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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
Well that's all depends how you see it, we go as the serial so the cylon have one hub and no idea how to build another one, or they have all they knowledge of the 5, i would go with the second since we have Colony and Boomer as Titans, and to build them they need knowledge.
Second i don't want hub to be spawn at the beginning and spaming some unwanted ship or taking my resources for that, or taking really needed military slot!. I have a way i always play and i can tell you i never use the armada ability, and for a matter a fact if only purpose of hub will be to spam those i will not build it...
Ok. What should the resurrection hub be used for then?
You miss my point, if Hub will be super weapon it should be accessible after many research, then it can do what you want.
As you read before i don't like armada ability, i actually prefer an ability that when we lose a cap ship will bring it back at nearest Hub, that have enough antimatter/power/or whatever they use for that.
But thats my idea, in the end will be like ZombiesRus5 decide
Indeed... I'm looking at all your posts though. I have an important deadline due this week which means practically zero modding at the moment
I agree with Koobalt the sounds and voices are good and I have a problem with the resurrection hub as a super weapon. I think it would make the cylons too powerful. I like koobalt's Idea of resurrecting one capital ship but not an entire armada
So I'm assuming that Kyogre12 must have got permission to use colonial sounds?
Unfortunately I don't have the necessary equipment to record high quality voices.
Stalcore - are you saying that you have a problem with the resurrection hub as a superweapon, or that it should still be a super weapon but just not as powerful? I agree regarding the resurrection of one capital ship, but this would make the resurrection hub structure pretty useless woudn't it? Wouldn't it need to do something else?
No problem, real life is more important
Quoting Cylon_Luvr, reply 431So I'm assuming that Kyogre12 must have got permission to use colonial sounds?
no idea, we need to ask him...
Quoting Cylon_Luvr, reply 431 Stalcore - are you saying that you have a problem with the resurrection hub as a superweapon, or that it should still be a super weapon but just not as powerful? I agree regarding the resurrection of one capital ship, but this would make the resurrection hub structure pretty useless woudn't it? Wouldn't it need to do something else?
Well it can give some buff in the space where is build...
Here's an idea for the Ressie Hub to balance it out early and make it strong late (while fixing the fact they can't build another).Make it built by a constructor ship that spawns at the start of the game. You cannot build another of these ships but you will be able to move it around so as to choose where to place the hub. However, even after building it the structure does nothing until many tiers of research where you will unlock its ability to do whatever (that will be up to you guys).Does that make sense?
But it again go to question how ZombiesRus5 see the cylon, as in the serial, or au (alternative universe) where they have all the knowledge.
Second if this "ship" does nothing until we complete research what is the reason to build or spawn it from the start?
I think the series was good and all but it's much too linear for what Sins has to offer.
I've already diverged from the series just by having the organic cylons fighting the full strength colonials so pure story line cannon is out the window.
The question really is could the Cylon's gain the knowledge to build the Resurrection Hub eventually?
I'd say the answer is probably yes at this point.
Should Cylons start with a working resurrection hub?
Possibly. I like this part of the story line.
Can Cylons research the ability to build more resurrection hubs?
Sure... The amount of time that passes in a Sins game is relative. It could be 1 year, 10 years or hundreds of years IMO based on the view point of the person playing the game. It only seems natural as the Cylons progress they gain access to more advanced structures.
What will the resurrection hub do?
Well, this is where we must blend the BSG universe with the Sins universe. The ability to resurrect lost experience is a Sins function that can be used to simulate downloading a Hybrid's knowledge into a new Hybrid shell.
One thing that is important to me is the AI is able to successfully use resurrection. I have an idea on how to make this work for the AI taking advantage of how Abilities and Buffs work so the AI won't target Capitals that have previously been Resurrected.
I'm not real keen on using the Armada ability to spawn ships at enemy planets. It just seems a bit to contrived for my tastes.
How will Resurrection Ships tie in With Resurrection Hubs?
Not really sure whats fully possible here yet. But it may be possible to link a Resurrection Ship with a Hub somehow allowing remote resurrection to only occur while the linked Hub is alive. If it's not possible then ultimate ability may just be standard resurrection.
The Resurrection Ship itself should have abilities that boost the Cylon fleet's performance in addition to the colonize ability. For example: increasing strikecraft dps could be an option as the cylons get fidgety if they think they are out of range of resurrection. Maybe resurrect strikecraft as the AM required ability.
