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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
I've checked my email and am unable to find any of the files mentioned. I have no issues including the changes once I receive them.
I did have a lore reason for not including resurrection on some of the ships due to a lack of organic based cylon models, but functionally I don't mind adding it in to give a little more relevance to resurrection.
I've checked my email and am unable to find any of the files mentioned. I have no issues including the changes once I receive them.I did have a lore reason for not including resurrection on some of the ships due to a lack of organic based cylon models, but functionally I don't mind adding it in to give a little more relevance to resurrection.
Ok, I'll resend.
Yeah that does make sense... the 3 original Cylon war models - Hades, Guardian and blood and chrome basestar shouldn't have resurrection. Happy to leave this decision up to you!
Lol what does this mean from the other forum Z?
"I was surprised when Mord_Sith put this together, but it is pretty awesome."
I've been involved in your BSG mod basically since its inception.
I was surprised you put this together is exactly what I meant. I didn't think we'd get any new models let alone ones as well done as these are.
Introducing... the replacement for the Guardian MkII! Its now called the "Nanostar".
It will also have a cool ability effect which is designed specifically for this model.
I'll send the files to you soon Z.
Ok, I'll resend. Yeah that does make sense... the 3 original Cylon war models - Hades, Guardian and blood and chrome basestar shouldn't have resurrection. Happy to leave this decision up to you!
All good with this Z? Did the files come through to you this time?
Z just sent you the files for the new Nanostar model.
This is freakin awesome! Wow! Such a great new model. Well done Mord. How did you find this guy??
New basestar model
New Hades:
New Cylon Colony model from top (Loyalist Titan)
New Cylon Colony model from bottom
OMG!!!!!!!!! I just had a cylon-gasm. These models are incredible Mord!!!!!!
So excited to see the Cylon Colony and Basestar, they look amazing. I hope to make another FoK Colonial campaign map if time permits.
I emailed you the mesh and reduced textures for in game.
I'm glad he's including the high fidelity textures. It makes it easier to craft good icons and perform reductions in the texture on the original image.
Forgive my ignorance, but why do textures need to be reduced? (I don't really understand how this stuff works). Wouldn't that mean that the detail is also reduced?
Thanks. I should be able to send you the new effect for it soon too.
It's a good question.
A 4096x4096 texture results in a roughly 20+ mega byte file compressed! Reducing that same texture down to a 2048x2048 results in a 5.4 MB file compressed. 2048x2048 is also the largest file size used for capital ships in Rebellion. Also consider there are two other textures files that go with the color file. The Data (lights, specular, reflective) and the Normal Map (bump) that also are needed for each ship.
There are some other considerations as well with performance of loading that 20+ MB file. Also, that same would be loaded to your graphics card for processing.
Another consideration is in DDS format your already seeing reduced textures at various zoom levels. Zoom out one notch and your seeing a 1024x1024 texture, zoom out another notch and your seeing a 512x512 texture. DDS works by packing in multiple resolutions of the same texture in different layers.
This is actually pretty common to take a high resolution image and reduce for in game consumption and performance.
Z, are you ready for me to send you the final list of changes/updates? (although I'm pretty sure there might be a few bugs in the next release, as to be expected!)
Sure
Looks like one of the polygons isn't uv-mapped. Maybe your guy could take a look at this.
https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/basestar_missing_uv-map.png
Looks like one of the polygons isn't uv-mapped. Maybe your guy could take a look at this.https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/basestar_missing_uv-map.png
Apparently the same UV-map from the original Coxxon model was used. I re-uvmapped the Basestar to clean this up a bit.
A comment on the Hades and Basestar textures.
If you are wanting hull textures overlays on the existing textures... I don't want those being done using the in-game DDS to create them. The reason being is DDS is a lossy format meaning the image loses some of it's detail when it's compressed to DDS and does NOT get it back if you convert to another format.
I have the original non-lossy textures and can apply a similar hull overlay to the Hades and Basestar.
Icons are done for mainview and hud.
I don't really understand... Does that mean that what the modeller did to the Hades, basestar and resurrection ship was a waste of time?
I checked with the modeller and this is what he said.
"He's correct .dds isn't so great for keeping texture quality. I didn't think you guys had the originals so that's pretty great. Feel free to send over the original files. It's very easy for me to plug them in. It would take about an half an hour or so per model.
Z, I’m emailing you all the files for the below changes.
New changes:
- The new Blood and Chrome cap ship will be called the “Djerba Baseship”. It will have the following abilities:
Djerba Baseship
1. Cython Infestation
2. Djerba Centurions
3. Fortress
4. Hatred
- I have provided new icons for all of the new abilities.
