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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
First and for most before I start, I want to say LOVE the current version of the mod. The changes to flagships is awesome!
Ok, if this has been addressed in an earlier post I apologies. But I have noticed that the auto cannon effects for the battlestars are gone.
Is this something your still trying to fix? or something you intentionally removed?
I really miss the old auto cannon effects they one of the main things I liked about the mod.
P.S. I have noticed the alien battleship still uses these effects though. I only bring this up because its been a couple of updates and the effects are still missing.
Thanks, glad your liking the updates. It's a fairly dramatic change from stock supply management so wasn't sure what others would think.
On the flak effects, they are there. It is just half the size it was originally. I can make some tweaks to find a middle ground possibly or put the original in the effects folder.
If you want it back in the mean time open the Weapon_Col_Flak_Travel.particle file and make the following change. It's in BIN so you'll need to run the little command line tool Stardock provides to convert it to text.
ParticleWidth 10.000000
ParticleHeight 20.000000
Thanks for answering. I tried that but I guess it wasn't the effect I was looking for.
The effect that's missing for me is the main cannon shots for the battlestars the ::thud, thud, thud:: hit sound effects are there. And like I said the effects in question are on the alien battleship when it fires it's cannons.
I hope that makes sense.
I don't mean to be an ass. But no idea if I'm the only person that has this issue. Or if you understand what I'm talking about. Again don't want to sound negative because this is one of the best sins mods.
When I play sins I play FoK or STA3.
What it used to be:
What it currently looks like:
I know this is a minor issue over all. But the sound effects are for the previous style. And because of that it throws me off a bit and I can't fully enjoy the mod because of it. Again sorry to nitpick like this.
Hey Z,
I've noticed a few things. All of the planet addons don't seem to recognise Asteroids anymore. Once I replaced the version of the planettype asteroid file with the original reference file, the mod now recognises them. I suggest that you replace all these files with the original asteroid file from the reference files.
Also, I tested out the establishment of different pacts with my ally, and it didn't seem to unlock any additional benefits at the embassy as you've previously mentioned?
Larger asteroids would actually be spherical in nature. This change is a more accurate depiction. Larger asteroids may also have their own smaller satellites. I personally like the addition of more variety in asteroids and dwarf planets. Your welcome to mod this out if you don't like it.
The embassies right now should give you the ability to summon a support or capital ship from the allies faction. I've only coded in the additional grants when pacts are reached for Advent. I need to replicate that for the other factions. It's actually a fair amount of coding to do.
Ok no probs, thanks Z.
Hi Z,
'The Colony', 'Spaceborne Labs' and 'Spaceborne Empire' research (in the Apotheosis --> Occupation tree) doesn't work. Even though the files look ok, they must have been corrupted.
I've emailed you the replacement files.
What is it you are expecting to happen or think is not happening? I'm not following what you mean by doesn't work.
In my testing I get the following...
With Spaceborne Labs, I get one additional civilian lab per capital ship.
With Spaceborne Empire, I get one additional military lab per capital ship.
With Purge Planet, I can scuttle a planet to earn resources.
With The Colony I can lose my capital planet and avoid capital planet loss.
What is it you are expecting to happen or think is not happening? I'm not following what you mean by doesn't work.In my testing I get the following...With Spaceborne Labs, I get one additional civilian lab per capital ship.With Spaceborne Empire, I get one additional military lab per capital ship.With Purge Planet, I can scuttle a planet to earn resources.With The Colony I can lose my capital planet and avoid capital planet loss.
I'm not sure what's going on with my computer/download. I just tested in again and now it appears to be working. It's glitchy on my end.
Does it flake out after save games?
How can i play this kind of mod when i dont have rebellion ?
is there any version avaible for Diplomacy ?(i ´ll buy soon)
I reinstalled the mod and it seems to be ok now.
How is everything else going?
How did you go with the coding Z? Is there any way that I can help?
Just kinda taking a break from modding. I sorta went hard core there for a bit.
Much as I truly love the atmosphere of this mod, the balance seems very suspect to me. Right now it seems the Colonial battlestars are extremely underpowered. They're about as easy to take down as a single Kodiak heavy cruiser in the base game.
And it's nearly impossible to evacuate them once they get focus fired by the AI. No way to survive an attack, no survivability, and the hull drops like tissue paper. The polar opposite of how they were depicted in the reimagined series.
I feel like I'm playing an APM game like Starcraft when I reflect on how easy it is to blow up capital ships in this game. They might as well be throwaway zerglings, except they're hideously expensive and take a long time to save up for in the early to mid-game.
I don't see any such problems on the Cylon side; they're way, way more powerful and their regular units take forever to kill, not even their capital ships.
I found something strange. When I play as Colonials, it sees that thier ships are doing friendly fire. I've created few ships from all classes, crusiers and frigates. I have sent them into combat with like 10 to 1 for myself. Every enemy ship that was entering system = dead on sight. But then I saw that my own ships are being damaged too. Like something was firing upon them, but there was nobody to shot them. In a few moments later, some ships started to blow up. Yet there was nobody shooting at them. It wasn't from any random event or something. And it's not happening for the first time.Can somebody tell me if it's a bug or I do something wrong?
What version of the mod are you playing?
Were you in a gas giant perhaps? There's nothing in the base mod that should do this.
Small Update: I'm still testing...
The mod seems to be running pretty stable in 1.9. I found another bug with Lobotomize Raiders. It had a type in a sub-buff that was causing the effect to be applied and was also causing a performance issue.
Also had to re-write artifacts due to a bug that occurred when temporary frigates were created on death. When this happened to an artifact or alien artifact it resulted in a mini-dump when it died.
Hi Z, I'm glad that you mentioned that there are a few issues with artifacts... I've run into a few. It appears as though some of the artifacts are not "exploding" now after they have been attached to a cap ship/titan. I thought all of them were supposed to expire after they have been attached, not continually be re-used? Is that the issue you are referring to above?
Also, it looks as though they can't phase jump now after they have been captured? In my view, the player should be able to move the arfifacts to other planet systems if they chose i.e. to their homeworld etc.
Hi Z, I'm glad that you mentioned that there are a few issues with artifacts... I've run into a few. It appears as though some of the artifacts are not "exploding" now after they have been attached to a cap ship/titan. I thought all of them were supposed to expire after they have been attached, not continually be re-used? Is that the issue you are referring to above? Also, it looks as though they can't phase jump now after they have been captured? In my view, the player should be able to move the arfifacts to other planet systems if they chose i.e. to their homeworld etc.
That won't be possible. To avoid the game mechanic issues that cause mini-dumps I was forced to change them to space mines.
Do you mean moving between gravity wells? Or the artifacts not exploding?
Hey Z, how is the 1.9 build coming along?
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