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
Wow... so much work has gone in to it.
Thank you so much Zombie, Koobalt and Aramil75. You've done such an amazing job!
Well my proposition of culture module i already give ZombiesRus5, it's up to Him if he like it or will he stick to the model he have, about the civilian research ZombiesRus5 wrote that he has an idea how to use the existing model.
To all I would like to say happy thanksgiving. Hope everyone has a safe and good holiday. To Zombie, Thanks for making an Awesome mod.
Stalcore commander
BSG 73 Warchild
ZombiesRus5, I've noticed that all the flak batteries on Colonial battlestars use the CAPITALSHIP damage type, which deals 75% damage to LIGHT armor and 25% damage to VERYLIGHT armor. In addition to that, there's is also an accuracy modifer for CAPITALSHIP weapons against strikecraft so they only hit 10% of the time. Also, due to how autotargeting works based on damage percents, the flak batteries prefer to target anything but strikecraft since they deal more damage to all other armor types. The easiest solution to Colonial flak not acting as flak is to change them from CAPITALSHIP damage type to either ANTIVERYLIGHT or ANTILIGHT. Since changing the damage type to ANTILIGHT might make them too effective against LRM frigates, ANTIVERYLIGHT damage is the best choice as that provides maximum damage against strikecraft and minimal damage to all other targets.
Well,my parents got me a new laptop. I tried to install SoaSE, but it wouldn't work. Each time I tried to load it, it brought up this annoying log in thing. I had to put in the information, from my old stardock account, which I don't remeber it. So I won't be playing this for a long time, mabye sometime into the summer. While I was diggin through my old drawer, I found my old Star Wars Empire At War Gold Pack, so I'm playing that now. I just dropped by here to tell you, that you have made a damn fine mod sir. And to keep on going. The only plus I get with EAW is that, I got my my Starship Troopers mod back. I'll still check in form time to time.
well you can always request to send you the new password to your e-mail account.
I remember the email address, but I don't rember the password for both the email and account. :'(
Wolf, just send an email to support@stardock.com and ask them to reset your password! easy!
I tried, that reset the account that was connected to my email. Which is not on the one that I registered the game on. [e classic]:'([/e]
Question:
Anyone else having an issue with Advent cap ships running a permanent 300% mitigation bonus? Not sure if its mod related or something with one of the recent Sins patches, but it makes them impossible to kill (16 Cap ships, hundreds of squadrons and an assorted number of flak/frigates cant make a dent even with the whole lot firing at one ship).
If its useful at all the addons running are:
Artifacts
Bonus Density
Colonial
TEC
Vasari
Advent
Core
As I write this Im wondering if it is having the bonus Artifacts and/or Density parts active, but I actually dont know if a mitigation artifact exists or not.
Thanks.
It's a bug I didn't catch/test before packaging the mod.
Here's the patch to fix this issue.
http://www.moddb.com/mods/sins-of-the-fallen/downloads/sins-of-the-fallen-r5-patch-1
Nothing quite like a rapid fix, thanks boss.
Open a ticket with Stardock... If you recall the email address but no longer have access to it you may be able to get them to fix that for you. I seem to recall them stating similar situations in other threads that came to a positive resolution.
I might've gotten my problem fixed. Potentially.
I got it to work! [e digicons]:')[/e]
New forum account too?
This was the first one I made.
Also, while its on my mind, is it possible to convert models from a mod for SW: EAW FoC into SoaSE>
I see... You quoted Wolf which is why I asked.
Do you mean models already in a mod or taking the original Model in obj or 3ds format and converting to Sins mesh?
Taking models that are in a mod and convert them to Sins. TO be more specific, taking the ships from SST 1st Insterstellar War, and putting them in Sins. TO use for my own purposes, unless if I'm told I can release it.
Well, odd mod to ask this question in... but lucky for you I've already had some experience with this working with Rebelmoon in this very regard.
The short answer is maybe. You'll need a way to convert the ALO files into something you can import into Softimage XSI.
Once converted you'll have to fix the models as they aren't really compatible with Sins of a Solar Empire. This is one reason I backed off making a starship troopers mod for Soase because more work was involved than I wanted to take on.
So, give it a try if your capable. The results might end up pretty cool.
Impressiv now the Link works again.
Any new developments for the mod?
Not really... Besides work and family I'm helping another sins mod past some of their mini-dump issues. With Christmas coming I wouldn't expect a lot of mod improvements until sometime next year. Ideas are still welcome though.
There are many great features available to you once you register, including:
Sign in or Create Account