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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
Cylon Fleet (TBD, I will finish and release the colonials first)
Doctrines:
Reformist - You believe disagreements can be resolved politically. You are more likely to build alliance with the majority of factions making it easier to reach cease fires and pacts. Your Titan is more defensive and able to act as a mobile fleet command when needed.
Hardliner - You believe all Cylons are Toasters and can't be trusted. You also have a anti-Xeno bigotry that extends to all non-human factions. Your Titan is heavily offensive capable of inflicting mass damage.
Cetus class Titanstar
Doctrine: Hardliner
Abilities: She Won't Fail Us, Flak Shells, Maison Radiation Sweeps, Authorize nuclear barrage, Blaze of Glory
Jupiter class Titanstar
Doctrine: Reformist
Abilities: Load Nuclear Ordinance, Flak Shells, Instant Build Fighters, Vetern Pilots, Fleet CIC
Gallactica/Columbia class Battlestar
Abilities: Colonize, Flak Shells, Non-Integrated Computers, Nuclear Defense
Pegasus/Mercery class Battlestar
Abilities: Authorize Medium Yield, Flak Shells, Repair Teams, Expanded Hangar Facilities
Thor class Battlestar
Abilities: Authorize Low Yield, Flak Shells, Enhanced Armor, Scramble Raptors
Valkyrie class Battlestar
Abilities: Electro-magnetic Pulse, Flak Shells, Stealth Recon, Scramble Vipers
Nova class Battlestar
Abilities: Authorize High Yield, Flak Shells, Virtual Intelligence, Rapid Manufacturing
Cygnus class Gunstar
Abilities: Electro-magnetic Burst, Incendiary Rounds, High Explosive Warheads, Micro Jump
Extermination
Rebellion
Cylon Colony
Abilities: Total Atmospheric Expulsion, Organic Armor, Resurrect Basestar, Logic Bomb
Squads: Raider, Heavy Raider
Cylon Boomer
Abilities:Super Virus, Organic Armor, Nuclear Barrage, Spawn Raiders
Squads:Raider, Heavy Raider
Resurrection Ship
Abilities: Research Facilities, Weapons Virus, Resurrect Strikecraft, Resurrect Crew
Cylon Worldstar
Abilities: Boarding Troops, Organic Armor, Expanded Hangar, Infiltration
Cylong Basestar
Abilities: Disorientation Virus, Organic Armor, Low Yield Nukes, Advanced Hybrid
Cylon Guardian MkI
Abilities: Lockdown Virus, Organic Armor, Cylon Infiltrator, FTL Virus
Cylon Guardian MKII
Abilities: High Yield Nuke, Organic Armor, Heavy Fallout, Subversion
Looks awesome Z.
But I can barely see the "BLOOD" word on you game stamp. I see "Sins of the Fallen and Chrome"
I like that texture.
Thanks, I'm anticipating it won't take long to finish up the colonials cuz I'm not going to rework much of the research tree for them.
On the BLOOD thing, ya I put these together real quick today. I need to tweak the text layers so it shows up a bit better.
Looks great Z.
Ok, so when i have some free time will try to make something decent for the Guardian MK2, as i write it will be based on Boomer class texture, about starbase do you know that i actually made an attempt to make cylon colony
Well in general shape it look similar, image attached, the only problem i don't have texture for it and i never find anything that would allow me to make one by copy/paste
2 version one with all arms the same length and the second with 2 the same and the rest smaller
edit:
about you'r intro:Jupiter/Galactica class Battlestar, as far i know this are 2 separate model, and you missing colonization ability.
Sounds cool if we can find a texture that works on this.
Fixed on the colony ability.
It depends on the source material if Galactica is actually a class or not. It's also referred to as Columbia or Jupiter class as well. I'll probably go with Galactica class right now to keep it simple.
Galactica has her turrets back. She's a little higher poly but not too far out of line with what I've put in on other capitalships...
Pegasus class gets it turrets back too...
Thor class battlestar...
This will be the new Valkyrie class battlestar with lots of turrets... I just need to add some textures.
Edit - added some textures today. This isn't an in game shot yet just a projection. I still need to prepare the mesh and game textures.
Just a bump as I put a fairly decent texture on the Valkyrie today
Damn Straight you did, very nice work there Zomb
really like the texturing. especially on what looks like the corrected Valkyrie model. How did you get that anyway? (rhetorical question).
is it too early to ask: can I use the new textures/models when they are done?
feel free to use anything from the Colonials on Sins of a Sci-Fi Multiverse (if you haven't already, one or two of those capital abilities look familiar )
Well the model is actually made by kyogre12 and hasn't been released yet. The other Valkyrie is lacking in visible turrets.
Sure, I don't mind.
Would be a coincidence unless from Sot13t. I made a rough design of the abilities above excluding Ram and Nuke during a break at work. I'll be honest I haven't looked at your mod as of yet and just assumed it included Sot13t without any significant modifications. I'll take a look at it when I get a chance.
Wow Koobalt... as a Cylon fan, the Colony looks amazing.... I really hope you can find a texture for it, because it would be fantastic if it was incorporated into the game.... wow
Looks supurb! Genuinely cannot wait.
Quick question, though - will you be keeping the names Galactica and Pegasus on the pods, or will you remove them to allow for a more realistic feel?
Wasn't counting Nuke and Ram. The non-networked systems and stealth bomber, although now I can't remember if i changed the former into a passive from an active like i was supposed to. hmmm.
We changed the balance, added abilities, research, ships, etc. Had to, otherwise wouldn't stack up well against Star Wars races. And if you check it out, please leave some feedback. Always welcomed from longtime modders like yourself.
@Yanxa - Not sure on that yet. They may just become Galactica and Pegasus class ships as some lore suggests.
@philothanic - Gotcha, my thought on the non-networked systems would be a passive too that prevents non-ultimate disables.
Here's the further reduced Cygnus. I plan on using this as a capital ship at the moment as I think it's a better model and texture than my other choices for a 5th slot.
I also updated the Valkyrie picture with an in game shot.
Looks great. One question though the Nova class battlestars were Flagship of the colonies it should have a type of moral boost as an ability.
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