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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
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 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
Modding Contributions Needed
I doubt that. I have tried multiple downloads, including the original 13th tribe from gamefront.com
They all fail to extract, whereas my old 7Z files from the 13th tribe work fine.
Is there an alternative download?
Not right now. You can try hooking up to the SVN.
Fixed this and added damage levels for the cygnus. Balance for abilities still needs work though.
Yes, this will be on the list of optimizations.
I try to give capital ships intelligent targeting parameters to lessen the amount of micro required. I'll need to spin through the Colonials and see if anything can be tweaked. I've already done this for the vanilla factions and fallen races.
It is indeed a problem though if your trying to micro more than 3-4 things at a time generally speaking. Trying to micro 15 capital ships is outside of my control unfortunately.
Colonials have the largest fleet supply per ship in the mod. Cylons will be adjusted up as well. The mod is an expansion mod, so I'm hesitant to change core stats.
Maybe playing with smaller fleet sizes and not building so many capital ships would improve your fun.
I also don't tend to play extremely long games in Sins due to it's normal late game lag regardless if a mod is running or not.
ok, bad mod players, lol. You suspended my dropbox public links downloading that BSG base I forgot to pull down. If you want the latest you'll need SVN, sorry.
Current snapshot of Rebellion versus Loyalist research techs. Open to suggestions...
Rebel Research
Fleet Shipyards:
Heavy Raptor*High Yield Warheads
CIC:
Colonial OrdinanceTactical ReinforcementImproved Tactical Reinforcement
Colonies:
Scortched Earth PolicyFRAK YOU!
Quorum of Twelve:
So Say We All
Loyalist Research
Fleet SHipyards:
Heavy Raptor*
Colonial ArmorFleet Experience
Superior ColonizationAfterlifeEye of JupiterArrow of ApollowOpera House
Glory of Caprica
* still needs new abilities defined
My target is probably around 10-12 unique techs per the Rebel/Loyalists. These can come from existing or possibly a new addition if someone has a good idea.
Hmmm, for some reason none of the images are coming up on my browser anymore? I'm using Google Chrome. Is this happening to anyone else?
Images were hosted from my dropbox too
Should be back up later this week.
Big update to SVN, sorry.
It's an optimization update mainly, significantly reducing the memory overhead required for the mod. You should be able to bump detail up to highest on most systems.
As it updates a lot of textures it may take a while to update.
zombi, you are not the only one with a dropbox ban. dropbox claim my files were downloaded for MORE than 20gb /day and have banned my links to my dropbox also, but the dropbox bans appear to be for three days for the first time.
harpo
hi, I'm now the SVN update function used and unfortunately had to find ingame, the ship symbols all Cylons are just squares.
Other breeds as Cylons and colonial are not selected for a new game, even though they are enabled by mod, but that was before the last update.
Is this because of me?
Problem was on my end... The cylon UI optimized textures didn't get checked into the SVN build.
Update again and you should get the missing files
Zombie, i've only just now been able to try downloading with SVN, and it got about 450 MB in when it errored out, so i tried to update it to try to complete the download, and it consistently throws the errors of "<directory> is locked." I tried right clicking the folder to unlock, and it then tells me there's no lock. Any knowledge?
That happened to me too the first time I tried testing the download with TortoiseSVN. I setup a way to test exactly like how you guys are. I can't really remember what I did to resolve it.
There's some options with Tortoise if you right click on your folder...
Try clean up..., Get lock..., Release lock.., etc and let me know if any progress is made.
Tried locking, and it told me i couldn't do that. Tried unlocking, said there was nothing to unlock.Then i tried cleanup, clicked all the boxes, and let it do it's thing. It has currently started downloading again. Will let you know if anything else happens.
Sweet, I couldn't recall what I had done.
Just got back into SoaSE and am very interested in your mod. Looks like you guys did some amazing work. Only problem is I'm on v1.041 now. Do any of you know a way to revert to an older version? After a good bit of digging, I'm pretty sure it's not doable without having backed up your old files (or simply telling Steam not to auto-update). If not, do you know a potential timeline for getting this mod to v1.041?
Hey Z, what planet types will there be in the mod?
And are you going to give a ship for both Colonial and Cylon an ability to capture derelict ships?
Planets will be last, but I plan to have textures that match the types found in BSG for custom maps.
Can you elaborate a bit more on this? Do you mean having custom scenarios with capturable ships?
Yepo.... In the SoGE (Sins of a Galactic Empire) mod, there is a specific ship for each race that has been given the ability to capture derelict ships (some specific maps in the mod have derelict ships)
It's also in DS, Sins Plus (the creator of this), and I believe 7DS as well. Admittedly SoGE doesn't have a map for it; the one planned map that used it never came to fruition.
I think you should have a 3D model of Edward James Olmos in your Frontend galaxy...
Also, the colonials should have "elections for President" like they do in the series...it could be, like, a random event, or a never ending series of techs...
Btw, Sinperium and I have some ideas for a mod...we were wondering if you could make it for us....
I had artifacts in the diplomacy version. All artifacts or derelict ships can be captured by colony frigates currently.
I also like the idea of graveyards or battles sites and will likely include those in random encounters which will also lay the groundwork for custom maps to utilize the code.
I guess at this point you two both need help completing any mod in the near future...
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