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
What are your thoughts on the destroy planet ability Z?
You've been quiet Zombie... hows things?
Surviving a lay off... Working lots of overtime... Son is having issues in school...
It's been hectic.
I thought 1.83 was going to release and had moved the code and patches to that version.
I also reached out to see if I could get someone to texture the new model, but not sure if that will gain any traction.
Right now the mod is sorta on hold until 1.83 releases or I back out those changes.
Surviving a lay off... Working lots of overtime... Son is having issues in school...It's been hectic.I thought 1.83 was going to release and had moved the code and patches to that version. I also reached out to see if I could get someone to texture the new model, but not sure if that will gain any traction.Right now the mod is sorta on hold until 1.83 releases or I back out those changes.
Ok... Sounds like things have been pretty full on!!
Yeah I thought that I.83 would be out by now.
I'll put the feelers out soon to see if I can find someone to texture the model as well.
Thanks Z, that's great. As previously mentioned, I've been working on the Envoy abilities, which were never completely finished off. I've modified the "Sharon Boomer Valerii" (Loyalist) and "Number Six Model" (rebel) abilities in The Plan trees, which I've emailed to you. You'll obviously need to add "BuffCylonNumberSix.entity" to the manifest. May seem a bit odd for Envoy abilities, however these new abilities actually infiltrate/sabotage allied planets. I'll give you some background so that it makes sense... the Cylons are a deceptive/conflicted race who have the potential to "fake" peaceful agreements and to spy on/sabotage even their own allies. These new abilities allow the Cylons to weaken other races from within to ensure that they are dominant over their own allies (so that they have the upper hand). The abilities do not have autocast turned on automatically, so it is the players decision to activate this ability if they choose. These new abilities covertly reduce construction rates and steal production.New strings:StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERSIXMODEL_DESCRIPTION" Value "In times of peace, prepare for war. Number Six model's infiltrate this allied planet to sabotage construction and drain production credits."StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION" Value "In times of peace, prepare for war. Boomer is sent down to this allied planet to sabotage construction and drain production credits."As you know, even though I have very limited modding skills, I try to do as much as I can for the changes that I want to introduce, so that the amount of work that you have to do is reduced. However, for a few hours I was trying to swap the position and abilities for the Number Two Model and the Number Eight Model in The Plan tree (Cylon Rebel), but I simply couldn't get it to work. I'm sure it would be easy for you to do, but not for me!! This is what I was trying to do:
Needs to look like this, with these abilities:
- The ability that "Number Eight" previously had (culture resistance) needs to be given to "Number Two", and - The ability that "Number Six" used to have (halting planet bombing) needs to be given to "Number Eight" The Rebel Envoy should therefore have Number Eight and Number Six abilities. New Strings: StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERTWOMODEL_DESCRIPTION" value "Number Two's prophetic visions inspire faith in your populace, making it harder for enemy culture to gain a foothold in your territory."StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBEREIGHT MODEL_DESCRIPTION" Value "Number Eight hacks into enemy planetary assault systems, halting all bombing damage for a period of time."Thanks Z.
Hey Z, Yarlen has said that version 1.83 won't come out until late April at the earliest. Wondering if it would be at all possible to include the above changes considering that we have a bit of time before the release?
I'm also ready to send through the new abilities for both the Hades and Guardian caps (and a few other minor changes to some other abilities). I've done all the work, so you should just be able to import it into the game and hopefully the abilities etc will work. I want to gradually send through my changes so that you can update the mod in steps so that I don't bombard you with too many changes at once (and so that you can keep track of them).
The texture for the new Guardian ship is almost complete. I am also creating 2 new cap ships for the Cylons, including the basestar from Blood and Chrome.
The above changes should be in my local version. Send me the changes to Hades and Guardian and I will include them if I don't see any issues.
I received the texture for the Guardian ship and will check it out. If it all looks good I'll wire it up in XSI. No worries on XSI as I've done 100% of the XSI work in Sins of the Fallen and Fall of Kobol.
Ok, so I’ve created new abilities for the Hades Basestar and the Guardian Basestar (and I’ve made a few other minor changes to some of the other capital ship abilities). I’ve attached all the modded files Z, all you need to do is add them in plus the new icons etc, and the strings which I’ve also done below. Also, the Hades, Guardian and Guardian MkII capitals didn’t have the resurrection ability? I’ve now added those in as well.
Hades Basestar
1. Pulsar cannon (New ability)
2. Launch AB Raiders (Existing ability)
3. EMP (New ability, no new ability icon needed – have used one that already exists)
4. Invasion (Existing ability. Please replace ability icon with the one I’ve sent you)
Strings:
StringInfo
ID "IDS_ABILITY_CYLON_PULSARCANNON_NAME"
Value "Pulsar Cannon"
ID "IDS_ABILITY_CYLON_PULSARCANNON_DESCRIPTION"
Value "Fires a high velocity slug at the target, which deals a high amount of physical damage and cripples its engine systems.”
