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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
Z - I've tried to duplicate one of your abilities... AbilityArtifactShieldAttach
I'm trying to recreate the ability, with different entity modifiers, which creates the same effect from the alien battleship.
However, when I try to "copy" the ability (and add it to the entity manifest, including all buffs, in the core folder), the game always crashes in the load up window.
Any ideas as to why it is doing this?
It could just be a small typo. If you zip it up and email it to me I can validate it against my Sins Validation Eclipse tool I wrote.
Looking good.
Fall of Kobol 1.82.37 released
Awesome, thanks. I'll zip it up and email it to you...
Hey Z, how did you go?
BuffArtifactNimbusAttachPreTarget.entity showed it was in BIN but for some reason I couldn't convert it to TXT so the file seems corrupted somehow.
I've manually fixed the file based off the shield artifact pre target buff. Going to see if that runs ok. I've looked over your Nimbus ability some... What is the main idea/lore behind it?
Trying to create more "uniqueness" to the alien artifacts mod. All good if you don't want to use them in the actual mod.
This ability:
"Creates a nimbus field around capital ships which absorbs incoming damage and increases armor protection."
I've also created abilities for the alien starbase which are much more.... "alien" compared to your average starbase.
I'm cool with using it... Was just curious how the lore was described so I could add it in fully.
Any other artifacty changes you make I'm open to as well.
Here's some draft Artifacts I've also added as well as bumping their spawn percents some both for testing and playthrough.
Containment Artifact - Attaching this artifact improves antimatter usage on abilities
Phase Shift Artifact - Attaching this artifact allows the capital ship to selectively phase shift itself and shielding making it harder to hit and decreasing the possibility of weapons bypassing shields.
Shrine Artifact - Attaching this artifact produces awe like wonder to nearby worlds (produces culture)
Nano Artifact - Attaching this artifact allows nanites to merge with the ships Hull increasing hull and hull point restoration
Alien Computer Artifact - Attaching this artifact merges an alien computer with your ship's systems increasing it's overall performance
Alcubierre Drive Artifact - Attaching this artifact merges an alcubierre drive to the ship improving Hyperspace charge up and travel time
I also have a free artifact model for your Nimbas artifact. I'll add that in too.
And..., I fixed Artifacts where they will respawn on the owners death allowing them to be stolen or reclaimed after a battle.
Oh wow, that's sooooooooo cool Z!!!! What you've done above is consistent with what I was hoping to achieve... but I simply couldn't get this stuff to work.
A few things:
- The alien carrier ship and the battleship should "contain" an artifact that can be "stolen" (obviously each ship would offer a different artifact). We could use Alien Computer Artifact and Alcubierre Drive Artifact. Stealing, or stripping, these artifacts results in the destruction of the carrier or capital ship, because they are critical systems for the ship.
- The Alien Starbase that I'm working on is able to spawn more alien carriers and battleships. It also has a superweapon "armageddon" ability which causes a meteor to strike a planet, causing extinction.
- I'm using an overall purple theme for alien artifacts ie. purple hudicons for a consistent look & feel
I'll also start working on unique abilities for the old school basestars (guardian and hades)
Patch will be up at 5pm (Central)
It includes the new Artifact's too.
Note: I updated the main download to 1.82.37.1, but you will NOT need to download that if you previously downloaded 1.82.37.0. You will only need to apply the much smaller patch if you have 1.82.37.0
Damn... I was hoping to get my changes through to you for the Alien Starbase before you put out a release. I've emailed you the zip file for the new starbase.
I have also included a new entity file for the shield artifact. In my opinion, the ability should not be able to autocast. Sometimes, when you acquire the artifact and it is next to a capital ship, it will automatically attach rather than allowing you to select your preferred ship.