- EMP ability updated (effect added)
- Removed shields entirely to remove annoying “Shields have failed” warning. This will also allow the “Shield Artifact” to actually activate a shield effect for Cylon capitals.
- Please add the new mesh file for the Cylon shields (have emailed)
- Please allow both Rebel and loyalist factions to have access to build all seven cap ships. The Cylons should be like all other factions in Sins – the only differential is in the different Titans that they build. However, that now means that the Hades cap and the Guardian cap can’t have a cross-over of abilities… so I’ve had to design a few new ones (will email the new entity files). The abilities will now be:
Hades
1. Pulsar cannon (Existing)
2. Launch AB Raiders (Existing)
3. Mine Drones (New)
4. Invasion (Existing)
Guardian
1. Raider Swarm (Existing)
2. First Hybrid (Existing)
3. EMP (Updated)
4. Retribution (New)
- Is it possible to have the ships in order of evolution in the build menu? It should be in the following order:
- Z could you please remove the “Activate Sleeper Agents” research (in the “Hand of God” research tree). It doesn’t work. It’s not possible to track a ship.
- The Guardian MkII is being renamed to the “Nanostar”, with the new replacement model. Cylon Hybrid Upgrades ability is supposed to be the ultimate ability for this ship. Have fixed this up and attached.
- I’ve made quite a few changes to the entity files for the cap ships to add more individual character to each ship including the cost to build cap ships, hull points etc. I’ve decided to remove resurrection from the ships that shouldn’t have it – Hades and Djerba baseship (as we discussed - doesn’t fit with canon), however considering that the Guardian has a Hybrid onboard, technically it should have resurrection, so I’ve given it this ability.
- Changed the Alien artifact ships so that they can have shields.
- Have created a new artifact to replace the “Phase Artifact” – one that represents a more powerful, unique and “alien” technology, a true “cloak” which makes the ship completely disappear from the enemy, is invulnerable, but can still fire weapons. It will use the Phase Artifact model.
- Please change the Phase Artifact description to the string that I have provided.
New strings:
StringInfo
ID "IDS_CAPITALSHIP_DJERBA_NAME"
Value "Djerba Baseship"
ID "IDS_CAPITALSHIP_DJERBA_DESCRIPTION"
Value "Representing the first evolutionary step to the modern Basestar, this slow and durable ship is primarily used to defend strategic positions."
ID “IDS_ABILITY_CYLON_CYTHON_NAME”
Value “Cython Infestation”
ID “IDS_ABILITY_CYLON_CYTHON_DESCRIPTION”
Value “A high velocity, armour piercing pod containing dozens of Cythons penetrates the enemy ship’s hull, releasing these deadly cybernetic snakes to wreak havoc on the ship’s crew and control systems.”
ID “IDS_ABILITY_CYLON_DJERBA_NAME”
Value “Djerba Centurions”
ID “IDS_ABILITY_CYLON_DJERBA_DESCRIPTION”
Value “Upgrade the ship’s crew from Centurion 0005 models to the more advanced Djerba model, resulting in operational improvements.”
ID “IDS_ABILITY_CYLON_FORTRESS_NAME”
Value “Fortress”
ID “IDS_ABILITY_CYLON_FORTRESS_DESCRIPTION”
Value “The baseship becomes a stationary fortress with increased range, damage and durability to defend planets, trade routes and strategic positions.”
ID “IDS_ABILITY_CYLON_HATRED_NAME”
Value “Hatred”
ID “IDS_ABILITY_CYLON_HATRED_DESCRIPTION”
Value “Transmits a signal to friendly ships which installs new code to be activated upon the ships destruction, converting the vessel into a bomb to damage nearby enemies.”
ID “IDS_ABILITY_CYLON_MINEDRONES_NAME”
Value “Mine Drones”
ID “IDS_ABILITY_CYLON_MINEDRONES_DESCRIPTION”
Value “Sends a team of small autonomous mine drones to the target enemy ship, where they will attach and detonate explosives to cripple the ship’s engines and weapons.”
ID “IDS_ABILITY_CYLON_RETRIBUTION_NAME”
Value “Retribution”
ID “IDS_ABILITY_CYLON_RETRIBUTION_DESCRIPTION”
Value “The Guardian immediately activates a self-destruct protocol, sacrificing the ship but causing immense damage to all surrounding vessels and structures.”
ID "IDS_ARTIFACT_ALIEN_CLOAK_NAME"
Value "Cloak Artifact"
ID "IDS_ARTIFACT_ALIEN_CLOAK_DESCRIPTION"
Value "Cloak Artifacts attach themselves to nearby Capital Ships and Titans granting them a temporary cloak.”
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