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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
Shouldn't be a checksum of zero. I downloaded the mod and didn't see any issues. Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine.
A checksum of zero is almost always caused by your extraction software creating an extra folder when you unzip the mod into the mod folder.
I've moved the relevant files up one level already in case that was the culprit but I'll play around with it again.
Edit: Copying the files down and then back up one folder deep did the trick but for no discernible reason....
No problem I knew it would require additional tweaking and balance...heck I've rebalanced the strike craft on SotYR at least 5 separate times due to observed in-game behavior. I still have a fighter tail chase problem there but it is much better than it was a couple years ago.
Indeed, Wormhole tech is another that can stall the AI if the tech is high in the research tree.
FYI, On the relationship bug I had where the AI would stall out trying to research the higher tier advanced cultural relationship... - it was based on the order in the Player entity file. I had copied it into my new player file in alphabetical order not realizing the order in the player file would matter for this tech.
^ This is research that uses the RelationshipBonus modifier type.
Virgon
Leonis
I have spent some time creating the textures for Virgon, Leonis, Scorpia, Sagittaron, Libran, Aerilon, and Canceron trying to get the colors to match up the twelve colonies of kobol map. I found a texture for Aquaria that fits the single continent description. I also have found textures to use for the other major orbit bodies and gas giants.
As you can see I have Virgon and Leonis in game. It takes a bit of time to lay get a planet in game so I'll add them in slowly as they are available.
After they are all in I want to create the 5 star system map for the twelve colonies.
Sagittaron
Looking good Z.
Looking Great Z! Thanks for keeping this mod Alive and for all your hard work.
I agree, the planets look awesome. I'm looking forward to the next release of the other Sins of the Fallen races (upgraded AI etc). Also excited about continued upgrades to resurrection hehe
Hey Z... Just a few things I've noticed (may have mentioned these already? not sure)
- There is no icon for the new cylon titan factory when it is selected (for the menu down the left hand side of the screen).
- what happened to the old school raiders? Thought they were going to be added...
I got sidetracked by the texture being pretty crappy and tried finding a better model and failed. I then got burned out on trying to add it and put it in the todo list at some point in the future if I get around to doing it.
Maybe there are some modders who could help out? What ever happened to Koobalt? Are you still in touch with him?
Hi Zombie,
If the titan-factory could be built by reaching level 4 instead of level 1 you might attenuate the problem, because the Ai would suspend building ships only from level 4 and not from level 1, 2 or 3.
Hey Z, what's up? Any news or updates?
I just completed an overhaul of the AI system I can control. The AI is now compelled to complete research at any difficulty level.
The AI also will now get it's Titan after appropriate research and fleet supply requirements are met.
This means the AI at any difficulty won't just be a sitting duck and stall out as a result.
In addition to the above changes I added a few booster items to the AI to help it research and build ships a little bit quicker as the game progresses.
In terms of other new features, I haven't been able to do anything with resurrection or tos raiders.
Awesome! Are you going to release an updated version soon then?
We'll see how long it lasts... but it should be authorized soon on moddb today.
http://www.moddb.com/mods/fall-of-kobol/downloads/fall-of-kobol-reb-18236-full-version
Let me know how the AI enhancements work for you.
Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour (raiders included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons to purple instead of yellow? Would suit BSG cannon much better.
Also im thinking that the Guardian MkII and worldstar should have kinetic weapons... Not just missiles...
These are the autocannon travel textures used for the kinetic weapons. Edit the textures (if you need a program download gimp), and set the colors up to be the purple you think would look good and send them back to me.
https://dl.dropboxusercontent.com/u/5790092/Temp/ac.zip
Another relevant change is coming soon to Resurrection.
No the Resurrection Hub can't move yet But it will work way more consistently and be better balanced. Basically I've fixed all the issues with Resurrection and added in new code for resurrrecting ships. It all works really well now.
I've posted a news article on moddb on resurrection. Check it out after it's approved.
Will the Titans still be able to spawn resurrection hubs as their ultimate ability?
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