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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
Here you go:
Chromium KEW RoundsNew chromium alloys improve the impact force of all autocannon weapons, resulting in increased damage.
Enhanced PropellantsNew cartridge propellants result in higher muzzle velocities, increasing the damage of all autocannon weapons.
Tylium Rounds A highly explosive Tylium charge is added to all rounds, further increasing damage.
I always thought the "Pulsar" weapons were referencing the canon type weapons unique to the Cylon Colony in the series finale, and I had perceived those in of themselves to be a homage to the original series by suggesting a similar technological progression.
To me, the "Point Defense Pulsars" are just fine, but that's just me.
It was meant to be a homage, but it's not to suggest that Cylons or Colonials fire any energy based weapons.
Sounds good.
This Battlestar will only deploy Heavy Bombers and will have some limited offensive and defensive capabilities. The Heavy Bombers will have Antimodule based weapons only. I need to decide on how this will be balanced cost/dps wise but have wanted to give the Colonials dedicated anti-module unit.
I decided for the other battlestars the CDF and the Colonial Separatists will each get a new carrier centric variant. These will be available more mid/late game and will be capable of producing Viper MKII/MKVII and Raptors.
CDF: Acropolis Battlestar
Separatists: Heracles Battlestar (not shown)
Both: Atlas Battlestar (Anti-module unit)
...
....
This is great I can't wait
This might be possible. I'll see if I can normalize their shield recharge rate which should allow them to recharge a shield granted from an artifact.
Hey Z, did this work?
Just converted it to .obj and have emailed to Z.
Did this work out for you guys?
Question... is the superiority of cylon FTL evident compared to Colonial? Cylon FTL should generally be much more efficient. Do they have more tech advancements compared to Colonial?
Maybe they should also have tech where they can jump from deeper within the gravity well.
It didn't appear to convert without errors and it's size is to large as I feared. If there was a modeler who wanted to jump on it I would work on getting it in.
There is a vasari type tech like this that shrinks the gravity well.
It's a patch. Overlay 1.82.36.0 and let me know what you think.
It adds maelstrom stars
Fixes resurrection and balances it
Adds new units to colonials
Significant rebalance to colonial frigate/cruisers to make their numbers more viable
Tweaked the default particle effects for colonials
Removed the flak sound effects on battlestars for better immersion
Shifted dialogue around on battlestars
Maybe some other stuff I can't remember.
https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z
Not a bad idea... What do you think Z? Could be the same as Vasari "Gravity Tolerance" research.
Should be Megaluminal FTL (prerequisite)--> then "Gravity FTL Algorithm"
description: An advanced algorithm grants faster jump calculations, allowing ships to initiate an FTL jump deeper in a planet's gravity well.
I'll send you an icon Z. Up to you if you want to include this research or not.
Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build.
The image and sting changes are in also.
Hey Zombies,
Just had a go with the patch on and noticed a few things to mention.
- Is the warstar meant to replace the defender class? As I noticed the warstar missile research but couldnt find the ship to build.
- My skybox was completely black on the main menu and in game, but I turned it on and off in effects and the normal sins skybox loaded. I wasn't sure whether the STA skybox was in this patch or not.
-Botanical crusiers image was missing.
The new colonial particles and effects are great! I love the flak one!
I noticed a new cylon Y star aswell thats cool!
The new prices for the colonial ships seems better too and I like that you can research the ship taxation and FRAK YOU without doing the final tier high yield research.
This seems like a great patch so far from what I've seen (have only played as colonial rebel atm) , I really like the direction its going in!
Thanks for all the hardwork you put in, its such a great mod!
@WHITE9008
Yes, Warstar will replace the defender light frigate for colonial rebels. that apparently didn't make it in the patch.
The skyboxes is another patch bugaboo. I tried deleting old files from the 7z but then notices several files got nixed (mostly images) because their timestamp didn't change when I pasted them in the mod. Most of these will be new Stars from Maelstrom and a few of the Skyboxes from STA3 (all used with permission).
I'm open to more changes on the base Colonial or Cylon effects... Starting to learn some of what make particles tick.
Ideas for particles on abilities are welcome too, just going to need to tackle particles slowly.
I mainly made the Y-star for Cylon militia but if people like it as a light frigate on Cylons I'm good with it.
I'll try for another maybe slightly larger patch and see if I can include some of the newer files. Trying to make patches suck once images are added...
Ok glad to help
I've been thinking aswell if its possible to add extra cap ship for cylons?
As the siege capital?
Just an idea as i thought that the existing basestar model could be used.
Also this one maybe?
As the command star cruiser?
Using the hades model scaled down with features of another basestar like the boardingstar for the arms?
Just some thoughts I've had.
Hey Z, and KWHITE9008... I am working with modeler on this at the moment, so hopefully we will have a Guardian Basestar which looks the way that it should, instead of the existing model which is all wrong.
Hey Z, I must be missing something.... just had another look and my changes don't seem to be in there? My changes are these ones(plus new descriptions for the autocannon weapons):
Changes to "Hand of God"
Model Subsystems tree
Replace the images for “Biomechanical Resin” and “Compressed Resin” with the new icons that I have send to you. Change “Reactive Resin” and the description to:
Nanorobotic Layer
A layer of multiplying nanorobots are added to the surface of each ship, which gather at areas under sustained attack and absorb damage.
Point Defense Pulsars
Change "kinetic" to "energy"
Mega Pulsar
Also change "kinetic" to "energy"
Tactical Nuclear Missiles - Change to “Tylium Missiles” (all of the missiles fired by capital ships aren’t nuclear missiles!)
Change description to:
Refined Tylium precursor is weaponized and developed into a missile warhead, yielding tremendously enhanced damage.
Advanced Tactical Nuke - Change to “Enriched Tylium Missiles”
Tylium warheads are enriched through an advanced separation process, further improving damage yield.
Heavy Nuclear Missiles – Change to “Antimatter Nuke”
Nuclear matter is augmented with antimatter to produce a vastly improved payload, causing devastating damage to the planets surface.
Change MIRV Missiles to “Antimatter MIRV”
Multiple Independently Targetable Re-entry Vehicles carrying numerous antimatter nukes which disperse before impact, causing maximum damage.
Changes to “Defense Systems” tree
Pulsar Cannons
Remove word "kinetic"
Other stuff
Basestar (capital ship)
Change “Low Yield Nuke” to “Nuclear Warheads”
Disperses nuclear warheads at multiple targets, yielding immense damage.
Guardian MkII
Change “High Yield Nukes” to “Fusion Nuke”
Plutonium isotopes are enriched with both antimatter and Tylium precursor, resulting in the ultimate warhead.
Change “Organic Armor” to “Enhanced Nanorobots”. There is also a new image to use, which I will email to you.
Advanced multiplying nanorobots swarm across the ships hull acting as a shield, which assimilate damage and convert it to antimatter.
General stuff:
* Need to add the rebel titan back into galaxy forge
* If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...
Your changes aren't in there for me either.
Ummm... Ha? I feel like I'm in the twilight zone at the moment with all of these apparent changes that I can't find anywhere! Where is this model? I haven't seen it. I've activated the Cylon Militia mod and run a few test maps, and nothing. Are you talking about the Siegestar frigate?
I was never particularly taken with either of the in-game Guardian models and always seemed to me that if somehow quality versions of the Razor Guardian and the Blood and Chrome post-Hades Basestar ever came available they'd be the best candidates for them.
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