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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 #1551 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.
End of ZombiesRus5's quote

What about the Titan Foundry?

Reply #1552 Top

You know considering how much resources went into building the Cylon Old Basestar since they were ment for planetary invasion and utter destruction, they also were the downfall of the Clyons since there so many compared to colonial fleet maybe the Old Basestar could be considered a Cylon Titan?

Reply #1553 Top

Hey Z. I've finished planning out the research trees for both Rebel and Loyalist. I'll start writing up the descriptions for them now if you like. I've even found a few image icons to use (although they would need to be edited to 'fit' with the image types used in Sins)

Reply #1554 Top

Quoting holy, reply 1552
You know considering how much resources went into building the Cylon Old Basestar since they were ment for planetary invasion and utter destruction, they also were the downfall of the Clyons since there so many compared to colonial fleet maybe the Old Basestar could be considered a Cylon Titan?
End of holy's quote

Hmm.. and what would we use the Boomer Titan for? In the first Cylon war, the Hades MkII (or Old Basestars), were used as the primary attack ship for the Cylons, and they were numerous. A Titan is a unique ship. 

It is also an old design, not modern and would probably only be used by the Cylons in special circumstances. 

Reply #1555 Top

I don't like the idea of using the Hades style basestars for titans. We have our two titans and won't be adding any others.

 

Reply #1556 Top

ok, so I am drying to take the mod out of my game but once I get the game back to origonal it mini dumps and reinstalls the SOTF how can I fix this?

 

the reasin for doing this is I am not getting all the phase lanes and traped with like three planets.

Reply #1557 Top

delete your enabledmods.txt

 

Reply #1559 Top

Great mod keep up the good work. I enjoy playing with my friends and really do think this mod is well put together. I have one question it seems like every time i play for more than a hour it crashes to desktop for a unknown reason. Is it because of a problem with the mod or just the game exceeding its point?

Reply #1560 Top

Quoting Gen_Warlord, reply 1560
Great mod keep up the good work. I enjoy playing with my friends and really do think this mod is well put together. I have one question it seems like every time i play for more than a hour it crashes to desktop for a unknown reason. Is it because of a problem with the mod or just the game exceeding its point?
End of Gen_Warlord's quote

Could be either. Does it work fine for a while again when reloading from an autosave?

Reply #1561 Top

I reload a autosave it works for a bit then crashes to the desktop. I have tried running only 3 races and it still crashes.

 

Reply #1562 Top

Quoting Gen_Warlord, reply 1562
I reload a autosave it works for a bit then crashes to the desktop. I have tried running only 3 races and it still crashes.

 
End of Gen_Warlord's quote

If you can't pinpoint it to memory (i.e. your ram is around ~1.7+ gig) then it gets difficult to track down unless you get lucky and can identify what you or the AI is doing when the crash occurs.

I say ~1.7gig on a memory dump because the game becomes unstable as it reaches 2gig on some systems. I have a 8gig windows 7/64bit system that mini-dumps consistently around this size even un-modded.

If you think it may be memory check your ram utilization when it dumps by opening the Windows Task Manager and checking the Memory utilization for sins.

Wish I could say more, but the mods development is in progress and tracking down mini-dumps on abilities is infinitely frustrating (we(modders) can't do anything with the dump files).

I'm glad you like the mod content, I think it's really good too and will get better with Cylon_Luvr's cylon love. Hopefully we can stabilize up any of the stability issues unrelated to memory this year.

Reply #1563 Top

 SotF: Fall of Kobol SVN Instructions 

Public Test SVN updated (trunk version 148).

Colonials - Balanced Colonial Corvettes a bit

Rogue - Lots of stuff, new Titans, new Corvettes, new Research

Hypercorp - WIP, a couple of titan concepts (not sure if they will stay), titan abilities based off E4x hero abilities (used with permission)

Developer's SVN version updated (trunk version 87).

Reply #1564 Top

Hello again,

i did some investigating with memory and everything seemed normal and i only played using the Colonials and TEC ran fine all the way to end game. I later added the cylons and near around the 45min mark it would crash to desktop everything regardless of save type.

 

 

 

Reply #1565 Top

Quoting Gen_Warlord, reply 1565
Hello again,

i did some investigating with memory and everything seemed normal and i only played using the Colonials and TEC ran fine all the way to end game. I later added the cylons and near around the 45min mark it would crash to desktop everything regardless of save type.

 

 

 
End of Gen_Warlord's quote

Well, that's not real good as the Cylons aren't heavily modded. 

