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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
I tend to respond badly when I don't feel the other party has put in even a minimal effort in before they start complaining.
Consider the following statement.
Zombie, I read your installation instructions but I'm still a little bit confused on X, can you help me out?
or
Zombie, I can appreciate your need to have so many mod directories, but is there any way I can consolidate them down on my end?
The above is so much better in my opinion. But,
I will smack talk back when I feel someone is being negative towards me. I have no reason to sit and take it for something that is my hobby that I'm sharing with others to enjoy as well. If you don't enjoy it that's fine, don't play it. If you have suggestions for improvements, that's fine too, offer up suggestions. Simply saying it's too complicated to understand without even trying is just lazy, and laziness frustrates me.
In terms of my mod compared to others: Different does not make them or mine better or worse. They are just simply different where each mod is attempting to accomplish their own goals. In my mod you see my preference for modular plug-n-play style development which is influenced by my own real life programming style. While others navigate towards a traditional more monolithic approach for sins (which works great for total conversions). And others have a small mix of the two.
I created and continue to work on this mod because it's fun... when it ceases to be fun I will stop.
Ah ok. No worries Z...
I've searched the net thoroughly and unfortunately I can't find the Hybrid "Jump" sound clip... short of actually recording the sound myself, i'm not sure how we can get this (and I'm guessing that recording the sound and including it in the mod may infringe copyright...)
How about the cylon sounds from the old school BSG? Might be able to get my hands on some of these.
I've been thinking about it, and considering that it would be super awesome to have customized cylon hybrid voices, I wonder if the BSG online game would grant permission to use their cylon sounds? not sure if they have hybrid voices though... but they may have some other cool voices we could use, like number 6.
Zombie.... your mod is soooo AWESOME... don't let the lazy people ruin your fun with it... i've barely done anything on it (due to my limited modding skills) but I've had a lot of fun just watching it develop and providing ideas here and there...
So what's happened to our good friend Koobalt? Haven't heard from him in a while!
Koobalt - how are you going with the cylon non-combat lab and the culture pod?
Hopefully all is well with Koobalt.
I've got all the capital ships with weapon points, just need to do the new starbase modeled by Koobalt.
I'm thinking sometime around March there will be another release with some updated Cylon stuff. Basically, Once I get all the buttons and main view icons done for all the ships and modules I'll release that version of the Cylons.
Once that is done research trees and abilities will be next course of action.
Awesome! Cant wait for the March release! Happy to provide help with more ability ideas and their development.
How about the Cylon sounds? Could we use the Centurion sounds from the old series? i.e. "By your command" etc.
i dont know what to inact
for the mod data i put the mod in and i get a dump file
This is me being curious zombie. When everything is set for the cols and cys will there be a separate release where u can just play as the 2 factions like what was done with kyogres mod (may it rest in peace) or will the entire SOTF be needed?
I'll give you the benefit of the doubt here as maybe you've just been following and haven't played the mod yet. The entire SOTF is NOT required now. SOTF is now basically just my framework for allowing N number of basically separate races playable together (16 in my private setup) in addition to the optional addons and planets. If you don't want the other SOTF stuff, just delete everything but the BSG stuff and the Core. This will immediately drop the # of mod folders to 3. As this is a fully plug-n-playable approach, it's YOUR choice how much content you want available and in your Mod folder. If you know what your doing it's even possible to combine your favorite configuration into a single mod.
In short though I won't be releasing a combined anything as that defeats the purpose of what I'm doing and causes more maintenance on my part to create multiple separate combined mods.
There is information in my moddb features that detail the minimalist approach to playing just two races in SOTF.
i fugered it out sorry bout the typing im in the dark
Zombie, I have to say if you hadn't first started this mod, I would have prolly never sat down and watched Battlestar Galactica. It's awesome. Having finished season 2, I then came back and tried out the colonials mod and i am one happy little fanboy. I got a little overzealous and minidumped against plague with the graphics settings but so worth it. Top quality stuff.
Thanks zombie and u are correct i have not played your mod at all yet. I figure ill wait for the next release (R6 i think) before trying and thanks for answering
You're missing out, cheif.
I was just wondering, has shows ever messed with a mods progress? Like they come out with a new ship or ground unit and it messed up the entire mod. If so, are you actually worried (if it really happens) about BSG: Blood and Chrome? But anyways, very epic mod! Games with this mod go by fast, three to four hours go by and I don't even notice!
Thanks, the Cylons are getting more refined too which should make for a fun race to play.
In my case with I'm not too worried about BSG: Blood and Chrome on Syfy. I'm the story teller in this world (mod) and won't get too hung up on supposed Cannon or new/old ships. In fact in my universe the colonial fleet is not a rag tag fleet at all and can go toe to toe with the new Cylon basestars.
