Tweets by @zombiesrus5
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
Yeah... starbase constructors may be able to construct the Titans as well....
Ability: Cylon
Name: Cylon Infiltrator
Description: A hidden Cylon agent gains access to an important sub system and temporarily dissables it.
Use: could be used by different Ship types to dissable different systems. (if you wished to give different support ships different features) ie. Utility1 (draidus blocking) dissable or make less effective either fire control or defensive field of fire.
(is this the sort of format you want them?)
Ok so here we have the update texture for starbase, by update i mean redone the uv to get the detail less random, you will use what you will like more
http://www.mediafire.com/?73d2woexee28uip
No image because the texture is almost identical, but in better resolution, and some detail remove, some change place, and to be honest i'm to lazy to get the image
This is going to make me sound like a @!*%$, but I just don't think that the texture is right for the cylon colony.... The colony has a light grey, grainy texture (see below). At the moment, it looks dark and blotchy.....
Well if you manage to make a texture to look like that we will be more that grateful
It would seem they had many visions for what the Cylon colony would look like. Maybe you've also noticed the Basestars are not quite the same from the beginning of the show towards the end.
The video reminds me thought the Cylon colony needs KEW, Autocannons and missiles. Hopefully Rebellion adds more than 3 weapon types.
Yeah the Colonial could do with a"when you have used all your ammo, start throwing rocks" weapon
Remapped Resurection: http://www.mediafire.com/?1qc1c5od9uawly4
Back to doing some work type work......
I'd hate for you to do a lot of work on stuff that might not get used.
For example in this case my plan is to create an optimized uv-map that provides better coverage for the resurrection ship. This means each pylon on the outside of the resurrection ship will share the same area in the texture sheet. I also want the middle section to better resemble the screenshots in the movie.
I'd also like the middle glowy part to represent the team color when enabled.
https://www.google.com/search?q=cylon+resurrection+ship&hl=en&prmd=imvns&tbm=isch&tbo=u&source=univ&sa=X&ei=KPa3Tv7JKeie2AWWnvHMDQ&ved=0CC8QsAQ&biw=1037&bih=776&sei=%20K_a3TsvAFuuFsgKpysysBQ
Perfect
Hey, for some reason when I export this obj to xsi I get Invalid Polygon Vertex Count errors when I run the convertXSI script.
The previous model didn't have this issue.
I have not touched this type software for "some time" so the practice is good for me. if you like it use if not i will not be offended. As for the optimized map if you are not currently looking at it I have the time so I might have a refresh on how it all works.
yeah just watching both episodes now looking for some good angles for a closer look at it.
I'm not sure what happened to the obj, but went ahead and put this together with the previous obj.
What do you think? It's based on your boomer texture of course.
Well, i try to convert it my self and there was no error... I always use ASCI 3.5 when convert to xsi, or perhaps when you prepare the model you change something?? Well if you want i can post again the model, perhaps it was packing error?
Here the model: (it will work with texture and .mtl file from previous package)
http://www.mediafire.com/?77fgq1b60125o52
I like your update version, my first look a lot random, and second a little to barren
Well in the end it's your decision i will be happy with any way you choose to go
Interesting. I imported the *.obj into xsi and exported directly to *.xsi without modifications to test the export.
I did export in ASCII 3.6 is one difference.
I'm also using Softimage 7.5 which could be a difference.
Edit - something must have been corrupted, because I restarted xsi and re-tried and now all is working... lol. A mystery I don't really care to solve unless it pops up again on me.
Yep, Colony definitely has all of those. KEW, Autocannons and missiles... that is three weapons though? What other weapsons will you give the colony?
More missiles. You can only have 20 weapon points per bank/weapon. It just adds more pew pew.
Needs weapon points... This is a different texture from Koobalt's texture which is good too. Opinions anyone?
I feel like a spoilt child at Xmas
I prefer yours "I think" Can't say why I just do...... i think it fits better with the other models (Sorry Koobalt)
Well, don't be sorry for Koobalt. It's still his very fine model and base texture he put together. Any minor enhancements I make that are liked are simply gravy.
I likes the second
I apologize if you previously posted the link for the original Warstar with long base, but I cannot find one. If you could send me a link for it I will put a skin on it for the mod
No problem about texture, if my texture look good on a model that is total coincident. I personally like more what ZombiesRus5 made
And here is the link for warstar:
http://www.mediafire.com/file/c96ernrzdimwx7x/Warstar_tesealte.obj
Ability: Colonial
Name: Maison Radiation Sweeps
Description: Regular checks of your ships and crew using radiation harmful to Cylons decreases the risk of sabotarge.
Use: decreases the success rate of "cylon infiltrater" should be higher up the colonial research tree than its cylon counterpart giving the feel that it is developed to counter the threat. (should give the cylon player some time with very little resistance, but allowing the colonials to "catch up")
edit:the resurrection ship OMG can of worms some faces/point attached, some not, although I am now winning! central section now looks more like TV version in size and shape.
Ability: Colonial (Galactica)
Name: If We Don't Fail Her (she Won't Fail Us)
Description: The dedication of the Commander & Crew to the older ships of the line result in a much improved survival rate. There belief that "she will not fail us" increases ship wide output.
Use: All weapons Increase output (damage done/rate of fire) & Repair crews increase work load speeding up hull restore. (or/and giving "x" hull points back). ie. the crews belief brings her back from the brink. (make it expensive to use, just not to expensive that it never does get used) does not have to be a huge effect, just enough for her to jump out etc.
Note: I think this would give the class a much better feel and make it more like the ship we all know (at the moment the Galactica class feels a little lost in the mix)
I am not sure the game would allow this (or you have the spare space for it)
Ship: Colonial
Name: The Blackbird
Class: Scout class vessel
Description: Improvements in ship design have allowed for small stealth class scout craft which can move between systems with very little chance of being detected.
Use: stealth Scout craft. High on the research chain.
There are many great features available to you once you register, including:
Sign in or Create Account