ID "IDS_ABILITY_CYLON_EMP_NAME"
Value "EMP"
ID "IDS_ABILITY_CYLON_EMP_DESCRIPTION"
Value "An electromagnetic pulse emanates from this ship, knocking out the engines of surrounding enemy ships and causing them to drift.”
Guardian Basestar
1. Raider Swarm (new ability. Have provided an ability icon)
2. First Hybrid (new ability. Have provided an ability icon)
3. EMP (same as Hades ability)
4. Invasion (same as Hades ability)
ID “IDS_ABILITY_CYLON_RAIDERSWARM_NAME”
Value “Raider Swarm”
ID “IDS_ABILITY_CYLON_RAIDERSWARM_DESCRIPTION”
Value “Numerous squads of raiders are all launched at once to overwhelm the enemy.”
ID “IDS_ABILITY_CYLON_FIRSTHYBRID_NAME”
Value “First Hybrid”
ID “IDS_ABILITY_CYLON_FIRSTHYBRID_DESCRIPTION”
Value “The Guardian Centurions view the First Hybrid as their god, and will fight furiously to defend it.”
Basestar Class
I’ve removed the “Disorientation Virus” ability. It didn’t really represent the Cylons ability to shut down enemy ships (Disorientation virus only disabled their engines). I’ve now given the Basestar capitals the “Lockdown Virus” ability, with red eye effect that you created Z. Lockdown represents the Cylons ability much better, and it was also removed from the Hades and Guardian so makes sense to move it over to the Basestar.
I have kept the Disorientation Virus icon for the ability though, which is better than the existing Lockdown virus icon.
Guardian MkII
Didn’t have a resurrection link, which I’ve now added.
Have updated the Enhanced Nanorobots ability, which needed to be more powerful than the Basestars “Organic Armor” ability. I'm also going to add a new effect, which I haven't done yet.
ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_NAME”
Value “Hybrid Upgrades”
ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_DESCRIPTION”
Value “The hybrid is upgraded with the most advanced technology available, resulting in faster repair rates, weapon range and FTL jump speed.”
Resurrection Ship
I've created a new icon for the “Resurrection” ability (Ships 4th ability, not the “Extend Resurrection” ability icon!)
New Guardian texture:
Blood and Chrome basestar:
Just an in game test...
Wow, really great job on these!! The textures are amazing.
I know, aren't they!
Z, as mentioned in my email to you, the guy that is creating them for me actually worked for Ironclad/Stardock to develop the ship models for Rebellion.
I've emailed you the texture for the blood and chrome basestar just now.
He's working on another model now to replace the Guardian MkII. The current model doesn't fit with Cylon ship design at all, so it is going to be replaced with a much better model. Additionally, all of the cap ships are getting a bit of a make over and will have improved textures, as will the envoy.
Another developer is also working on a specific ability effect for the new Guardian MkII model.
These new textures are amazing! Lots of detail. Cant wait to try them in-game.
I know, aren't they!Z, as mentioned in my email to you, the guy that is creating them for me actually worked for Ironclad/Stardock to develop the ship models for Rebellion. I've emailed you the texture for the blood and chrome basestar just now. He's working on another model now to replace the Guardian MkII. The current model doesn't fit with Cylon ship design at all, so it is going to be replaced with a much better model. Additionally, all of the cap ships are getting a bit of a make over and will have improved textures, as will the envoy. Another developer is also working on a specific ability effect for the new Guardian MkII model.
I do agree that the existing Guardian MkII model doesnt really fit with canon, but I think it would be a bit of a waste to completely get rid of it. Could it be used as a cruiser or something?
I think we'll evaluate the existing models and possibly shift some things around depending on how many new assets we get.
Sounds good. I'm not a big fan of the old Guardian MkII model but I'm sure we could find a use for it. A new cruiser perhaps...
Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game?
oh yeah, I'll get to a quick test as soon as I can.
Awesome, thanks
I think replacing the commandstar model with it might work well too. That model is pretty fugly right now.
Model looks great, thanks Z.
I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy.
Yeah, it's always been a placeholder...
My plan is to get the new models in by the end of this month.
I need to fully wire the mesh in XSI (tangents, hard points for weapons and abilities, etc).
I also will create new hud icons, main view icons, info card icons to match the new ship models.
I don't think a lot of recoding of the entity files will be needed other than adjusting weapon layouts to match the new models.
For the commandstar I'll have to rework the hard points to match the frigate setup then shift the icons around. A little busy work but not to bad. The old model will be lost and never used again.
So excited about these changes!
Yeah, it's always been a placeholder...My plan is to get the new models in by the end of this month. I need to fully wire the mesh in XSI (tangents, hard points for weapons and abilities, etc).I also will create new hud icons, main view icons, info card icons to match the new ship models.I don't think a lot of recoding of the entity files will be needed other than adjusting weapon layouts to match the new models. For the commandstar I'll have to rework the hard points to match the frigate setup then shift the icons around. A little busy work but not to bad. The old model will be lost and never used again.
Sounds good!
And how did you go with all of this Z?
There has been a delay with the new Guardian MKII model because the modeller has just had his first kid. I'll keep you posted on developments.
There are many great features available to you once you register, including:
Sign in or Create Account