Reply #1566 Top

Sorry Z..... have been super busy with RL stuff.... should get it to you soon though. 

Reply #1567 Top

Quoting Cylon_Luvr, reply 1567
Sorry Z..... have been super busy with RL stuff.... should get it to you soon though. 
End of Cylon_Luvr's quote

Sure thing, take your time. Don't worry about it being perfect though... ;)

Reply #1568 Top

This what I load each time I play on Rebellion and five minutes in it minidumps, what's wrong?

TXT
Version 0
enabledModNameCount 6
enabledModName "SotF Planets SinsPlus Reb.QA"
enabledModName "SotF Militia Rogue Reb.QA"
enabledModName "SotF Race Rogue Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

 

Reply #1569 Top

Quoting Wolf-186, reply 1569
This what I load each time I play on Rebellion and five minutes in it minidumps, what's wrong?

TXT
Version 0
enabledModNameCount 6
enabledModName "SotF Planets SinsPlus Reb.QA"
enabledModName "SotF Militia Rogue Reb.QA"
enabledModName "SotF Race Rogue Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

 
End of Wolf-186's quote

Try restarting sins after activating the mod. 

Basically there appears to be some modded file(s) not loading properly after initial activation. I have this problem with Soa2 also.

 

Reply #1570 Top

Ok... time for some Cylon love!! 

Z, I'm releasing the first research tree for Cylon "Hand of God" (Combat tree). At least this will let you start working on the Cylons without having to wait for my other stuff. I've put a lot of work into it, so hopefully this makes your job heaps easier! 

Please download the following zip file, which contains: 

1. Hand of God (Combat tree). You will find each of the sub-trees ("Model Projections", "Model Subsystems","Viruses and Infiltration") as tabbed worksheets down the bottom of the Excel spreadsheet. Layout of the spreadsheet is pretty straightforward... if you continue to read across you will see how research items progress across the tree i.e. what research is required to unlock the next item. I've provided some images in there as well to help you out. All research items have detailed research descriptions. 

2. Fleet Logistics names (Capital ship slots and fleet capacity) 

3. Cylon ship descriptions (frigates, cruisers, capital ships, titans)

http://www.gamefront.com/files/22910661/CylonResearch1.zip

General notes to be read in conjunction with the attached files: 

  • All images for ships and structures need to be redone
  • Capital ships built in the capital ship factory are off-centre i.e. they dont appear to be build directly in the middle of the factory
  • Light Basestar textures are off (when built, it is 100% the same colour as the faction… Looks odd)
  • Songs that I provided need to be integrated for Cylon
  • Resurrection ship icons need to be fixed (in-game window etc and build icon)
  • Light resurrection ship in-game window icons need to be fixed
  • Hanger Defense should also act as a missile platform
  • Cylons do not start generating Credits from game start as they do not generate credits from Taxation (and population of planets will not move from 0 unless research is conducted). The Rebel faction will eventually develop biological reproduction to generate credits, Loyalists will generate their credits through system hacking and trade. To compensate for 0 credits at game start, they will generate 4 or 5 points of metal and crystal per respective asteroid, per second. They can sell this on the black market to generate credits. Ships are also cheaper.
  • Cylon Loyalist to be given The Colony. Cylon Rebel to be given Boomer.
  • Hades Mk II Basestar (old school Basestar) replaces Guardian Mk I Capital for Cylon Loyalist faction. Rebels get Guardian Mk I
  • If the Resurrection Hub is destroyed, the Resurrection Ships (light and capital class) lose their Resurrection abilities.
  • Load image of a Centurion in the player selection menu/in-game player profile instead of having all images as humanoid models

I'll provide the next research tree shortly. Thanks Z - hope this helps out. 

Reply #1571 Top

Forgot to mention... the Combat tree above is the same for both Loyalist and Rebel. The tree's will be slightly different for Empire and Diplomacy tree's (Defense tree will also be the same for both)

Reply #1572 Top

Hey Cylon_Luvr

Wow man, you've done a great job on the combat tree!! Looks really good! 

Reply #1573 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

 

Hey Koobalt - did you finish the Trade Port? 

Reply #1574 Top

yes the model is finish and segmentation and uv is already done. Just need to make some texture, maybe in this week when i have less work i will do this.

Reply #1575 Top

@Cylon_Luvr 

I've read through most of the documentation and your notes. Looks like good stuff. Work and real life are a bit hectic right now, but I do plan to work on the changes when I can.