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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
Did you have a chance to look over any of my ideas? I appreciate you have RL and your other commitments that are time consuming.
Hey Z.
I've modded the Cylon starbase (not the main one, the one that is in the "Moon" addons mod).
I've emailed it to you for inclusion in the game. I've added a few unique abilities to it...
All files should be added to the "Moon" addon.
Yeah, RL involves 3 kids, work, spouse and no time
I like your descriptions...
Here's my comments:
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.
Have a model in mind?
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.
This is doable. Can you supply an image for the research icon?
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.
What is this supposed to do?
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.
This is not possible.
7. The CDF works closely with civilian space exploration programs. They are able to build explorer/scout ships for cheaper.
This is not possible
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.
It's not possible to only affect research cost/time for the Diplomacy tree. Did you have another idea?
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.
This is doable.
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.
This is doable. Can you supply images for the research icon?
4. Colonial capital ships produce taxes as they are directly sponsored by colonial civilians (pride in the fleet).
Col. Sep. already have this research.
5. Access to the heavy raptor (nukes) once researched and the stealth star for Covert Ops. Both crafts should be available to capital ships.
There is no stealth star model. There is no room for additional strikecraft.
6. Alberta/Cygnus class research marine boarding parties.
What would the ability do? Adding targetting abilities to LRF's is not generally a good idea as they will leave a battle to engage the target.
7. Ghost fleet, destroyed ships can be salvaged and returned to your capital planet.
This sounds a little too much Cylon's for my taste.
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.
There is something similar to this in the defense tree.
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.
It is a wonder that you find anytime with all your responsibilities! I know you are aware of Ice Dragon modelling work. I think something like this might make a good candidate for the Picon Fleet HQ with Ice Dragon permission. I am happy enough to contact him as he still seems quite active on his forum. Effectively it is an updated Ragnor stations with three shipyards attached. This being the case it would end up being similar to the Ragnor station as it can act as a secondary refuelling/repair facility. I can imagine the command staff/admirals looking down on their fleet.
I have quite a lot of artwork collected for BSG so I will certainly be able to send you some pictures for research icons. What format and sizes do you want the pictures in? As soon as I know this, I can start setting aside some samples for you to look through.
The advanced dradis research option already exists as an early warning system for an enemy fleets approaching one of your systems. Though this might be expanded upon with some further thought as we know both cylons and colonials used monitoring stations/listening posts as part of their defence network.
I will give the scout craft for the CDF some more thought, perhaps their edge in scientific exploration might allow their scouts to have some unique abilities once researched.
I will look at possible research ideas for diplomacy for the CDF. We know even from TOS BSG, diplomacy and trade played a big part in the story lines. We already have a trade pact as standard, I think a little bit more research on my part will bring up something that might be useful.
Separatists
When a capital ship deploys raptor/vipers as a special ability are the stats of these ships able to be changed or is that not possible? For instance a raptor is deployed that has heavier missile damage (Assault raptor), vipers with better armour, health and damage could symbolise an elite squadron. This way there would be no need for new models and it will still make the special ability a more worthwhile investment. I know you are able to change the stats for fighters that come out of the hangar defence when researched.
As for the Alberio marine boarding ability. There is three possible options;
1. they disable a system on an enemy vessel.
2. they capture a heavily damaged vessel.
3. they deploy a tactical nuke on the hostile vessel (BSG Razor) Though this could be seen as something more apt for the Pegasus.
Ghost Fleet, I have given this some more thought as I see your point. I have two possible ideas for this;
1. When a colonial ship is destroyed they receive a small percentage of the cost back through salvage research, though I personally don't like this idea too much.
2. However I prefer this one, if at some point in the future each faction can build a hero ship. The Galactica was the command ship of the Ghost Fleet. It would be a great support special ability for the Galactica to call in the Ghost Fleet as reinforcements temporarily. The models such as Flattops, communication ships 'Celestra', Sentinal, Berserk and Asgard already exists. At each level, more ships would appear. Taking out the Galactia would become a major priority for any Cylon player.
Ghost Fleet
I hope you have a book mark, lol. This is just some food for thought when the time is available.
