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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
No, I'm assuming that the Cylons do not need a "complete" fleet, in comparison to the stock races, in order to function well and be enjoyable, as seanw3 suggested. And by prohibitively expensive, I mean that those ships are not meant to be built, ever, they simply "exist" so the AI can function properly.
Posted two patches for SotF R5.1 in the main thread. Download both and apply a then b.
This will fix the extra shiny Thor which I found I accidentally switched the normal map with the data map.
Also fixed an issue with the Asgard flak ability that wasn't keeping it applied 100% of the time.
I agree with Cylon_Luvr, i always play Cylon and I want to have a full fleet of ship to exterminate the colonials
ZombiesRus5 could you post somewhere form me the image you use to add organic look to Boomer/Guardian i would like to play with it a little perhaps i will make something we will both like for Boomer.
In many ways the colonials have the strength in numbers by sheer population, planetary and resource control. The colonies would number in the Billions while the cylons may number in the millions and may not have access to resource rich areas like the colonies.
There's also a split in the cylons between the older 1st war non-organic units and the latter 2nd war units. The original Basestars where not inexpensive and came at a much greater loss to the cylons.
Might be fun to play around with.
Agreed.
They cheated and this mod isn't a retelling of the movie. It's more a what if the Cylons and Colonials second war happened on equal ground.
Thanks, just trying to add a little extra. The lines and everything are great on these textures just looking to see if there is anything extra to add.
Yes, these are possible. The colonials have a really fast jump time between friendly planets, the cylons will have a fast jump everywhere.
Sounds good.
The real plan is to change Ion bolt to a EMP blast that disrupts the Cylon Dradis reducing their overall chance to acquire targets and cause damage. Cylons will get the computer virus which the Galactica and "maybe" nearby ships will be immune to as it's non-integrated systems ability (not yet created).
I'm ok with this for the most part. If the basestars damage is kept lower adding more strikecraft should keep things in balance.
I'm basing the Cylons on the Vasari. I'll add in additional research like speeding up research time and lower research cost as needed.
The colony won't be a star base as I don't want a bunch of these created. This means population is out the door, but it will be FTL capable. My plan is to make it a Titan which could still simulate some of what you suggested though not in the same way.
I do wonder, What good is planet population for Cylons? Population isn't a resource by itself but instead drives how many credits are earned based on population size and allegiance. What good are credits to the Cylons? Should Cylons even earn credits or should their entire economy be based on Resources?
My rough thought is make the Cylons completely resource based. This means access to Refineries and Extractors and NO tradeports. The odd looking constructor would be replaced with something more organic looking and would also function as a resource extractor from the planet when not building structures (think resource drain). This would allow juicier worlds that can support more constructors like Terrans to generate more resources than a Asteroid world. After additional constructors are unlocked via planet logistic and tactical research.
Transmit virus is cool... though it won't be as devastating as the movie. Colonial systems should be able to employ counter measures in their systems to prevent total shutdown like what was portrayed in the movies. I'd be ok with Mass Disorientation ability when it occurs though. The Colonial version of this will be the EMP blast that impairs the Cylon's ability to target.
Sounds good. With Resurrection the AI should build lots too.
The old era Basestars are by far more powerful than the current Hybrid Basestar.
The original Basestars were heavily armored and gunned (though less maneuverable) compared to the colonials at the start of the war. It was only until the Colonies started producing Battlestars that the Cylons became outnumbered due to the lack of resources required to build them. The Cylons also intentionally kept their Basestar numbers low in the original wars because they couldn't commit their scarce resources to overruning the Colonials without giving up their other projects (like human hybrid research). Even at the end of the War Colonials didn't have enough firepower and the Cylons didn't have enough resources to rebuild their Basestars resulting in their stalemate and eventual armistice.
I have the Resurrection Hub model and am torn on whether to make it a star base or not. Technically the current cylons don't have the knowledge to build the Hub on their own making it a one of a kind structure which Sins doesn't support very well. Additionally it should be able to phase jump (FTL) out of danger. I'm also not inclined to make it a Titan as it's not really a ship to put in harms way. If only star bases could phase jump, I'd make a starbase you only get a game start.
I'd also like the Hub to control whether resurrection can occur in the Cylon fleet. Meaning once the Hub is destroyed the ability to restore lost experience is gone too. Any capital ships built near the hub or not previously resurrected passing the Hub will be immediately resurrected.
A hybrid option unless something changes with Rebellion could be to start the Hub as a Starbase Constructor and allow the player to upgrade it as a Star Base if they decide to entrench. I could even allow the player to move it again though you'd lose all the star base upgrades and it would look like an explosion during the process.
You're absolutely right, but Battlestars take thousands of crewmen to operate, whereas Basestars are heavily automated, nearly-living machines. With a hybrid they can practically take care of themselves. I would imagine their crew numbers necessary to keep the ships going would be significantly less.
I love this.
This is really interesting and novel. I like where you're going with this very much. My only concern is Diplomacy-related. You are often tasked with missions that require credits. Perhaps have populations acquire credits like normal, but have no use for them outside of diplomatic actions?