I would like to make a map though that sets up the rag tag fleet scenario (would be kind of fun).
Regarding the Cylon Colony.... Would it not be better if it was a second Starbase? (in addition to the WarStar). Obviously the function of the Colony in the series is the Cylon "homeworld"... rather than a large scale capital ship. Would it not make sense if it had starbase-like abilities and defensive, rather than offensive, capability?
Although... The Colony is FTL capable... which would probably fit better as a Titan...
Hi,
first of all thank you very much for this mod. It improves the game notably.
I often got minidumps when I enable/ disable fractions or other things.
After I used the CFF-Explorer and gave "Diplomacy.exe" more than 2 GB RAM (only possible OS 64 bit) I haven't gotten any minidump.
Look here:
https://forums.sinsofasolarempire.com/403315/
I thougt it could be interesting for you. (Sorry for my English )
P.S. I read your manual but I can't get the Cylon as Militia working. There are always TEC-Militias.
My order:
TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Planets SinsPlus R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Plague R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Core R5"
enabledModName "SotF Race Cylon R5"
Where is my failure?
"SotF Core R5" should be on the very bottom, and you would need the "SotF Militia Cylon" folder activated between the Planets addon and the Race folders.
Thank you for your response!
If I do so, I get a minidump (only with the Cylon ... other Militias work fine). I know the "common" order but I followed the instruction from "ZombiesRus5" to play the Cylon as Milita:
"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."
Hower, Militias are TEC if I use that order:
enabledModNameCount 10enabledModName "SotF Planets SinsPlus R5"enabledModName "SotF Race Tec R5"enabledModName "SotF Race Vasari R5"enabledModName "SotF Race Advent R5"enabledModName "SotF Race Plague R5"enabledModName "SotF Race Colonial R5"enabledModName "SotF Race Rogue R5"enabledModName "SotF Race Nephilim R5"enabledModName "SotF Core R5"enabledModName "SotF Race Cylon R5"
You are very close. On the top of your original listing add:
SotF Militia Cylon R5
Typically this is true. However, I presented a solution for Cylon's as Militia by stacking the Race under the core. This allows the main assets to load but not be playable for either the Player or AI.
This would work for the other militia types as well, however, I chose not to document that feature in my installation guide as 1) the militia was sort of a last minute addition for Cylons that grew to the other races 2) I didn't want to add any more confusion to the main instructions.
Thanks for helping though. Your understanding of the stacking order is awesome.
Back tracking through some previous comments...
I kinda dig those too. We might mix some in. I've found some other sounds too and if I can't find the Hybrid "Jump" I'll record it.
Hence my dilemma... I want the Colony to be FTL capable as well as limited to only one. For now this will mean the Colony is a capital class in Diplomacy.
Depending on Rebellion this may change a lot. We just don't know yet what will be available to modders with new research modifiers and Titans. I won't be scared to change it's class even to a star base if the right modifiers come into play. The semi-obvious choices are Flagship, Titan or a Star base you start with but can't build new. The Star base would start as a star base constructor that you can deploy as a star base (i.e. same mesh for each entity) allowing a pseudo phase jumping capability.
Cool. I've had similar interest sparked in shows by Scifi art or mods too
The colonials are the most resource intensive faction I've got. Mainly because I wanted a lot of turrets and I kept the texture sizes a bit larger than my other factions for a bit of extra detail I can afford with the stacking system.
That is a lot of stuff you're activating, especially with the Colonials and Cylons You might hit a wall eventually even with the tool you are using, but if it works for you no issues on my part. There is a fixed limit on what can be added though in terms of the number of meshes and textures so it's possible future releases may still throw your configuration over the edge. Only trial and error will tell for sure.
It works!!!!
Thank you very much for your fast reply and this cool stuff!!!!!
My mate and me have been enjoying this mod very much!
Question.... I want to make a really simple change to an "asteroid" planet type (mesh?). I'm creating a custom map/scenario in GalaxyForge and I want to make it appear as though a Cylon Basestar has landed (or crashed in to) the asteroid... Any ideas?
Hmm... If you want the Asteroid to have a crashed Basestar actually on the mesh you'll need to do some modding in addition to custom map.
Making a new Asteroid mesh with the crashed basestar would be one option. Another option might be to use Particle Effects which wouldn't require any XSI knowledge. Create a new flair with the basestar as the mesh and then position the flair on the asteroid mesh as a new mesh point.
@ ZombiesRus5
Another friend of mine wants to play sins.
He also wants to play your mod (Galactica-Fanboy ) but he prefers to buy the steam-version (Trinity).
Will your mod work with this version, too?
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