ZombiesRus5 ZombiesRus5

[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 #1601 Top

Hey thanks for the feedback, yeah I know the cylons aren't finished yet, but I thought the other races like Vasari, Tec Advent and Rogue already are. So my intention was just to show that the colonial and cylons are both too strong compared to the other races.  So if the cylons are getting balanced towards the colonials then both would be hard to beat with any other race.

I just gave the feedback before the cylons are ready, because then you maybe dont have to balance them twice. I will wait for the next release and report back later on :).

Reply #1602 Top

Interesting... Many others have expressed they feel the colonials are weaker.

Generally speaking Colonial are a bit tougher damage wise though their FF damage is not as good as other factions as they tend to have more 360 degree coverage of weapons.

I compare factions numerically by exporting the damage and durability to spreadsheets to get a hard # of how the factions compare. 

The colonial heavy class is 1 dps/supply better than the base factions.

The light class is about .5 dps/supply better.

The Long range class is about  .5 dps/supply better.

 

Reply #1603 Top

[quote who="ZombiesRus5" reply="1602" id="3334704"]
Interesting... Many others have expressed they feel the colonials are weaker.

Generally speaking Colonial are a bit tougher damage wise though their FF damage is not as good as other factions as they tend to have more 360 degree coverage of weapons.

I compare factions numerically by exporting the damage and durability to spreadsheets to get a hard # of how the factions compare. 

The colonial heavy class is 1 dps/supply better than the base factions.

The light class is about .5 dps/supply better.

The Long range class is about  .5 dps/supply better

I think you are right Z. :grin:

Reply #1604 Top

Soo.. all I keep getting are Minidump crashes now when trying to load the mod in Rebellion. All I am loading is the BSG stuff so the colonials and cylons and then the core.. the weird thing is.. all my files have a .QA at the end of them?

Reply #1605 Top

Quoting ZarX88, reply 1604

Soo.. all I keep getting are Minidump crashes now when trying to load the mod in Rebellion. All I am loading is the BSG stuff so the colonials and cylons and then the core.. the weird thing is.. all my files have a .QA at the end of them?
End of ZarX88's quote

Possible causes:

1) Your download is corrupt. Try redownloading.

2) Your activation order is wrong. Read and follow the instructions.

3) The mod is activating but mini-dumps shortly into game start. This seems to be a problem with most mods now. You should restart Sins after activating the mod to ensure all modded files load properly.

 
Reply #1606 Top

This is mainly a patch fix for the TAR mini-dump and a couple of other minor issues reported. I'd recommend deleting the previous versions folders before laying this one down.

Sorry no new Cylon stuff in this build.

 SotF: Fall of Kobol Reb.1.1.14 (Full)

 

Reply #1607 Top

Quoting ZombiesRus5, reply 1606

Sorry no new Cylon stuff in this build.

 
End of ZombiesRus5's quote

X(  

Reply #1608 Top

hey guys, i have a problem, i have the latest sins of a solar empire rebellion steam version, and the latest fall of kobol mit, so i activate everything in the right order and only the vore miltia and races of cyclones and colonial. So if i want to load a map and then it crashes! and i dont know why :(

Reply #1609 Top

Quoting esschallert, reply 1608

hey guys, i have a problem, i have the latest sins of a solar empire rebellion steam version, and the latest fall of kobol mit, so i activate everything in the right order and only the vore miltia and races of cyclones and colonial. So if i want to load a map and then it crashes! and i dont know why
End of esschallert's quote

Works fine on my end. Though there is a little bug if the moon addon isn't activated, everyone gets an Argonov (whoops ;))

TXT
Version 0
enabledModNameCount 4
enabledModName "SotF Militia Cylon Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

 

Fixes the extra starbase without the moon addon:

Put this file in the SotF Core GameInfo directory.
https://dl.dropbox.com/u/5790092/Temp/GalaxyScenarioDef.galaxyScenarioDef

 

Reply #1610 Top

Quoting ZombiesRus5, reply 1609


Quoting esschallert, reply 1608
hey guys, i have a problem, i have the latest sins of a solar empire rebellion steam version, and the latest fall of kobol mit, so i activate everything in the right order and only the vore miltia and races of cyclones and colonial. So if i want to load a map and then it crashes! and i dont know why

Works fine on my end. Though there is a little bug if the moon addon isn't activated, everyone gets an Argonov (whoops )

TXT
Version 0
enabledModNameCount 4
enabledModName "SotF Militia Cylon Reb.QA"
enabledModName "SotF Race Colonial Reb.QA"
enabledModName "SotF Race Cylon Reb.QA"
enabledModName "SotF Core Reb.QA"

 

Fixes the extra starbase without the moon addon:

Put this file in the SotF Core GameInfo directory.
https://dl.dropbox.com/u/5790092/Temp/GalaxyScenarioDef.galaxyScenarioDef

 
End of ZombiesRus5's quote

big thanks, but thats not a file its only txt or do i have creat a file?

