep, that's right

Reply #1527 Top

no...

the starbase is this:

and warstar is this:

If I remember correctly this model have texture done

 

 

 

 

 

 

 

 

 

 

 

 

 

Reply #1528 Top

I used it as a Hangar Bay  :cylon:

Reply #1529 Top

a ok, so when i have some free time i will make trade port.

Reply #1530 Top

Quoting koobalt, reply 1530
a ok, so when i have some free time i will make trade port.
End of koobalt's quote

I have 2 unassigned meshes currently for the Cylons.

The Trade Port and the Turret.

I could use a model similar to what I did for the Refinery if you can't swing a Trade Port model using one of the older Cylon meshes. I could also "cheat" and add weapon platforms to the Hangar to supplement turrets. 

I also have three old school basestars. 2 with pretty good textures and 1 with not so great. I was thinking about shrinking down the size of the one with sorta meh textures into the constructor frigate.

I'm also using the Vasari tradeship and refinery ships. There's a concept for a cylon tanker but I'd need one remodeled and textured to use.

 

Reply #1531 Top

Quoting ZombiesRus5, reply 1531

Quoting koobalt, reply 1530a ok, so when i have some free time i will make trade port.

I have 2 unassigned meshes currently for the Cylons.

The Trade Port and the Turret.

I could use a model similar to what I did for the Refinery if you can't swing a Trade Port model using one of the older Cylon meshes. I could also "cheat" and add weapon platforms to the Hangar to supplement turrets. 

I also have three old school basestars. 2 with pretty good textures and 1 with not so great. I was thinking about shrinking down the size of the one with sorta meh textures into the constructor frigate.

I'm also using the Vasari tradeship and refinery ships. There's a concept for a cylon tanker but I'd need one remodeled and textured to use.

 
End of ZombiesRus5's quote

In the current research tree, I have actually combined the missile platform and the hanger bay, and have called it a Defense Node. Unless you would like to create a model for the missile platform Koobalt?  

The Loyalist Cylons will have access to an old school basestar, which will replace the Guardian Mk1 capital ship. 

Sounds good Z i.e. using the not so good old basestar as the constructor frigate... 

 

Reply #1532 Top

when i have time, just give me some concept art what model you want.

Reply #1533 Top

I like where your ideas are going Cylon_Luvr. It's sorta your show right now unless I have any technical grievances or feel it will gimp the AI too much.

 

Reply #1534 Top

minidump after about 1.5 hours

all worked fine then i built a cygnus gunstar (model is kinda small?)

hovered the mous over the skills and right in this second my titan activated the skill where % of hull is restored

played as colonial seperatist

 

also the debris of the cylon titan glows in playercolour extrem

 

still best mod outthere :) thx zombie

Reply #1535 Top

Quoting koobalt, reply 1533
when i have time, just give me some concept art what model you want.
End of koobalt's quote

 

Is this ok Koobalt? It's a bit of a complex model.... 

Reply #1536 Top

well .. i think it's a little to complex but don't worry i will reduce it to something that can hold swarms of raiders  :cylon:

Reply #1537 Top

Hi my Sins keeps doing (mini dump) crashing when i try to enabled your mods only one a time and i have no mods active at all any sugeshons on this problem

Reply #1539 Top

Springy, first have you read the manual. i remember there being something saying how to activate it properly in the download.

second, its a good idea to restart sins after activating any mod, some files don't load properly if the program is already running.

Reply #1540 Top

Quoting Springy150, reply 1538
Hi my Sins keeps doing (mini dump) crashing when i try to enabled your mods only one a time and i have no mods active at all any sugeshons on this problem
End of Springy150's quote

When you say one at a time? You need to activate all the parts you want and apply once. If you are applying the mod each time you activate a part it will mini-dump. If you are able to apply all the mod parts but it mini-dumps when starting a game, then make sure to restart Sins after activating the mod. For whatever reason a lot of Sins mods have this particular issue.

Quoting Arfoire, reply 1540
Springy, first have you read the manual. i remember there being something saying how to activate it properly in the download.

second, its a good idea to restart sins after activating any mod, some files don't load properly if the program is already running.
End of Arfoire's quote

Correct, there's a proper order and example activations.

Reply #1541 Top

Quoting koobalt, reply 1539
well i make a model a little different that your image 

http://www.mediafire.com/file/go35w53wjwlyyp8/hangar_cylon.obj

check it and tell me what you think

End of koobalt's quote

Sorry Koobalt, I can't look at .obj files.... could you post a JPEG or something? 

Keep in mind that the model is supposed to be a Trade Port, not a Hanger Bay. We already have a hanger bay for Cylon. 

Reply #1542 Top

Quoting Cylon_Luvr, reply 1542

Quoting koobalt, reply 1539well i make a model a little different that your image 

http://www.mediafire.com/file/go35w53wjwlyyp8/hangar_cylon.obj

check it and tell me what you think



Sorry Koobalt, I can't look at .obj files.... could you post a JPEG or something? 

Keep in mind that the model is supposed to be a Trade Port, not a Hanger Bay. We already have a hanger bay for Cylon. 
End of Cylon_Luvr's quote

Get the free version of 3d object converter or meshlab. Both work really well for simply viewing *.obj files.

Reply #1543 Top

played the first mutliplayer game today only 1 crash (direct to desktop- doesn't happen in normal sins:r)

but i gotta say AWESOME :)

 

played with a buddy vs an cruel AI and damn this toaster kept pushing

on multiple fronts but was very very fun :)

 

just to say zombie thx 4 this :)

gonna increase the difficulty soon to 2 cruel :) i just love endless defensive battles where u have to fight with everything u got to survive :)

Reply #1544 Top

a trade port...  <_<  ok i think it can goes as trade port to  :cylon:

 

 

Reply #1545 Top

Just to tell you that if you enable the sins plus from your SVN it has a mini-dump within a minute of beginning a match. Not exactly sure why all settings are medium or low.

 

mods active

 

TXT
Version 0
enabledModNameCount 5
enabledModName "SotF Planets SinsPlus Reb.QA"
enabledModName "SotF Militia Cylon Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

 

Works without the Planets mod just fine.

 

 

Reply #1546 Top

You're using an incorrect enabledModNameCount.  It should be 5 since you're trying to load 5 mods.  My guess is since the number says 4, the game only tries to load four mods, dropping off the bottom one which is the very necessary Core package.

 

Reply #1547 Top

Quoting koobalt, reply 1545
a trade port...   ok i think it can goes as trade port to 

Reduced 55%Original 580 x 800

 

 
End of koobalt's quote

Looks good!!!!! 

Reply #1548 Top

Quoting SpardaSon21, reply 1547
You're using an incorrect enabledModNameCount.  It should be 5 since you're trying to load 5 mods.  My guess is since the number says 4, the game only tries to load four mods, dropping off the bottom one which is the very necessary Core package.

 
End of SpardaSon21's quote

 

Sorry, I changed it from the working one which had 4 and added the sins plus which didn't work, forgot to change the 5 in the post.

Reply #1549 Top

Quoting Drian117, reply 1546
Just to tell you that if you enable the sins plus from your SVN it has a mini-dump within a minute of beginning a match. Not exactly sure why all settings are medium or low.
End of Drian117's quote

Please restart Sins after activating the mod. This is a well known bug/mini-dump that happens after first activating without restarting. If this doesn't solve your issue I have no idea as your playing the same version I use.