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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 mean that's where the particle effect point goes. As it's using the same effect of the vas starbase it displays further out.
I updated the moddb download to fix the texture issue on the cylon starbase and also to fix the flagship mini-mod.
Cool. Does it include all of my changes?
Also, what happen to the Sol planets? Was awesome having Earth as a planet.
I'll upload those soon as a smaller separate download. They added an extra 80mb to the download and didn't seem critical for the 1.85 release.
Hmm... kinda critical for me! All of the maps that I've created use Sol planets. When would you be able to make it available?
Thanks
Hmm... kinda critical for me! All of the maps that I've created use Sol planets. When would you be able to make it available? Thanks
Alternatively an Earth planet could be added to the 12 colonies planets addon. Its part of the show.
Any luck with this Z?
It's uploaded. Sorry I'm a bit out of touch, but work and family (in that order) are monopolizing my time. Work likely won't lessen up until next Spring.
Awesome, thanks Z.
Hey Z,
Last set of changes (I promise):
- Moon Addon: The files "SquadCylonCombatABTOS" and "SquatCylonCombatTOS" found in the Moon GameInfo folder are wrong. The files need to be deleted and replaced with "SquadCylonCombatABTOS" and "SquatCylonCombatTOS" files from the SotF(4) Race(1..m) Cylon Reb --> GameInfo folder.
- Typo in the following string:
StringInfo ID "IDS_SQUADCYLONCOMBATTOS_NAME" Value "Ware-Era Raider Squad"
Should be War-Era
Z I put together a patch of the above changes and some additional ones (a few more string changes).
Do you want me to send that through to you? I know how busy you are and thought I would just do the changes myself.
Hey guys.
Awesome that you still work on this!
But there is one thing I always wondered about: Why is it that the colonial capitals use missiles that much?
Some years ago I altered the Galactica and Pegasus files to use the Hangardef- Flak instead of the missiles. Looked so much better for me. Weakened the Flak a bit, cannons a bit stronger to compensate.
Hi Zombies,
Just noticed that the cylon siegestar cannot use its abilities because it has no antimatter.
I've fixed this and added it to the patch I've created for Z to incorporate into the main download.
Seems as though he's really busy, so we'll have to wait until he's able to add the changes in.
Yeah, RL hasn't left much room for playing around lately. Email what you have and I'll work on getting a new build ready.
Ok sure. I've emailed you the patch.
Change log:
- Updated the description for the Cylon rebel titan ability "Supervirus" StringInfo ID "IDS_ABILITY_CYLON_SUPERVIRUS_DESCRIPTION" Value "A powerful virus which corrupts enemy technology of all kinds, crippling capital ships, orbital structures and enemy Titans."
- Colonial starbase wasn't in Galaxy scenario def file for Sol addon, so wasn't coming up in Galaxy Forge. Added it.
- Fixed the effect for the Alien starbase phase gate ability.
- Moon Addon: The files "SquadCylonCombatABTOS" and "SquadCylonCombatTOS" found in the Moon GameInfo folder are wrong. The files need to be deleted and replaced with "SquadCylonCombatABTOS" and "SquatCylonCombatTOS" files from the SotF(4) Race(1..m) Cylon Reb --> GameInfo folder.
- Fixed typo in the following string: StringInfoID "IDS_SQUADCYLONCOMBATTOS_NAME"Value "Ware-Era Raider Squad"
- The research item to allow capital ships to be research labs wasn't working (Apotheosis -->Spaceborne Empire and Apotheosis-->Spaceborne Labs). Fixed these.
- The Plan -->Pirate Relations research wasn't working because it had the wrong prerequisite. Has now been fixed.
- BoardingStars didn't have any squadrons to select from. Fixed.
- Siegestar didn't have antimatter. Fixed.
- Fixed up the sounds for the Djerba basestar. It was using the Guardian sounds (hybrid man), whichi isn't right. In the first cylon war, the only basestar to have a hybrid was the experimental Guardian baseship.
Oops forgot to send you a file.. sending it now...