Is the Resurrection Hub a Super Weapon or Star Base?
It really could be either at this point now that the AI builds Super Weapons. There are also advantages and disadvantages to both approaches so I may try them both out to see which I like more.
The easier implementation is as a Super Weapon so I'll probably start with that approach first.
I'm leaning towards star base though as I just don't see the Resurrection Hub as a super weapon in terms of remote planet targetting that the AI would use to any real benefit.
Good plan I like it BY YOUR COMMAND ZMOBIESRUS5
Awesome stuff ZombieRus5. Especially the part where the resurrection ships are linked to the hub.
Just wondering... Does Sins allow us to build multiple versions of Star bases i.e. we already have the Warstar as the star base.
If the Resurrection Hub becomes a star base, what will the Cylon super weapon be?
It is possible to have multiple types of starbases. You just need to edit the Player***.entity to have multiple starbase types under the "starBaseInfo" heading, and then of course each individual starbase type needs its own ability that constructs it.
Indeed...
Example from my main mod.
starBaseInfo count 10 entityDefName "StarBaseArtifact" entityDefName "StarBaseHypPsiOps" entityDefName "MoonBaseDesert" entityDefName "MoonBaseIce" entityDefName "MoonBaseLuna" entityDefName "MoonBaseSedna" entityDefName "MoonBaseTerran" entityDefName "MoonBaseToxic" entityDefName "MoonBaseVolcanic" entityDefName "StarBaseHyp"
I don't really care for super weapons personally. It may be nothing if they get a second star base option.
Personally I've thought of removing super weapons from the game and replacing them with starbase versions of the same things.
That would be great.
I like that idea Zombie. Makes more sense to have the hub as a Starbase.
So say We all
Agreed!
This is a R5.4 compatibility release for the most part.
Here's the blood and chrome download for R5.4 (Requires SotF R5.4 moddb release).
It does have a playable version of the cylons (i.e. selectable but really underdeveloped and basically crappy, Honestly I don't want to hear if you have any issues with them and will ignore them if you feel the need to tell me ).
If you want the cylons as Militia (which are harder than hell) but not selectable then place SotF Race Cylon R5 after SotF Core R5. This will allow the militia to find the right game assets but will still keep them from being selected by Random AIs.
http://www.filefactory.com/file/cf2618f/n/SotF_Blood_and_Chrome_R5.4.7z
I have and Idea not sure if it could be made to work in Sin's. But over the weekend I watched the episode of nBSG in which the Cylons catch the virus from the beacon. Also we know the certain radiation affects cylons is it possible to have magnetic storms and plasma storms do damage to the cylons and maybe certain gas Giants?
It's somewhat possible to setup this way. My only issue would be the AI stupidity and which most likely gladly fight in these wells even though a human never would. Other possibilities might be to cut hull regeneration or slightly decrease armor for organic ships. Something to consider.
Zombie - are you happy for us to continue to offer ideas though for the Cylons after playing the updated version?
Hey Koobalt - are you still working on the culture module for the Cylons? How about the civilian research station?
Are the Cylons really that bad in this version? I didn't think that there was that much left to do on them...
Yes, ideas like what was being posted is still cool.
I just don't want to hear about what's currently playable. It's just a template so far and nothing new has really been incorporated other than some of the meshes, textures and some weapons. I left it playable for those that want to mess around with it but It's pretty far removed from what I'm going to do so I just don't want any feedback on whats playable is all.
I'll start getting lots of time in December and January to start making improvements again including incorporating some of the newer meshes and textures as well as ability ideas.
Well, if you haven't figured it out yet I'm redoing the Cylons from the ground up which I indicated several posts back. If your ok with how they were then Sins of the 13th tribe is still a good mod to play.
If you look at what Koobalt and I've done up to this point (And there's still a lot to do)
There are two new Titan class ships with Boomer and Colony
A new basestar class capital ship
Retextured both Guardians MkI and MkII capital ship
Retextured the Resurrection Ship capital ship
Textured touched up on World Star capital ship
The old basestar is now the Heavy class
A new basestar style carrier
A new light frigate
A new basestar style long range class
A new starbase and texture
A new research hub and texture
A new basestar style siege frigate
Antifighter frigate re-textured (may possibly be changed to an anti-fighter strikecraft)
New capital ship and frigate factories (textured)
Resurrection styled Utility frigate mesh fixed and textured
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