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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
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 - NewCAPITALSHIP_CYLONHADES.entity -ability:0 "AbilityCylonPulsarCannon"ability:2 "AbilityCylonEMP"ability:3 "AbilityCylonSubversion"CAPITALSHIP_CYLONHYBRID.entity - NewCAPITALSHIP_CYLONSIEGE.entity - RemovedCAPITALSHIP_CYLONSUPERBASESTAR.entity - NewCAPITALSHIP_CYLONSUPPORT.entity - RemovedFrigateCylonColony.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 iconEnglish.str - new strings added for new abilities and ships
Awesome, thanks Z.
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.
The cost to build cap ships, their stats etc vary for Advent, Vasari and TEC, and the AI still builds their caps?
No probs with the shields, makes sense to balance everything out.
They had shields before. Do you mean a shield mesh? I can look at creating a properly sized shield for them.
Yep, meant to say shield mesh. I've fitted some awkward looking ones at the moment, but if you are able to create properly sized ones, that would be awesome!
I've set a finished condition for TimeElapsed. In my view, they don't always have to be "on". Its a temporary ability that needs to be used by the player at a strategic time/place. I really like this artifact and I would love to see it in there. It seems to be very "alien" tech.
The cost does not vary with Tech, Advent or Vasari on capital ships.
I'll make a shield mesh for the aliens.
There is no way to strategically cast an artifact abilility. Your ship would out of your control be placed into a cloaked mode removing it from the battle seemingly randomly. Artifact abilities should be limited to always on type of buffs. I like the idea but artifacts just dont fit with it.
Ok, but I can still vary the hull points, slot count, armour, hull restore rate, antimatter.
We will have to agree to disagree on this. I have set all of my artifacts to not autocast, so that it can be strategically used at my choosing. In my own personal version I will have this artifact.
Yes.
We may be talking different points here. I'm referring to the Buff applied to the targeted ship. There is no way once the buff is applied to the targeted ship to control when the Buff is applied other than the conditions placed into the buff. If you have found a way to conditionally control when the Buff is activated once already applied to the targeted ship I'm all ears.
I get the sense you mean you turned off auto-casting from the Artifact itself. In this sense you could control when the artifact is initially applied and to which capital ship, however the AI would be unable to apply artifacts if the autocast is turned off.
Let me know...
I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore that render the shield mesh inert until we apply the artifact. If I can get that working we'll buff the shield artifact to make it more worthwhile and integrate with the BSG ships better.
Unfortunately I was reminded why it is setup the way it is after trying again. There is no way to grant a shield restore rate to a ship. The only modifier for shield restore rate is a % based modifier.
Aaarrgh!!!! So frustrating!!!!
Looks really good!
I've had a look at the mod, the new ship models are great 😆
I have a list of some changes. Should I post them now or wait until the next release?
I get the sense you mean you turned off auto-casting from the Artifact itself. In this sense you could control when the artifact is initially applied and to which capital ship, however the AI would be unable to apply artifacts if the autocast is turned off.Let me know...
Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.
So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a personal modification for artifacts to suit your needs.
Fixed Sleeper Agents. It will attach to enemy frigates and will add a probe on whatever planet they are on until it ends or they hyperspace out
Fixed missing mainview icons for TOS and AB TOS raider.
Added Hard points to Hybrid and Guardian basestars.
Added in new functionality from Mord_Sith.
Sounds good mate, thanks
Nice!!! I should have some more new models for you again soon.
Could you also please include the Strings?
Yep, already included those.
Wanted to let you guys know I'll have a new test version to download this week. Will PM it when ready.
I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits.
The hub will use the Frigate Colonizer AI.
I'll want your feedback on that approach and ways to maybe improve it when you get the new build
Oh wow how did you manage to do that? I played around with that for ages trying to get that to work. I didn't think it was possible to jump a superweapon?
Will be interesting to see how the AI uses it if it has a colonizer AI.
So no issues with the Titan ability to spawn the Hub?
Nice! can't wait.
I've also emailed you the entity files for the Cap ships. I've made the build cost the same again, but I've created more individuality by modifying hull points, armor, antimatter, command points etc.
I've also sent you the new files for AbilityCylonEnhancedNanoRobots. I've added the new effect which has been specifically designed for this ability. Not sure if you could add this to the new build?
Very cool
Z, I just emailed you the new models for the envoy, worldstar and boomer.
Thanks, I got them.
Here's an update Ragnar texture I'm putting together:
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