I have recently read a very interesting article (production notes) from two of the model designers who worked on the BSG 2003 series and Blood and Chrome. They addressed some of the fan criticism regarding the scaling of ships in the Scorpion shipyard attack scene. They explained that due to tight work schedules per episode they were not able to spend the time they wanted to on this scene, likewise they didn't have the resources available for more accurate scaling. They didn't want to make the same mistake with Blood and Chrome, so this time round they done a lot more research into the individual ships. They also wanted to reward fans by adding some of their own designs such as the Defender/Sintenal class. Their main aim was to give fans an idea to what a fully functioning BSG would look like and how each ship would play it's part. They based a BSG heavily upon a modern day carrier tasks force. They gave some additional information about each ship and their roles that you will not find on other official websites. Here is a rough breakdown of some of the unknown ships in the Ghost Fleet.
Waterslide (early Battlestar), Eros class troop carrier.
This ship housed the main medical facilities for the fleet and could also be used as a troop transport.
Catamaran (missile frigate)
Long ranged tactical missile frigate. Providing additional frontal fire power for the fleet.
Loki/Cyclops (heavy cruiser)
The Loki and Cyclops are actually of slightly different designs, though their functions are the same, both are fleet repair and supply ships similar to the Flattop. The main difference is that these ships are able to construct other ships! I find that a bit strange, it would be more likely that they would carry supplies for the constructing of orbital structures, just my views.
They had two other designs that they didn't manage to get finished, both are kept to the far screen of the Ghost fleet. One was a dedicated marine transport ship and the other one was a Raptor carrier ship, similar I would imagine to a modern day heli-carrier. Designed to support the fleets logistical requirements, SAR missions and marine landings.
After getting that out the way, I now turn to the information regarding ships that are currently in the mod and the model designers views on them.
Defender/Sentinal (Lightstar)
The ship was originally a merchant ship that was refitted for military use at the onset of the First Cylon War. These ships prior to military use were top end merchant ships, fast, well armoured and lightly armed to deal with pirate threats or any other would be opportunists. They were popular with space explorers and often outfitted with scientific equipment including advanced Dradis systems. It is no surprise that the CDF seen this ship as a viable ship for military use. The ship would make an ideal scout ship due to its speed and advanced Dradis equipment. The addition of a hangar pod to allow for raptors would extend the vessel scouting range. To ensure the ships survival on long range missions more emphasis was put on defensive systems. The ship was well protected against missiles and fighters. The ship was also upgrade with missile pods to add an additional punch. The Defender/Sentinal was designed to be a scout and fleet escort.
Taking this information into account, I have had some thoughts. Instead of having the Defender and Sentinal as two different ship classes. I would have the Sentinal as a military upgrade to the Defender class. The Defender would be moved to the cruiser menu and once upgraded it would change into the Sentinal. I have seen a few mods do something similar, for instance Excelsior class being upgraded to the Excelsior B 'Lakota' class. Once the Sentinal upgrade has been unlocked, the ship will have it's hanger and missile pods. This could then link up to the engine boost upgrade, and a PDS upgrade to increase the ships survivability.
This of course would leave you without a frigate class for the CDF. I would say the 'Guardian' class would be better suited as an escort frigate as the ship was designed to protect merchant shipping. It is very similar to the defender, though 4/5th the size and lightly protected. The main emphasis of this ship was on speed and ranged missile warfare. The Tyr class is a better balanced ship and more durable than the Guardian. I will post a picture of the Guardian below, hopefully the Defender model can be modified in time to create the Guardian.
Berserk Class (heavy escort)
Unlike many colonial ships that were modified at the start of the First Cylon War, the Berserk class was purposely built to be a heavy cruiser. Though this class is a highly effective anti fighter/missile ship, it is foremost a heavy cruiser and thus is not lightly armed. Most mods put this ship in anti fighter role, like heavy cruisers in the second world war she was able to dish out punishment, hence why the Berserk name is quite appropriate. The top spine of the ship is the only weak point in the design, she was designed to be well armed and fast, so sacrificed some armour, however the sheer amount of weapon emplacements made up for this. The missile pods though capable of interchangeable weapon ordnance are primarily meant for long ranged anti fighter suppression. I have seen Berserk class models that show the ship with it's heavy KEW batteries opposed to just the auto-cannons. It would be good see the Berserk class outfitted with heavy KEW batteries, I don't know if it is possible to add a special ability to this class so that the ship can fire ranged anti-fighter missiles, similar to the flack ability. The Berserk class ranged missiles were designed to take out enemy fighters long before they could deploy their own missiles.
