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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
and another
We'll really have to for the time being. The current hard coded limit on sound files is a real issue. I'd like to atleast get the hybrid jump sound in though.
We can mix and match these pretty easily.
I'm also considering weeding out some of the events on all races to be more generic and free up some sound slots for dialogue and effect sounds.
Hopefully rebellion adds some to this hard coded constraint. My other option is to take the Sins of the Creator (myfists idea) and use similarly named sound files for all races. The top race then would be the only sounds played and would basically allow for unlimited sound options. Only downer is multiplayer requires a bit more setup which probably doesn't impact many people though.
Research facilities are established on the planets surface to explore human-cylon reproductive capability. This results in a small population cap on each of your planets.
Population could be 10 on each planet? This would allow for a small planet income...
I'm thinking that this could be under "develop planet", and replace "Civilian infrastructure", or, could be in one of the research trees....
I like the general concept, but I'm still not sold yet on them needing credits other than to transfer funds around in the black market which you can't avoid.
As this is an expansion race Crystal will remain the generic common term. However, I'm not opposed to renaming Cylon and Colonial specific assets to say Tylium for their research and structures.
The forum reply function was hung on page 20 in case you're curious. I was able to post from page 19 per a suggestion from Kyro and now all is good.
Well... Tylium is actually fuel in TNS... so it wouldn't replace crystal anyway.
It could be in the research tree's i.e. Tylium refinement which could reduce fuel consumption, and improve the speed of ships or the speed of jumps for Colonial and Cylon.
The ability could be that Tylium is extracted from Crystal asteroids, or metal, which could be an ability that can be researched.
alright i downloaded everything now how do i get it to work step by step
I've been lurking these forums for a year or so but just registered to say that those textures are pretty damn great and to ask a question. (since i can't be arsed to read through 21 pages, it might 'ave been asked already)
But do those turrets work, ie turn? I don't see other reasons for their presence (besides that and extra details ofcourse) Eh might start to pop up here now and then to comment.
Sadly, Sins doesn't allow rotation of ship turrets. That's an engine limitation that can't be overcome by modders.
someone help me to get it working i downloaded everything now i need to know what mods to enable
The same rules apply for SotF: Blood and Chrome.
I see that you're looking for someone to throw together new research ideas? Is there a tech tree picture already? (I can't actually play the mod due to hardware limitations) Long story short my pc died and i'm using a secondary model... New one has been already bought thought.
edit.
I had an idea that could look good... in theory. You know when capitals die they drift for a moment and then explode? What if all ships would do that and for a while longer like 30 seconds to a minute and then explode, i think it would look good.
Technically Tylium starts as the ore which is mined and then used to refine their fuel which is simply called Refined Tylium.
What we're really talking about is flavor text around a structure name or research path. I wouldn't see any issues calling the crystal extractor a Tylium Ore Extractor (with the additional benefit of crystal byproduct). Additionally a Tylium Refinery that produces metal and crystal byproduct is fine by me too. Bringing some BSG flavor text into the Sins game makes sense.
I like the premise of the idea for Tylium refinement which could have additional improvements besides just increasing the amount of metal or crystal extracted.
No, the tech tree needs to be designed is part of the point of getting ideas. As it stands now it's simply the TEC research tree for stability reasons.
This would add unessecary overhead and clutter during battles and probably wouldn't turn out as well as it sounds.
that doesnt help me much i need to know what mods to enable theres a freaking list that has like 19 of them on it
;(
and i play bgo so i think that the metal should be called platuim
or howerer you spell it
Like Zombie said... Each faction within Sins of the Fallen could retain their own individual flavour i.e. all the asteroids will retain their original names - crystal, metal.. but the extractors that are built by each race can be specific to them i.e. Cylon and Colonial build Tylium Ore Extractors and refineries called "Tylium Ore Refinery".
Other races would have their specific names for their extractors and refineries...
Seriously! I don't see any reason to repeat myself here if you aren't willing to read the instructions that I already put time and effort into which explain exactly how to activate the mod (with pictures even).
Im sorry Z, your mod is just to complicated. Im gonna need you do make me a mod that not so complex. Its over my head.
Oh, can you also change the directory that mods are installed in? I dont see why you have to go through all the trouble to hide it in a hidden folder.
Just saying.
lolz
ummm.... it kinda is complicated.
I've downloaded a lot of mods... Dolynicks stargate races mod.... Kyogre12's.... and they were just one mod file that had to be activated. Why is this one different?
Because if you put this all into one mod Sins would simply die for 99% of people. It also lets people pick and choose what they want to play with, which means less system resources being used, and for some, less bandwidth being used by dling.
It would actually die for 100% of the people if you tried to put this all into one mod as Sins has very strict hard code limits in addition to the 2GB memory constraint.
Additionally I can't create my own game options screen with a button to select the militia type, planets, flagships (on/off), moon bases (on/off), artifacts (on/off) or any other plug-n-play addon I dream up.
And Lavo's right on target about system resources and bandwidth for downloading, especially for patches as I only have to upload the sub-mod that changed.
Funny you didn't mention Distant Stars which has it's own set of mini-mod addons. Also 7ds stated this was a goal for their mod after I released my latest version showing it was possible.
Also, I find it disconcerting how some people find this mod too complicated simply because there are X mod directories as there are only 4 parts to it (Planets, Addons, Militia, and Races) and clear cut instructions on what order they should be activated in. Remove all the optional content (which no one is forcing you to put int the mod directory) and Blood and Chrome is only 3 mod folders FFS.
Ordering off the Dollar menu from McDonald's must be really complicated for some...
Thanks for clarifying Z.... no need to be rude though... we're adults, and it was just a simple question.
Does anyone know if the 2GB memory constraint will be expanded for Rebellion?
mord-sith, the 2gb limit WILL NOT be altered as it is caused BY the 32bit program data limit that WINDOWS forces, and ironclad have already stated that they will only be doing a 32bit rebellion.
harpo
Well, I though it was a funny analogy to what a few people have complained about. You might have missed the rant one guy made on the moddb page so I'm already a bit touchy on people who complain but refuse to read the notes or ask intelligent questions.
You more caught the end of it because you were the last post quoted on the matter.
Heh trust me zombierus but i've seen people who are far more computer illiterate or just lacking some of those extra percents of brainpower needed for common sense
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