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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
How did you go with the resurrection ship? Did you have the same issues? (I think the modeller updated that model too in the last zipped file I sent you?)
Will we also have the same issues with the Boomer? Do you want the modeller to fix it up?
Not really, I saw what he did with the Hades and Basestar which appears to be a simple HUD overlay. I'll send you a link to the TGA textures I use.
The Resurrection ship only had the object (no texture) and the base texture for that is pretty much crap I can include it in the download too, but whatever can be done to pretty up the resurrection ship is fine by me.
The Boomer uses the same Texture file as the Basestar so unless it's a complete retexture we can see how she looks after we get the updated Basestar texture in game.
Basestar original model/texture by Coxxon
Hades original model/texture by SuperZERO
Can't believe I didn't do this sooner.
I've automated creating the CursorOver, Pressed and Disabled buttons and converting the TGA's to DDS.
Freak! what a time saver that is, but after I've already done this hundreds if not thousands of times
Still it's good for future changes because it's one of the activities I despise.
Now all I need to do is create the main _Normal.tga and the _Pressed.tga, _CursorOver.tga and _Disabled.tga will be created. The the next script will convert all TGA's to DDS with the proper mipmap based on UI or Game assignment.
Honestly, most modders in Sins would be shocked to see how much I have automated
I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now.
How awesome is that! Would make things much easier...
Cant wait to see how it looks!!!! Such a huge improvement on the old model.
It is a nice improvement. The new Colony uses the original Colony model as a base and then had a lot of nice organic reshaping done to the model. This was good for me as I didn't have to do any rework any of the points (weapon, hanger, etc).
Also the new texture is outstanding.
A lot of credit goes to Koobalt for giving a base for the colony to work from.
It is a nice improvement. The new Colony uses the original Colony model as a base and then had a lot of nice organic reshaping done to the model. This was good for me as I didn't have to do any rework any of the points (weapon, hanger, etc).Also the new texture is outstanding.A lot of credit goes to Koobalt for giving a base for the colony to work from.
I can't wait to see this.
I'll be PM'ing you two later today or tomorrow with a download for a version you guys can test out for this weekend.
Cool. So, I have the modeller working on the following:
- Basestar
- Boomer
- Worldstar
- Envoy
After he's finished with the above, he's going to redo:
- Warstar star base
- Resurrection Hub
Awesome
PM Sent
I've decided to replace the mouth with the old Guardian MkI model for the Cylon Colony Frigate. It will still be called Colony Frigate with no mention of guardian or mkI.
Thanks Z. I'll have a look at this over the next few days.
Likewise.
accidentally set the mkI as the command star model instead of the mkII. You can edit that locall in the FrigateCylonUtility0.entity file.
Issue 2: I need to fix the team color and data texture on the Colony. The legs on the colony are getting some weird team color and lighting as a result.
Edit- I'm also updating the light map on the Colony so the blue lights are more prominent in game.
Looks pretty cool though hey!
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.
Z - looks as though the above changes haven't been implemented. Did you get the files that I sent you? (the ones that you thought you missed the other day, which I resent).
Do the above changes make sense? I know I can get a bit wordy...
The models, icons etc look really good so far Z, awesome.
Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented.
Unfortunately I can't really test much (other than playing around with the new models) until this stuff has been implemented.
I know its a lot of work, and I apologise for that (I have sent through heaps of stuff over past months), but I've tried to do as much as I can with my limited skills. There is just some stuff that I can't do.
Here is what's in this build. The other changes had to be for a different iteration. Try doing to much at once and it can cause issues trying to track down problems...
AbilityCylonCapitalShipHeavyFallout.entity - Removed Research PrerequisiteAbilityCylonEMP.entity - NewAbilityCylonFirstHybrid.entity - NewAbilityCylonHybridUpgrades.entity - NewAbilityCylonLockdownVirus.entity - Changed effect to Buff_CylonEye, changed Icon to disorientation virusAbilityCylonPulsarCannon.entity - NewAbilityCylonRaiderSwarm.entity - NewAbilityCylonResurrectionBasestar.entity - Changed iconAbilityCylonResurrectionBoardingstar.entity - Changed iconAbilityCylonResurrectionHeavy.entity - Changed iconAbilityCylonResurrectionLight.entity - Changed iconAbilityCylonResurrectionWorldstar.entity - Changed iconAbilityCylonSubversion.entity - Changed iconBuffCylonEMPSelf.entity - NewBuffCylonEMPTarget.entity - NewBuffCylonEnhancedNanoRobots.entity - Increased antiMatterFromDamagePerc. Note: I did not change the ability from a passive as that would make it less powerful. This ability is meant to increase anti-matter when damage is taken so requiring anti-matter to cast it is counter-intuitiveBuffCylonFirstHybrid.entity - NewBuffCylonHybridUpgrades.entity - NewBuffCylonPulsarCannon.entity - NewBuffCylonResurrectCapitalBeacon.entity - Added super basestarsCAPITALSHIP_CYLONBATTLESHIP.entity - ability:0 "AbilityCylonLockdownVirus"CAPITALSHIP_CYLONGUARDIAN.entity - New
CAPITALSHIP_CYLONHADES.entity -
ability:0 "AbilityCylonPulsarCannon"ability:2 "AbilityCylonEMP"ability:3 "AbilityCylonSubversion"
CAPITALSHIP_CYLONHYBRID.entity - NewCAPITALSHIP_CYLONSIEGE.entity - RemovedCAPITALSHIP_CYLONSUPERBASESTAR.entity - NewCAPITALSHIP_CYLONSUPPORT.entity - Removed
FrigateCylonColony.entity - changed icon/mesh to old guardian mkIFrigateCylonUtility0.entity - changed icon/mesh to old guardian mkIPlayerCylon.entity - added new ship entitiesPlayerCylonRebel.entity - added new ship entitiesRandomEventPartisansCylon.entity - added new superbasesterRESEARCHSUBJECT_CYLON_FRIGATEACCESS_UTILITY0.entity - changed icon
English.str - new strings added for new abilities and ships
A couple other items I need to finish up before moving on to the next changes.
Finish hard pointing Guardian and Hybrid basestars.
Re-hard point commandstar to fit frigate role.
I already hard pointed the super basestar and re-hard pointed the colony frigate.
Once these are done and the changes checked in, I'll start on the next batch.
I'll look at the ability it's supposed to attach a buff to a frigate that will then tag a planet to be probed.
Changing from my understanding causes the AI to not randomly build capital ships.
Removing shields causes mitigation to no longer work which is a feature of the mod for point-defense weapons.
Adding a shield mesh with the point-defense mitigation in place causes odd behavior.
I'll look at the balancing changes compared to my notes. I had the ships balanced out by armor and hull to be comparable to their counterparts initially.
They had shields before. Do you mean a shield mesh? I can look at creating a properly sized shield for them.
The Cloak ability is not a good fit for artifacts as they have to be always on (i.e. there is no way to control when to cast the ability).
The other changes appear ok.
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