Also, you will need to add the following strings:
StringInfo ID "IDS_STARBASEUPGRADEALIENCONTROLMETEOROIDS_NAME" Value "Meteor Control"StringInfo ID "IDS_STARBASEUPGRADEALIENCONTROLMETEOROIDS_DESC" Value "Advanced alien technology allows the starbase to wield meteors as offensive weapons."StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SUMMONALIEN_NAME" Value "Summon Alien Ships"StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SUMMONALIEN_DESCRIPTION" Value "Activates a signal that summons alien ships to fight for your empire."StringInfo ID "IDS_ABILITY_ALIENMETEORSTRIKEPLANET_NAME" Value "Armageddon"StringInfo ID "IDS_ABILITY_ALIENMETEORSTRIKEPLANET_DESCRIPTION" Value "An alien gravity superweapon which causes nearby large meteors to strike the planet, causing mass extinction."StringInfo ID "IDS_ABILITY_ALIENMETEORSTRIKESHIPS_NAME" Value "Meteor Storm"StringInfo ID "IDS_ABILITY_ALIENMETEORSTRIKESHIPS_DESCRIPTION" Value "Bombards enemy ships within radius of the alien starbase with meteors, causing immense damage."StringInfo ID "IDS_ABILITY_ALIENMETEORSUPERWEAPON_NAME" Value "Alien Superweapon"StringInfo ID "IDS_ABILITY_ALIENMETEORSUPERWEAPON_DESCRIPTION" Value "Activates an alien meteriod superweapon of immense power."StringInfo ID "IDS_STARBASEUPGRADETECHWEAPONS_DESC1" Value "Advanced beam lens technology is integrated into all weapon turrets, significantly magnifying damage output."
Also, there is a typo that needs to be fixed up. "Shield" is spelt wrong, and so is "regeneration". See below:
StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME" Value "Attach Shield"StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION" Value "Attaches the artifact to nearby Capital Ships and Titans granting increased sheidl strength and regeration."
Is it possible to create an artifact that can add an additional weapon to the selected ship? i.e a high powered wave cannon or something? I think there is a TEC ability that does this (adds an additional weapon to their planet defence platforms)
Hmm, possibly though not exactly the same way as the TEC ability works. Off the top of my head you would need to add a buff to the ship with a periodic action that attempts to target enemy ships. The weapon would have to originate from the Center of the ship too as there wouldn't be any common reference point across all of the factions.
So even if I was able to create this, it would only be "activated" when it is in range of the artifact or alien ship?
What existing ability in the game would most closely resemble the above?
I have very limited modding ability... but if you can give me a few hints I'll have a go at it.
Actually, all of the alien abilities should not be able to automatically autocast, so that you can choose which ship gets the abilities that you want it to have. I have edited the entity files and have emailed to you.
I have also added the effect for my Nimbus Artifact back in again (which I had originally included).
I have finally been able to find time to properly play through this mod. It has come a long way from the earlier versions, especially the cylon tech tree which is so well thought out. I find that it is the smaller editions such as sound effects that really makes you feel that you have entered into the Battlestar Galactica Universe. I have given some thought to the ideologies of the CDF and the Seperatists to try and give each faction a more distinctive game play feel. This is just some brain storming on the matter.
Colonial Defence Force
Their primary role is to protect the colonies and civilian shipping. They will invest much tech and resources into this endeavour. They are skilled diplomats and explorers. They are more conservative with their ship building programs preferring to build cheaper more cost efficient ships such as the Valkryie type Battlestars over the larger heavier Battlestars. I will break down some ideas for tech tree.
1. Picon fleet HQ, static defence base with Command and Control facilities to support defences and friendly fleets within the gravity well. A special structure that can be researched in the defence tech tree and built in the planets tactical slots similar to the resurrection hub. Picon fleet HQ is the heart and home of the CDF. It will be costly to build similar to the Ragnar station and take up 5 tactical slots (limited to one per gravity well). The station will come with hangar support, missiles, main batteries, PDS. The station will not be as heavily armed or armoured as a fully upgraded Ragnar station as it is meant to be part of a defensive grid. The C&C facilities has a passive ability that all friend ships and structures receive a buff to weapon cool down, improved damage and additional armour. A special ability that could be researched in the defence menu is for the Picon HQ to call in additional support ships temporarily to help defend the colony. The CDF does not have access to the Ragnar station, so in that respect they are less flexible than the Seperatists.
