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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
Thanks Z.... I'll give this a go!
Yeah... if starbases are able to jump.... hehe.. but yeah, should definitely only be able to build one Colony only for the game and must be FTL capable. Definitely fits with Titan for now
Yep... I'm probably going to start releasing stuff for R6 on a semi-regular basis (which is by no means complete). I don't see any value in me sitting on changes that are fairly minor while I work on "new" stuff too.
With my current version you need to enable flagships to get either the Colony or Boomer right now as a easily workable compromise.
Cool... how do you enable flagships?
I've pulled together some Cylon sounds that I can send through to you soon. How would you like me to get them to you?
I've also messaged Koobalt to see what he is up to (and if he will continue to help out with the mod), but he seems to have fallen off the face of the earth!
Hey Z, regarding Koobalt's post above, is this all good? Do we have an updated list of what ships and planetary modules are still needed for the Cylons?
[edit]
Just wanted to say I've enjoyed playing against (and as) the cylons and trying each of the SotF races and I'm impressed all around at the quality and attention to detail.
That said... I think it would be an interesting idea for a scenario with more civilians.
It looks like there'd be potential for using the SotF framework using a neutral militia mod, a race with a series of capturable civilian support ships from BSG... just one way of allowing the creation and gathering of a big civilian fleet (perhaps one that gave a reward on destruction to encourage cylon attack). If they gave large bonuses or small but stackable bonuses it would encourage grouping them with the combat fleet. (e.g. +0.1 antimatter/s, repair abilities, +2 armour) I doubt it'd work as intended in the game unless the neutrals had a ship selection that was a mix of active defenders and those (perhaps inactive?) civilian vessels. Either way, goodluck with the mod and any plans that go with it
(also Zomb, I can't wait to play as the Archilect race and any other interesting creations in future)
I do have the culture model from him as well as the alternate warstar model I'm thinking about using for a hangar.
I'll probably retexture the existing models to finish out the remaining stuff so I don't think any new models are needed right now for the Cylons.
Thanks, I think the cylons are going to turn out pretty well and already have a nice look to them.
This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me.
Cool. I know that I've said this before.... but I'm a really big fan of allowing players to build the old school basestars, just for fun. A pretty good model of it already exists in Larkis' mod I think.
Yeah, this would be pretty interesting. Would link in well with the Blood and Chrome series which should be out soon. Would allow us to also build scenarios/maps for Galactica/Columbia vs. old school basestars from the first Cylon war. And this mod is called Blood and chrome after all!
I've recorded heaps of Cylon hybrid sounds for you Z... how should I send them to you?
I PM'd you an email address. Just zip them up and send them my way.
Hey Z, sent them.
There are recordings from both types of Cylon hybrids - the stock standard hybrids and the one from "Razor" aboard the Guardian basestar. Also a few old school cylon voices in there too.
The hybrid sounds could be used for the capital ships, and the old school centurion voices for the smaller frigates. Up to you though obviously!
Good stuff. I'll work on getting those integrated
Let me know if you need other sounds, and i'll get them for you... i.e Raider engine sound, old school sounds etc
This forum has gone really quiet!
Indeed... seems only about a couple dozen people are posting on this site right now. Might just be everyone's checked out to do other things until rebellion hits beta.
I agree... wonder when that will happen.
Also assuming that for your Blood & Chrome forum, you have advised that you have everything you need now? i.e. models, ability ideas, Cylon sounds etc.
Do you need more sounds? do you have the raider sound, stuff like that?
Or do you have enough sounds?
So... for rebellion... the 2,6 and 8's will be the splinter faction and the 1, 4 and 5 models the "main" Cylon faction?
or could the rebel faction be the old school cylons vs. the new models?
Hmm... not quite what I stated (see original post). But let me state it a bit differently. I don't want any more ideas for ships or modules as I have enought to complete the factions. Additionally modeling and texturing new ships is extremely time consuming and as you can see the amount of available modellers is extremely thin. I'll likely re-texture any remainging cylon models that were never completed in Sot13t. My primary goal for R6.1 is to have all the cylon models in game with a decent texture including main view, info card, and hud icons.
I won't be doing any abilities or research with R6.1 but ideas are still welcome. Though as you can see most people like to only play and not help out much so the few that have contributed are greatly appreciated.. I suspect it will take much of this year to replace out all the abilities and research trees even with help.
I've hit the barrier on what I can add sound wise (game limitation). I'm hoping rebellion will increase the max from 2000 sounds up quite a bit (already requested this change). Do you have a utility that plays ogg? You can see what sounds I have (minus the ones you've done). I've also collected a few more sounds too, but we might as well hold off adding more until Rebellion comes out to see if they soften up the max sound files.
There are not enough old school cylon models available to make an entire faction. We might be able to string together enough to make a old school militia with some of the old Sot13t models.
In regards to rebellion I'm in a wait and see mode on how they actually setup rebellion. Do you declare a faction in game? Do you declare your faction at game start? Do mods have to make use of rebel/loyalists? The features have been re-written some since the initial statement so it's not real clear what will be the end product.
What we know for sure is we will have Titans. Depending on the answers to the previous questions will decide what is possible or forced on mods. I won't be afraid to change up or keep simple my modding approach for Rebellion so the project remains feasible.
A question about Colonials. Are you done working on them or do you still need Ideas as far as research and abilities?
You have made one of the best mods for Sin's in my opinion.
Nope, colonials aren't even close to finished. They still need their stand in research tree and abilities redesigned.
And thanks
There is a guy called Aramil75 who was helping me out with a model... he may have some free time to help? I could ask him for you...
What is the Cylon diplomatic ship?
would the cylon's even have a diplomatic ship? it would have to be a captured ship design. if it was a regular cylon design the colonials would probably blow it out of the sky before asking questions.
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