Communication/Advanced Electronics Ship (Celestra type)
Another civilian ship enlisted into the Colonial fleet. Originally designed as a purpose built science vessel. It's advanced sensors were modified for military use, assisting the fleets targeting systems. Though the main advantage to this ship was it's ECM equipment, able to jam missile locks and block Cylon communication signals. This ship provided extra security for the fleet from Cylon viruses. I especially like what you done with the upgrades for the Flattop. It is very easy to concentrate on the military ships, but in the BSG universe, merchant ships played a big part. At the moment the Celestra is being used as a mining ship. This old girl when upgraded could prove to be very useful, especially for fleets that lack a Battlestar capital ship.
Columbia (Heavy Battlestar)
The model designers received some flak of fans for the Galactica being OP with the amount of weapons compared to the model in the BSG 2003 series. The Block (1) 'Ribbed armoured', Columbia class that came of the production line first were no match for the Hades (1a) Basestar. The Columbia class was designed prior to outbreak of war with the Cylons. The Columbia class was never designed to fight the Caprican designed Basestar. Due to the immense costs of building a Battlestar it was likely that this ship would of remained on the designed board if it had not been for the outbreak of war. Only when the colonies came together did they have the resources for this project.
12 keels were laid down for first batch of Colonial Battlestars. The first Battlestars to be commissioned were lost early in the war. The CDF had to radically upgrade the existing Block (1) Battlestars still under construction. The new Battlestars now had fully armoured plates with additional auto-cannons, PDS and more heavy KEWs, they would become the Block (2) variants. Galactica in Blood and Chrome is a prime example of a fully upgraded Block (2). This Battlestar was far better suited to slugging it out with a Basestar, only surpassed by the Minerva class command stars at the end of the war. In the Scorpion shipyard scene we see an upgraded Block (3) Battlestar, though they admit the scaling was wrong for this ship. The Block (3) refit addressed the design flaw in the need to retract the flight pods. The class was far heavier automated, additional armour and cargo space were added. Only the late generation Block (2) Battlestars built towards the end of the war and just after the Armistice received this refit. The Galactica was an early Block (2) Battlestar, she was deemed too old and expensive to upgrade. The Block (3) Battlestar resembles the original design on the outer shell, internally they are vastly different, hence why it is not considered a Columbia class Battlestar by many. So they were right to say that the Galactica was the last true Columbia class Battlestar to be taken of the active roll.
Though the model designers have used many fanon ideas, they certainly seem to fit into the story line and answer some of the continuity problems that have been brought up.
I know that there are other mods out there that might be willing to donate some ship models if you are happy for me to contact them?
Ravage-wolf... You have some great ideas, but your posts are far too long and detailed. Best to be succinct and to the point on the forums. Simply too much to read through...
Thanks for the info Cylon_Luvr, I will keep that in mind for future posts.
His models are by far to high of a poly count for the Sins Engine even if he would give permission (which I would be doubtful it would be forthcoming).
I like your optimism.
I have been working on research icons per our previous discussion. What format and sizes do the pictures have to be so I can convert them. Are there any rules I need to keep in mind for the pictures so they actually work? Would ship models used in Star Wars Empire of War be of a low enough resolution to work in sins?
Format like tga is best as it's not lossy, but jpg is ok. The image does not need to be a particular size, in fact larger or unmodified is better as I will have to reduce it as appropriate for the icon which is better from larger images that haven't been reduced or otherwise modified yet.
The icons for research are now ready to be sent. I have compressed the file in a RAR format, how do you want me to send it? I have done little adjustments to the pictures other than some cutting to get rid of unnecessary backgrounds.
zombiesrus5 at gmail dot com
File sent. If there are any problems, I will break the file down into smaller segments
Sorry Z, forgot to give you the Strings for the Cylon moon base:
StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_NAME" Value "Evacuation Protocol"StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_DESCRIPTION" Value "Explosive charges are placed in the underground caverns of the asteroid, which may be detonated to release the Hades MkIB Command Basestar."StringInfo ID "IDS_ABILITY_CYLON_DETONATE_NAME" Value "Detonate Charges"StringInfo ID "IDS_ABILITY_CYLON_DETONATE_DESCRIPTION" Value "Explosive detonations free the Hades MkIB Command Basestar from the asteroid, providing a mobile command and control centre."StringInfo ID "IDS_FRIGATE_HADESMKIB_NAME" Value "Mk1B Command Basestar"StringInfo ID "IDS_FRIGATE_HADESMKIB_DESCRIPTION" Value "Now freed from its rocky prison, this original Hades Basestar from the first Cylon War is now a powerful mobile control centre which contains the Centurion leadership."StringInfo ID "IDS_ABILITY_CENTURIONCOMMAND_NAME" Value "Centurion Command"StringInfo ID "IDS_ABILITY_CENTURIONCOMMAND_DESCRIPTION" Value "With the Centurion Command aboard this ship, the Basestar is given armor, hull and defensive upgrades to protect the leadership."