2. Realising that the CDF cannot be everywhere at once public opinion fully supports additional expenditure on more static defences to help defend the colonies until the CDF can properly mobilise to counteract any threat. They have learned the lessons from the First Cylon War and will make the Cylons pay dearly for any incursion into their space. In the defence tech tree they can reduce the costs, build times of tactical structures, plus research more tactical slots. Additional vipers can be researched for hangar defences.
3. Send the marines in. Should the Cylons break through the defensive grid marines will dig in (bunkers) and fight to the last man. This can be researched in the defence menu and will increase the durability of planets. This heroic last stand might buy enough time for CDF reinforcements to arrive.
4. The CDF is charged with protecting the civilian shipping of the colonies and they provide heavier escorts. All civilian ships received a health boost and armour upgrade due to the protection of the CDF.
5. The CDF has invested much money in advanced Dradis to help them counteract Cylon incursions more effectively.
6. The CDF is under pressure from colonial government and expenditure committees not spend fast sums on heavy Battlestars when static defences are cheaper. They turn to building the Valkryie type Battlestars as they are cheaper to produce in vast numbers and are more flexible. In a peacetime they are logistically cheaper to run. The CDF gets a price reduction in building Valkryie type Battlestars.
7. The CDF works closely with civilian space exploration programs. They are able to build explorer/scout ships for cheaper.
8. The CDF does not have the xenophobia attitude of the Separatist. They seek cultural understanding with other factions to better improve their own situation. The CDF has an advantage in research when it comes to diplomacy.
Seperatists, (Special Ops/Offensive)
You embrace your colonial warrior heritage and are fully aware that you can't win a war by hiding behind a steel curtain. The battle must be taken to the Cylons at every opportunity and their war manufacturing abilities destroyed. Public opinion supports your aggressive war stance against the Cylons. They donate fast sums of cubits towards the colonial fleet and even sponsor their own planets heavy Battlestars. Your experiences with the Cylons has made you extremely mistrustful of other races.
1. Special Ops conduct missions deep into enemy territory such as 'Operation Talon' to take the Cylons by surprise. When your fleets jumps into enemy territory you receive a damage buff for two minutes, it also improves your fleets moral as you are on the offensive.
2. Ragnar station, rapid deployment can be researched in the defence menu. Forward BSGs rely on the Ragnar station for fleet repair and resupply as they are far from the colonies.
3. The Seperatists invest everything in their fleet. They can research greater supply for more support ships and gain an additional two capital ships late game once researched. Their late tech tree will allow for ships to be produced cheaper and more efficiently for the final push. Civilian shipyards are turned over for military production.
4. Colonial capital ships produce taxes as they are directly sponsored by colonial civilians (pride in the fleet).
5. Access to the heavy raptor (nukes) once researched and the stealth star for Covert Ops. Both crafts should be available to capital ships.
6. Alberta/Cygnus class research marine boarding parties.
7. Ghost fleet, destroyed ships can be salvaged and returned to your capital planet.
8. Your fleet has of some of the best battle group commanders available. They pass on their experience to their fleet. Once researched your fleet will gain experience faster.
9. You have some of the most skilled and audacious viper jocks and raptor pilots. They hone their skills by playing triad games. Additional research could add veteran and ace pilots, all of which will improves the stats of your planes.
Each faction has it's own strengths and weaknesses and can favour individual games styles. I would like to thankyou and your team for all the hardwork that has gone into this mod. It is one of the few mods that never grows old.
sorry guys, autocast has to stay or the AI won't have anyway of getting the artifacts. Additionally I didn't want the artifacts to require being captured as there's not guarantee the AI would send a capital ship back through to pick up the artifact.
You do have the option to capture the artifact with a frigate and turn off autocast in the game, though the timing for this will be hard when you are getting artifacts from destroyed ships.
...
I'll give this a proper read through when I get some spare time to digest it all.
thanks
Thanks for taking the time to give the ideas some consideration.
Did you put this back in though?
Completely understand with the whole autocast thing. Thanks for explaining.
Z, the game keeps crashing out if you try to scuttle a capital ship that has the artifacts attached to it. I assume this would also be the case it if was destroyed in combat.
I'll email you the crash file.
The crash file does modders no good.
I am able to scuttle ships with Artifacts as well as tested having them destroyed in combat. Have you modded any of the artifacts?
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