 

EDIT: ok dont work for me :( do i need only this mod ore the complete sins of the fallen? or do i have to download all with the svn?

Reply #1611 Top

you have to SAVE the linked file to your SOTF core/gameinfo folder (if you just click on the link it opens the file to view/edit)

harpo

 

Reply #1613 Top

Quoting esschallert, reply 1612

yeah i have done it still dont work for me :/
End of esschallert's quote

I don't know. Could you be more precise about what you have done?

What did you download? Where did you download it from?

Can you check the first proposals I made? Are any similar to your issue?

What does your EnabledMods.txt file look like?

Reply #1615 Top

Quoting ZombiesRus5, reply 1613


Quoting esschallert, reply 1612
yeah i have done it still dont work for me :/

I don't know. Could you be more precise about what you have done?

What did you download? Where did you download it from?

Can you check the first proposals I made? Are any similar to your issue?

What does your EnabledMods.txt file look like?
End of ZombiesRus5's quote

 

the enablemods.txt look like you post it here, and i download the mod from here but only the kobol mod, or to i need the complete sins of the fallen mod?

 

EDIT:

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

this is in my enablemods.txt

Reply #1616 Top

Firstly you only need one militia as this replaces the neutral TEC militia with one of your choice.

Secondly can you try it without the militia and flagship? Might be a problem with one of those.

Thanks

Reply #1618 Top

Quoting 2Fatbear, reply 1614

Hi! 

 

I cant download  SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 

It returns a "403 - Forbidden" error. Tried with Chrome and IE (hey, given the name it must work with Chrome ((: )

Any advise?

 

Thanks!

 

 
End of 2Fatbear's quote

Sounds like a regional issue.

Reply #1619 Top

ok now it works, can you explain me what the difference is between the militia of cyclone and milita?

Reply #1620 Top

The militia addons replace the standard TEC neutral militia with the faction of your choice.

Reply #1622 Top

Quoting Cylon_Luvr, reply 1607


Quoting ZombiesRus5, reply 1606
Sorry no new Cylon stuff in this build.

 

 
End of Cylon_Luvr's quote

I can't tell you how long it will take, but you definitely have a good research and unit ability design, and I'm working towards it.

I'm in the process of completely gutting the abilities and research trees and reconstructing them from scratch.

Whenever I have a base build that is semi-working I'll release it for you, lots of abilities and research files to fill in though ;)

Reply #1623 Top

Are you keeping this updated for diplomacy too zombierus or jumping over to rebelion entirely?

Reply #1624 Top

Quoting jason8648776, reply 1623

Are you keeping this updated for diplomacy too zombierus or jumping over to rebelion entirely?
End of jason8648776's quote

Nope and yes.

Reply #1625 Top

Quoting ZombiesRus5, reply 1593

Anyone good at recording voices? Wombatleader from moddb put together this script for the Colonial Titans...




wombatleader Mar 8 2013, 8:26pm says:

I finished some capital ship lines. Let me know what you think.

Thor class Battlestar:

Upon Selection:

We're ready to take the fight to the enemy
They will feel the blow of our hammer

Moving:

Helm, lay in a new course

Combat:

Finally! Some action at last!
All batteries, full barriage!

Mercury class Battlestar:

Upon Selection:

Work horse of the Colonial Fleet
Say the word and we'll back you up sir

Moving:

Helm, we're needed elsewhere.

Combat:

All hands, brace for contact!
Prepare to deploy damage control teams!

Columbia class Battlestar

Upon Selection:

She's old, but gets the job done
I can't believe this was once a museum ship

Helm:

Plot a new course and bring us up to speed slowly

Combat:

All hands, action stations! This is no drill!
Disconnect the computer network now!

Valkyrie Class Battlestar

Upon Selection:

Need us to do a little stealth recon admiral?
We always have a stealth fighter ready to go

Moving:

Time for some sneaking about again

Combat:

Striking from the shadows, I like it
Lets see how much damage we can dish out

Nova Class Battlestar

Upon Selection:

Who needs some fire guidence?
Sure its safe to be linking ships again?

Moving:

Lets give the fleet a hand

Combat:

Fire control, link to the rest of the fleet now!
All ships, we're marking marking targets. Fire at will!"

Cygnus Class Battlestar:

Upon Selection

Nothing was skipped for upgrades I see
Ready to shove some missiles where the sun don't shine

Moving:

Helm, prepare to make a small jump.

Combat:

Time to create some noise!
Prepare to jump behind the enemy fleet!


End of ZombiesRus5's quote

Can no-one help out with this??