StringInfo ID "IDS_ABILITY_CYLON_COMMANDCENTRE_NAME" Value "Centurion Command"StringInfo ID "IDS_ABILITY_CYLON_COMMANDCENTRE_DESCRIPTION" Value "The Centurion leadership is relocated to the orbital starbase, ensuring that the command structure remains intact despite planetary bombardment and to reject colonization by hostile empires until the starbase is destroyed."
I was looking at some star charts recently for the layout of the Colonies and Cylon space. If you were able to create a Galaxy Forge tool with your material I could then work on a new map. The map would have set starting places for both factions. Example; 3V3 player map. Player starts of in one cluster of four colonial planets, whilst the AI (allied) controls the other two clusters. The map could include a Scorpion shipyard planet with capturable shipyards, bonus; reduced ship build times and costs. Where major battles were fought in the war there could be capturable derelict ships for both factions. The Ragnor station at Anchorage could be capturable. I would be able to include many planets/systems/space anomalies visited by the Galactica in both the TOS and Re-Imagined series. Each faction will start of in their own space and have to expand through the Armistice Line to reach their opponent, there will be no more early rushes! Planets/Asteroid Belts in the Armistice line will often be rich in resources. The player who manages to find the path to Kobol and Earth will be richly rewarded. The map will be designed to stop the AI camping in one location. Where you able to use any of the research icons I sent to you?
I have one in progress, though you can always copy the GalaxyScenarioDef into a Galaxy Forge folder to create maps. The icons for the Kobol planets are also in the mini-mod, those can be copied into the Galaxy Forge icons directory.
Yes, they look ok. I can't give an estimate though on when they will be modded in.
I will give that a go until you find time to complete your own version of Galaxy Forge. It will at least give me a working template to begin with. Thanks
I tried to install Sins of the Fallen just to see what it's like and to maybe get Fall of Kobol farther down the road, but SotF's weird stacking order has me honestly confused. When I stack the mods in what the ModDB manual tells me is the proper order the menu appears as so:http://imgur.com/rwRNeWnAnd the same three vanilla factions appear despite the fact that I enabled the Hypercorp faction.I tried two stacking orders:http://imgur.com/Iq9xXM1The second stacking order was simply a removal of Flagship Reb and doesn't need another picture.Is this even the right forum for this?? Did I get the stacking order completley wrong? Should I just be playing Malestrom?
The mod activation looks correct.
Did you get the Sins of the Fallen loading screen or video with the heart monitor.
What is the file name you downloaded? SotF.Full.Reb.1.82.37.1.2.7z?
You can also download the baked version which collapses the main components of the mod into a single folder for easy activation.
Sorry for not getting back to you in so long.
Baked version throws me the same issues and I did get the Sins of the fallen loading screen and heart monitor splash animation.
The file I installed was SotF.Full.Reb.1.82.37.1.2.7z off of moddb .
Honestly, I've not seen this before and my baked mod is no different than any other mod. I'll re-download them and re-verify but I don't expect to find any issues unless there is a corrupt 7z file.
As you may of expected I had limited success with contacting other mods for material that could be used . Though some of the designers who I spoke with gave me some helpful tips. A lot of mods are using models/mesh that have been freely donated by the original designers. Even Ice Dragon has donated some models, though his ones seem to have too high a resolution. I followed the links provided to me for models that were of low resolution and could be rigged for gaming. There are even some modding packs. I will post an example below as at least this one comes with full details with polygons count etc and can be downloaded in different formats. Once I know what specs you ideally need for sins models, I can narrow down my search.
http://www.3dcadbrowser.com/download.aspx?3dmodel=40838
It worked fine on my end. Are you sure it's not just a menu problem? Is Hypercorp selectable?
Is you version of Rebellion a Steam US version?
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