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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
Hey Z, I'm just testing a few other things and making a few changes to some files. Could you hold off on this build for a couple of days?
Sounds good. I'm looking at some changes to support outlaws better with FoK since player owned militia with strikecraft is BUGGED.
Colonial and Cylon Outlaw's will have command points set to zero (i.e. no strike craft). This will balance out as the player owned outlaws do not know how to launch their own strike craft due to AI limitations in the coding.
Hey Z - I've emailed you the patch for my fixes, listed below:
- Fixed an error in BuffLostArtifact where captured artifacts still had all of the numEntityBoolModifier restrictions ie. "CannotBeDamaged", "DisableAngularEngines" etc.
- Modified "AbilityFallenDeployStarBaseArtifact" so that the AI tries to "activate" them- Added an effect for the Phase Shift Artifact. - Description fixed for 2nd level of "Weapons Systems" for the alien starbase in "StarBaseArtifactUpgradeWeapons"- The Nanofield artifact wasn't attaching to Titans. Fixed.
Just sent you another file as well Z. The particle effect for the Nanostar ability "Enhanced Nanorobots" seems to be playing up a bit. I'm sending you the original file again to see if it fixed it. Please replace the file that you have with the one that I'm about to email you.
This is intentional. Artifacts can't be destroyed or act as frigates with movement regardless of who owns them.
This isn't required because the artifact starbase has a role of StarBaseConstructor. The engine has hard coded logic to determine when/where the AI will deploy a star base.
The file is exactly the same as the one I had. I'm not seeing anything weird in game.
Ok. I'll have my own version that allows movement etc.
About an hour in, the effect starts to look like this. I have no idea why. The effect seems to extend out beyond the arms of the nanostar:
That is likely a bug in the particle effect system? Does it happen on a newly created ship or only a long lived ship?
A long lived ship.
Also, I think the System Override ability for the Cylon starbase isn't working.
How's the new version coming along Z?
Nice job on this Zombies. There are some really nice model assets in this mod.
-dolynick
uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week.
Awesome, thanks heaps Z
It's so good... love it
Z, in the new version you've missed a couple of my changes:
- Siegestar still doesn't have antimatter. I fixed this in the patch that I sent through to you. - Still haven't applied the correct effect for the alien starbase phase gate ability. I sent this through to you a while back. Let me know if you need me to resend it.
Thanks
Found them. I'll put them in the 1.86 release that will add back in strikecraft to Outlaws.
Thanks heaps Z.
Ok sure. I've emailed you the patch. Change log: - The research item to allow capital ships to be research labs wasn't working (Apotheosis -->Spaceborne Empire and Apotheosis-->Spaceborne Labs). Fixed these.
.....
Z, see above. It looks as though this isn't working either? The files should have been in the patch that I sent you. Do you have them?
I don't see any difference in the file you gave and what's been in the mod since 2013?
Are you able to do a test at your end for this research to see if its working for you (in you latest version)?
Yeah, I'm doing some play through testing here lately and will specifically look for that.
You guys earned this!!!
http://www.moddb.com/mods/fall-of-kobol
I have a rather massive bug fix coming along with some new options I'd like you guys to try out.
New Embassy Feature-> Once you establish Ally relationship with a faction and they have an envoy at your homeworld, they will grant you an Embassy constructor. Currently an embassy is a scaled down version of the other factions starbase along with the capability of hiring capital ships and support fleet from that faction.
New research tree items for Capital Ships and Titans. Titan access is no dependent on unlocking certain capital ships.
New Flagship build choices from Titan menu. Not wanting to wait for your shiny new Titan you can transfer your Admiral to a Flagship based off design from your Capital Ships. Flagship crews are the elite of the elite capable of targeting more than one ship per bank. They will also gain more durability due to advanced crew upgrades.
New ability to build a Titan from your Capital menu. Making Titan designs available at lower costs and with less experienced crew will result in a less powerful Titan, but still with devastating abilities.
New maintenance requirements. Capital Ships and Titans no longer cost fleet supply (only capital supply). Unit Maintenance has been split between Capital Ship research and Fleet research. Fleet supply per level has been reduced to reflect the Capital supply. My hope is to get the AI to build more capital ships.
New Capital Experience research modifier for each faction. Now increase your capital crew targets per bank when researching Capital Crew Experience upgrades.
New flagship victory mode. You'll start the game with a Flagship taking up your titan slot. If you lose it you lose the game. Note: The AI will actually use his Flagship unlike the vanilla game.
New scenario option. The Rebellion is over, gain access to all your loyalist and rebel research and units. Wage war to the full capacity of your faction.
The bug list is rather big, I'll also need to go through the change log which will also be rather big before I can post anything on it.
worked fine in my plathrough
I know.... Top 100!!! Very excited about this. We've put so much work into it over the years though, so we all deserve it.
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