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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
Nice.. thanks Z. I'll download it now and let you know what I think.
Was a good time.
Hi guys, the forum have sort died here.
Moving to CGB's discord for discussion where there's quite a few sins players.
https://discord.gg/YXdTcv
That discord invite seems to be expired.
Also, the new version is great, just played it- although, I sort of feel like the Flagship/Mini-Titan stuff should be part of an optional submod.
Sorry, wasn't real familiar with the discord stuff. This one shouldn't expire and it will be a discord with lots of other sins mods hosted by CGB.
https://discord.gg/Q9rNC7K
I'd be interested in more feedback on the flagship concept.
Hey Guys,
Sins of the Fallen is my Favorite Mod, but the Rogue Race is to weak.
The Capital Ships Buffs and Damage please fix.
Antimatter and Shield Upgrades failed in Tech Tree.
Thanks for the feedback. I'll look at the suggestions.
Please integrate the Addon Disable Superweapons.
Thank you.
Dear Z
I need help. I can not edit Gaminfo Files.
Please make editable as in Sins of the Fallen 1.52
Is this possible?
Hi all,
I have reinstalled Sins and the Fall of Kobol mod (1.91.50).
When I last played there was Colonial Defence Forces, Cylon Loyalists and then the Cylon Rebels and the Colonial separatists races/playable factions.
Now I see:
ColonialColonial Defence ForcesColonialColonial Separatists
CylonCylon LoyalistsCylon Rebels
Has this come with and update or has something bugged with my setup?
Hi. I played some games but there are some questions left i couldnt answer yet because i couldnt find infos. And this thread is so long... :/
The Cylon feel stronger because the can capture ships. Worldstar is very strong with that if you can invade some heavy basestars. My games with them are easier for me. Are there any playstyle suggestions for the Colonial Fleet?
Speaking of the Colonial Fleet... What about the strength/weakness of the 2 Viper classes? Couldnt find info. And what about this stealth bomber vs. Raptor? I am confused about the different fighters.
And there is no channel for this or the "fallen" mod in the CGB discord so i dont know where or who to ask.
If you ask me, Zombie has stopped working on it. It is still a great mod. Maybe you should look after another game. Can really recommend Endless Space 2. Descent Ai and many different races to play. I really hope that someday Sins III will apear with new great mods. But ... well you know ... Hope dies last !
Take care,
Lusche
Its not i havent tried other cames. More 4x oriented like Endless Space 1 or 2 or more action games like Starpoint Gemini Warlords. I like Empire at War too.
But after playing all these games i come back to sins because it suits me best. I love it. I love watching the battles, i love it how to research and how i build up my empire. No other game is like this game. I have over 1400 hours of solo play.
And i am very thankful to all the modders out there keeping this jewel alive.
So maybe he stopped working on it but i had some fun with his mod too and so i thought i try and ask some questions i couldnt answer for myself.
It's not that he has stopped working on the mod. It's that he is only one person and only works on the mod when he has the motivation. So what will happen is we will get long periods of silence between updates.
I have recently got back into Sins Rebellion and loved this Mod, but i have discovered a really annoying Bug. Whenever i use the Mod i have no main menu:
Please help.
Unfortunately, the mod creator has been incommunicado for awhile now. So any actual fix won't be happening anytime soon.
But, if you go into the race modules and delete \Window\MainMenuScreen.window files it'll.....kind of work.
Mod has been updated and is available on the modDB page.
Thanks!
Is there an issue with diplomacy that envoys only add .10 to a planet when stationed there for relationship? It seems very difficult to get a high enough relationship to start using Pacts.
Just found this and started playing. Love it so far!
However the one problem I'm having is that every time I build a Cylon resurrection hub it just explodes as soon as it is done building. I've googled and can't seem to find any mention of this anywhere. Has anybody had this problem or know of a fix to this? Am I doing something wrong?
Is this mod still active/playable?
I really hope you can find a texture for it, because it would be fantastic if it was incorporated into the game.... wow get-mobdro.com
For some reason when I boot it into SOSER it dosen't work, and 3d Object Converter cannot view it despite being able to open most .mesh files with no trouble. Is there a solution to this?
The Cylon feel stronger because the can capture ships. Worldstar is very strong with that if you can invade some heavy basestars. My games with them are easier for me. Are there any playstyle suggestions for the Colonial Fleet?Speaking of the Colonial Fleet... What about the strength/weakness of the 2 Viper classes? Couldnt find info. And what about this stealth bomber vs. Raptor? I am confused about the different fighters.
9apps
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