If I understand this correctly, we'll be able to actually get ships back that we've lost or will this be a mechanic that just makes it look that way?
Kind of a wonky idea, but perhaps you should make the old Cylon Basestars the new Starbase? The constructor can be the old Basestar without any upgrades, and then when they "set up shop" in a system they can begin upgrading their systems to support nearby war efforts? It seems a little odd, but it does avoid the hinkiness of res hubs and The Colony. Those were mostly plot devices for the show anyway, right? If an all-out war had begun they wouldn't have dumped the final 5 in Colonial space and they'd have access to their knowledge and so on and so forth.
Maybe you should flesh out the alternate timeline you're approaching with this mod so you figure out what things can still happen and what can not? Did war break out over Adama's stealth mission? Did Colonials capture Caprica Six while she was trying to break the Colonial defense network? Did warhawks start the war out of boredom? Know what I mean?
Well all three of those are good ideas actually. The main thing I don't want to get mired up in is the colonies are destroyed plot line from either series and the Cylons have some super virus. Beyond that there are certain things that should be accepted such as the mod is post the first Cylon war and armistice. Other than that I won't get too specific as Sins is mainly a conquest game and not story driven. I think players like to makeup their own story when they play.
Maybe we'll be able to setup one off scenarios that follow some of the movie plot lines with the new Galaxy Forge and triggers.
ZombiRus5 - yes, I agree regarding the Colony, there should ideally only be one of these! And would work as a Titan... however... when does Rebellion come out? We would therefore have to wait until Rebellion is released before we can use the Colony in-game?
Not sure that I like the idea of using the old-school basestars as Cylon star bases... How about the WarStar of FortStar from the pics you posted on page 9 ZombiRus5? (like a modified old-school basestar)
We won't have to wait for Rebellion, just planning ahead. I'd like to get the model in game and working through any issues it might have as well as establishing baseline abilities.
Need models as well as textures
I'm going to work from what I have currently unless something changes.
Warstar would be amazing. Didn't even think of that, good show ol' chap.
In the meantime, do you think it's possible to push out a quick little Militia mod that just uses cylon Basestars instead of Colonial ships?
Small asteroids and planetoids would get 1 Basestar, moving up the list to bigger planets having 2 to 3 or maybe even 4 Basestars.
8 armor, 4000 hull, damage comparable to an Asgard Battlestar sound about right?
Hey Koobalt... obviously I would work on it if I had the skills, but now that the Colony model/texture is working, do you have any ideas or time to work on a WarStar or FortStar model as the Cylon starbase?
Cylon warstar...
Thats a good idea. I'll push out the next build a day or two and try and get a Cylon militia in.
Looks cool. Doesn't look too complicated to model if someone wanted to take it on.
I don't have much time, but for you and this mod i will try my best, and do the WARSTAR model
(of course i'm doing that for CYLON )
You are the best.
I like the warstar in this image better...
well the main body is complete, but this is ZombiesRus5 mod and i will take his call as final, so you want me to continue with the model posted by Cylon_Luvr or this show above by Unikraken?? And by the way you want visible weapons/hangars?? How much detail and how is my tri limit on this??
Well if you prefer the same version as Unikraken theres no problem it will be easy thing to adjust this model, and need to redone the antennas, they take to much tri...
WOW! quick and looking good... To your question though:
I have a much more liberal tri-limit on models than maybe some other mods.
For star bases I'm ok with <20k triangles if the job warrants it.
For capital ships I'm ok with up to 15k plus/minus triangles. Generally most my capitals fall below 10k easily but don't get scared if the model looks good and is over 10k.
Strikecraft, frigates and cruisers I try to keep within normal limits to most mods but may make the occasional exception on frigates or cruisers.
I'll also sometimes make my own reductions after the model is textured too if needed.
Well I think Unikraken's looks more menancing... If you want to take a crack at building that out it would probably be very cool in the mod.
As it stands I wouldn't mind having the current Warstar as it's modeled now too. I have some cylon texture parts I should be able to use on that which could then be used as a potential structure or ship replacement.
On the hangars weapons... I think these old school cylon base stars had fairly visible hangar bays, the turrets are maybe not as important as we'll primarily be using missiles. If you want to add turrets I'm not opposed but won't consider it as huge as a battlestar without turrets.
I made a compromise on the Boomer... I like the sharp contrasts of color here, but it maintains a fairly light look and is the same color scheme as this basestar...
LOVE it!
I think it looks amazing!
In one way i think i like this brightness of the cylon ships much better than a darkened color for them because it sets them apart from the Colonials, and i'd rather not have all sides be so dark-colored and boring. That's not to say that the colonials look boring, as their ships are amazing and i wish i had a few of them.
awesome texture man!
Credit goes to Koobalt. I've only made a deviation on the original work.
Make sure you play with the ship mesh highlight filter on if you want more color. I make use of this feature to add lighting and leave the green channel in the data map for specific lighting areas like windows.
It will be even more noticeable with the Cylons if you leave the mesh highlight filter off as you'll get a more gray looking ship than the lighter shade you are expecting.
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