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
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.
Not sure that I'm a fan... what would it's purpose be?
Z...
It's great that the capital ships have access to the Shield Artifact and use it... but there is no effect for the shields? Weapons still impact on the hull rather than a shield effect.
There's no effect because according to the game code the BSG races already have working shields, just at a fraction of 1. I haven't looked at the .entity files, but I'd assume they have renderShields set to FALSE so you don't get shield impact FX on what is supposed to be gameplay-wise a shieldless vessel. And no, there's no way to tie the shield being rendered to a research subject, which is what all artifacts and pacts technically are.
Ok. Z... Do you have any ideas?
I don't know if its just me, but I'm having issues with jumping ships from stars? It takes ages for them to jump (seems to be an issue with the larger ships - titans, starbases, larger capital ships)
It's not possible to have no shield mesh and then apply one with the shield artifact. If I add a shield mesh and render it would display 100% of the time because the BSG ships have 100% shield strength because of their extremely low shield value in order to have mitigation.
Did you make any modding changes or using a custom map? The Caprica burning map has extremely long phase lanes for instance.
The new Guardian Basestar model is coming along nicely... Not long now...
Yeah... probably because it's a custom map...
Cool would you be willing to post an in-progress image? If he's not ready for public views you could email me it...
This is going to be the new Nova. Still needs some finish work on the mesh and need hard pointing and particle effects to match the new colonial effects. Also, I'm going to make some slight texture changes.
This will be in the next release whenever that happens.
Credits: Original Pegasus Model and Texture by Coxxon. The new Nova was built by modifying components of the original Pegasus.
This is pretty close to final...
It's not a classic Battlestar...but I like it. Strikes me as a classic reborn. Will it's main weapons still have different sounds than the other capital ships?
And anything on my previous post about the Viper?
SpardaSon21 and Z.... Then how does the planet shield generator (planet module) work? Doesn't it create a shield? Can the same mechanics be applied to the artifact?
I have an idea. I really like the concept of the alien artifacts... but I have always thought there was more potential with them.
When you capture an Alien Carrier or Battleship and click on the ship, there is an icon in the ships menu that says "Alien Artifact" with the description "An alien artifact containing unknown secrets yet to be discovered"
What if this "secret" was one of the following (i'm not even sure if these are possible in the game mechanics):
- Like the shield artifact, adds a new weapon to the selected ship i.e. high powered beam weapon (could this work as an additional bank target?)... or a Wave Cannon, like the Vasari tech
- Existing weapons are augmented with new alien tech, increasing damage of all weapons by 5%
or ... any other ideas?
If I recall correctly that's actually a particle effect tied to a buff the shield generator gives the planet, and no, that can't be adapted to what you want.
Cylon_Luvr,
The So13t Raider model Z posted has a strong mesh-only resemblance to an unused Raider-concept-later-potential-probe model from the series (iffy sources on that, though). I thought it'd be cool as an ability-based unit or an auxiliary strikecraft, being why I suggested it at all. If not this design specifically, I'm still interested in seeing the unseen Cylon Probe fleshed out...
There has to be a way!!
A strikecraft probe wouldn't really serve much of a purpose... And we already have a Search Raider. The search raider isn't very "Cylon" looking tho. You will need to flesh out the concept yourself for where you want to take this...
1. Replace the Search Raider model and call it a Cylon Probe
2. An additional strikecraft (unsure of its function, which you will need to determine)
Either way, you should put forward a more certain use of the model to Z, as he will have the ultimate say.
sorry Z, looks as though this may have fallen through.... The guy that was helping me had made some progress, but now he isn't replying to any of my emails!
I miss model making...
Z, based on the recent models you've posted, I'm assuming that you know how to do texturing and lighting?
I know how to do texture and lighting yes. It just depends on the model and the complexity of the uv-mapping that determines how well it looks.
ok cool... I'm hoping that you might be able to do the texturing and lighting for a new Guardian basestar model?
Update on the Guardian basestar model:
There are many great features available to you once you register, including:
Sign in or Create Account