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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
Good feedback... I added it to give the militia a little easier unit for the AI to get over. The AI was stalling too much with Cylon militia not being able to take worlds. I'm not convinced I like it as a unit but figured it can't hurt to try something new and see how it pans out. I like the name Protostar and may end up using it. I tend to be a bit blunt on names if I'm not feeling creative.
Done... On the organic armor it was a shared ability and icon. Thought you just wanted it overall changed. I have split them into two abilities now.
Protostar sounds good to me...
Cool. It needs to be a little bit more advanced than "Organic Resin" as well... its more advanced tech. Could you increase the armor by 1 for each level? i.e. starts at 3 armor instead of 2 and increases by an additional 1 compared to "organic resin"?
Z, last few changes that need to be made:
- Need to replace the "Fleet Logistics" icons... the ones that currently appear are not clear (as below). I've emailed you a progressive line of new datastream icons from 1 to 8. Use the red ones for the first cap ships logistics slots, and the purple for the fleet capacity.
- Please change the icon when you select ships... see below. I've emailed you the new datastream pic to use.
Just found some abilities for the Chimaea envoy that don't work.
For the cylon loyalists, the "Sharon Boomer Valerii" ability doesn't work because the Envoy doesn't have antimatter. Need antimatter for this ability to work apparently.
Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research.
It's a different icon per capital experience level. I've modified the image you gave to work as follows...
Looks good...
thanks Z ... Very cool
Any new ability ideas for the Hades Basestar.
I've replaced the Organic Armor with Deploy AB Raiders. I'd like to make the other abilities unique too.
AB Raiders, eh? I'd like to see those!
What do you mean AB raiders?
I've designed some new abilities for the Guardian... But waiting until the new model is ready before I release them. Haven't really thought too much about the Hades...
Super-heavy almost corvette size raider from Galactica 1980.
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).
I fixed this. It happened the next six games so I re-downloaded from MODDB and its fine now.
This looks great!
Zombie - a few minor changes:
- Guardian MkI shouldn't have autocannons. - Guradian MkII shouldn't have old school raiders.
Also, still can't add the Boomer titan in Galaxy forge...
Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...?
planetItemType designName "Cylon:Titan:Rebel" entityDefName "TITAN_CYLONREBEL"planetItemType designName "Cylon:Titan:Loyalist" entityDefName "TITAN_CYLONLOYALIST"
Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...? planetItemTypedesignName "Cylon:Titan:Rebel"entityDefName "TITAN_CYLONREBEL"planetItemTypedesignName "Cylon:Titan:Loyalist"entityDefName "TITAN_CYLONLOYALIST"
The code you've mentioned above is in the "Core" GalaxyScenarioDef, but its not in the individual planet mods i.e. Sol, Kobol, Maelstrom etc. which would allow you place the specific planets in maps for that particular planet mod.
You need to unzip the latest planets package to get the latest code.
Z, could you also add the Colonial starbase into GalaxyForge?
planetItemType designName "Colonial:Starbase" entityDefName "StarBaseColonial"
Zombie - just checking that you will incorporate this into the next build?
So, I have some questions about 5 strikecraft. I know that the Viper Mk1 as it is now is pretty much unusable, but had you the meshes for the Viper Mk1, Stealthstar, and Blackbird- would you have a place for them in-game?
Also, they mention Cylon drones twice in the series and there was a scrapped raider concept that they supposedly held onto in case they ever wanted to show them on-screen. I figure a a derivative of one of the Rankulus abilities would work well for either the Blackbird or Cylon Probe...at any rate, is that in any form a concept you'd consider implementing?
Most importantly, do you already have a model for the Cylon AB Raider?
Just curiosity and such.
I do have the Blackbird mesh created by solcommand and have it in game locally. I'm thinking of making it a researched strikecraft unit.
In regards to the Cylon AB Raider... Right now I've modified the Cylon War-Era Raider to resemble the AB Raider mesh wise but have not modified the texture yet. I do not have stealthstar model and am not aware of it existing in a usable form anywhere and the MK1 will most likely never be in the mod.
There is an old Sot13t model that resembles the Cylon Probe you have pictured above which may be possible to use.
Could you post a pic of the Cylon probe please Z?
BTW, it's not possible to have the research for the Number Eight Model do the same thing as the Boomer Valerii Ability research. The latter is tied to an actual ability while the former is Research modifiers.
That makes me really sad. I've been playing this mod for a long time now, and really just been lurking the forums until I saw this. Now I'm a big fan of the old Galactica, really big, if I could I'd have purchased one of the life size filming prop Vipers to plop on my front lawn. Not to say I didn't like the new show, I mean it had it's ups and downs and I didn't care for a bunch of the plot but I did like the ship designs like the Blood and Chrome Viper Mk III and the Mercury class Battlestar.
Anyways, you sure you can't make it even if it's just an optional add-on for a texture/model replacement for an existing ship like the Mk VII or Mk II? If not then I guess that means an original Battlestar is out of the question too. Never be able to have a proper classic Nova/Hades slugging match, Raiders and Mk I Vipers trading fire.
I get it, in the new show timeline it'd be an old bird, I get that. Doesn't mean you can't bend the rules a bit. If there are no existing textures/models for them then sure I'd understand. I'd still love to see it though, even as an optional add-on.
Aside from that bit of sadness, I DO like the Mercury in the mod. Good balance of firepower and fleet support. Rest of the mod is pretty solid, Colonial Titan weapons seem off though, main batteries seem like they're firing machine guns rather than cannons and the missile effects are different. Intentional?
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