Tweets by @zombiesrus5
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
Sounds cool.
You guys might not be applying the patch right. I checked the file and the string changes and icons are definitely in there.
If you aren't seeing it then the patch files didn't get copied over the old mod files correctly. I'll have another patch or full version to try soon'ish with the new changes added like for Gravity FTL Algorithm.
Agreed.
Could you please post a picture of this model Z? thanks
New Fleet and Capital Ship Level Icons for Colonials. Cylon's will show as data streams...
yeah... not bad as a new frigate or something... But definitely not as a new cap ship. What function could it serve as a frigate do you think?
What about a planetary assault cruiser? Could still be called a Y-Star...
Will the next version include the old school raiders for the Hades basestar and Guardian cap ships?
Getting close... need to add the finish work.
Any thoughts on what their purpose should be other than flair? Right now they are setup the same as the TRS Raider.
Vintage Raiders. I enjoy this.
i think that's the best setup for them.
Z... something I've wanted to change for ages (I've emailed you a picture of the research trees, and steps listed below to show you what icons should be swapped):
Step 1. The 'Overload Hybrid' icon for the Basestar cap ship shouldn't be the 'man' hybrid. The 'red' female hybrid icon which is used for 'Hybrid Revelations' research is more suitable for 'Overload Hybrid'. Please use the icon for Hybrid Revelations for 'Overload Hybrid' on the basestar.
Step 2: Move the 'guy' hybrid icon to 'Optimized Assembly' ('Apotheosis' tree --> 'Industrial Networks' sub-tree)
Step 3: Move the female hybrid icon, previously used for 'Optimized Assembly', to 'Hybrid Revelations'
The description for 'Overload Hybrid' for the Basestar cap should also be "The Hybrid is pushed to its limit, granting the ship increased weapons range and improved targeting accuracy"
While we're in the business of suggesting changes that "we've wanted to change for ages", there's two things that has been bugging me:
- There is no icon in the side 'planet' panel when you select the Titan Foundry for Cylon. Could this be fixed?
- The Nuclear Barrage ability for the Boomer Titan shouldn't be called 'Nuclear'. They're not nuclear missiles. It should be called Missile Barrage, exactly the same as the Missile Barrage ability for the TEC Marza Dreadnought. Also, I don't think the ability works properly for the Boomer. The effect, damage, everything should be exactly the same as the Marza Dreadnought ability.
There! I've said it! haha
I kinda feel bad that we put all of this work onto Zombie!!!!
I consider you guys the designers of the Cylon's so it's good by me. I feel more ownership of the Colonials anyway.
Done.
Not Done What you found was an unimplemented ability based on the design. If you find any more abilities that don't match the text let me know and I'll finish them out. This ability now adds hull/antimatter restore and splash damage as stated.
I see icons... Not sure what you mean here.
1.82.36.1 is available now.
Liking the new units, models. Variation is great and using up those Sot13t models is also great.
I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities through certain abilities, it is fine, but it's odd sending a fleet of half-ships at someone. Also, the name is pretty descriptive of it, but maybe something that suggests it's role or history among the Cylon fleet- like "Protostar" (that's making some assumptions though) or something with the Roman/Greek nomenclature they like to occasionally use (though "Hades" and "Centurion" were probably hold-overs from when they were still being controlled by humans I suppose). I like it though-just not as much as everything else. I really just think it'd be cool for the militia to have something unique for themselves.
In other thoughts...
The inclusion of the vintage raiders is what I originally joined this thread way back to ask about. You done good. You done real good.
...also, I haven't checked, but the Cylon Colony should probably/maybe carry War-Era Raiders as well since it was depicted carrying at least a few of them in the show.
That's all. Great work on the mod as always.
I must have had a bad download or something, the icon is there now.
The new version is awesome!!!!! Thanks Z.
I have a few small changes which I'll post tomorrow.
Hey Z, a few things to fix up for Cylon in Hand of God-->Model Subsystems
- The description for "Enriched Tylium Missiles" is incorrect. Should be:
Tylium warheads are enriched through an advanced separation process, further improving damage yield.
- Heavy Nuclear Missiles – Change to “Antimatter Nuke” (its located in the first row of Model Subsystems research)
Change description to:
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.
Miscellaneous stuff:
- You've replaced the "Organic Resin" ability for the Basestar, Worldstar, Guardian Mk1, Hades Basestar and Guardian Mk2 with "Enhanced Nanorobots". The only cap ship that should have the "Enhanced Nanorobots" ability is the Guardian Mk2, which is the most advanced Cap ship for the Cylons. Please change all the other cap ships back to "Organic Resin".
Hey Zombies
Not sure if the warstar missile research is working. I couldn't see it firing any and the ship just says KEW and isn't listing Missile on its info card.
Loving the new cylon autocannon colours and having them on the Guardian and Worldstar is great.
I just had a crash as I was in process of scuttling some fighters for bombers, not sure if it was that or something else.
I was thinking whether it would be considered to have to unlock the different capital ships through research as you play, like in sta3? Like sta3 there are older to newer, weaker to more powerful capital ships in this mod. I like the way it makes ship research seem more relevant as I find I can easily get by without researching any new ships atm and just focus on hull and firepower.
Lol, I thought for sure I changed this but didn't double check. Thanks.
It was a good change and made easier for me since someone else did the work
Change sometimes introduces stability creep... but, did you have LAA applied? Did you restart Sins after activating the mod? How much stuff did you have enabled (hard code limits get wonky too).
For shorter games which I tend to play I find this not as fun. Also, the mod is balanced with 7 other factions in mind which would require a fair amount of work to add for all of them (Not to mention potential research tree reorganization/rebalancing to make room). Given the amount of overall effort probably not likely.
There are many great features available to you once you register, including:
Sign in or Create Account