Z.... Just played a massive game against Colonial who were maxed out at level 10's for caps and titans. They are waaaaay OP and unbalanced. Especially the starbases which can virtually take out an entire Cylon armada.
I threw an entire Cylon fleet at them (maxed out ship slots) and I barely made a dent.
I think their armor might be too OP? It does seem really high.
Nope, i think the issue is more than some of the colonial ships, like the "Heracles Battlestar" and the "Asgard" that can have 7000+ hull points, which basically allows you to build an entire fleet of capital-powered ships... its not balanced.
The Cetus Class titan at level 10 can have 600+ KEW damage, 43 armor and 5 weapons... this is crazy. A 10 mercury class can also have 465 KEW damage? Cygnus gunstar 389 KEW at level 10. Valkyrie 377?
Colonial needs some serious rebalancing to at least give the Cylons a slim chance of defeating a late game Colonial player.
The main issue is with a fully tech'd Colonial Separatists. They get stacking bonuses from Colonial Ordinance, FRAK You! and Revelations.
That's an 80% increase if they are in a friendly territory and it's own culture which is a bit much as noted... Some serious adjustment will be made on these techs.
I also generate a spreadsheet based off the entity files that calculates max DPS, max Durability and a fully leveled number for these as well.
After reviewing the stats, here are my comments.
Overall Colonial capital ships primary facing damage is on par with the stock races (except for the Mercury and Pegasus which I'll adjust). The Advantage Colonials have is their overall Capital Ship damage is much higher due to more consistent damage on their non-primary front, side and rear banks. I think this advantage should remain as it's consistent with their lore though I will make some adjustments.
In terms of durability Colonial Ships are decidedly more durable in regards to Hull/Shield/Armor. They do however have a lower max mitigation/PDS allowing more direct damage to the Hull. The idea was to give them additional armor to reflect that reduction in max mitigation. I've been mulling this over actually since the last release and would like to see a lower hull value on Colonials with the emphasis on their armor driving durability. In contracts for the organic Cylon ships I would like a higher hull value with a lower armor which would tie more into their research. It feels a little lopsided currently.
The main issue is with a fully tech'd Colonial Separatists. They get stacking bonuses from Colonial Ordinance, FRAK You! and Revelations.That's an 80% increase if they are in a friendly territory and it's own culture which is a bit much as noted... Some serious adjustment will be made on these techs.
I also generate a spreadsheet based off the entity files that calculates max DPS, max Durability and a fully leveled number for these as well.After reviewing the stats, here are my comments.Overall Colonial capital ships primary facing damage is on par with the stock races (except for the Mercury and Pegasus which I'll adjust). The Advantage Colonials have is their overall Capital Ship damage is much higher due to more consistent damage on their non-primary front, side and rear banks. I think this advantage should remain as it's consistent with their lore though I will make some adjustments.In terms of durability Colonial Ships are decidedly more durable in regards to Hull/Shield/Armor. They do however have a lower max mitigation/PDS allowing more direct damage to the Hull. The idea was to give them additional armor to reflect that reduction in max mitigation. I've been mulling this over actually since the last release and would like to see a lower hull value on Colonials with the emphasis on their armor driving durability. In contracts for the organic Cylon ships I would like a higher hull value with a lower armor which would tie more into their research. It feels a little lopsided currently.
I agree with all of this. Makes sense from a lore perspective. The maxed out Seperatist Colonial player absolutely wiped the floor with me. I barely made a dent.
I'm packaging up a new build.
In addition to the changes from Mord_Sith,
Colonial Hull decreased by 25% (Capitals and Frigates)
Colonial Separatists CIC Ordinance friendly planet damage reduced from 15% per level to 2.5%.
Colonial Culture Revelations culture weapon damage decreased from 15% per level to 2.5%
Colonial FRAK You! reduced culture weapon damage decreased from 5% to 1.5%
Add FRAK You! to Colonial Loyalists
Cylon Frigate hull increased by 45%, capitals were already done in the previous release.
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