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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'll look. I thought I had them setup right.
Load the SotF Core Flagship above SotF Core. You can't build them cuz their to strong but you can get one for free this way.
Ya, the jump sounds are pretty sick.
You could. Open the main view texture sheet and look where the cylon ships are. They are 28x28 and can be anything you want.
No worries, glad you decided to poke back in.
Seems simple, huh Actually, need to add abilities, research button images, research tree design. I still need to decide what I'm going to do about cylon economy. Unfortunately what is left is still a shit ton of work to do. I find their's more motivation though to complete if the model and texture work is in place.
Ok, for starters the mesh was really, really small. Asteroids have a radius around 2500 and this model was ~0.1.
The other thing I see is the basestar isn't uv-mapped right to the texture. There was also some weird ghosting around the middle of the basestar when rotating the mesh in game. Not sure what's up with the ghosting, maybe overlapping polies?
Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up?
I thought that the Cylon economy was going to be based on metal and crystal - with obvious massive income enhancements than other races (and Tylium refineries). Planets would be simply "occupied" with zero population growth/income (or destroyed, as per a new ability that will come out with Rebellion)?
So you cant have both the colony and Boomer in-game at the same time? Not even one of each? Shame that you have to choose....
Through GalaxyForge, would there be a way to give the player either a boomer or colony at game start, without it impacting on the flagship limitation? i.e. so you could have one of each in game? (a little unfair, but would be cool)
I need to build it and balance it and then decide if it's fun or not.
You may mod this however you like. You could modify the flagship mod to spawn both at game start (pretty simple).
A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.
I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merge it with a Sins Asteroid with multiple materials. Get me some more cylon dialogue maybe of the human models and I'll consider doing it
So is this mod playable or just in the beginning stages of development?
I'm managing this mod much like if you were involved with a private beta for a game during it's development stages.
The mod is playable, but does not contain all of the assets and features and is still a work in progress. It probably won't make your eye's bleed, but don't expect fully fleshed out research trees and abilities.
I figure Colonials and Cylons have another 8-10 months to get everything fleshed out where it doesn't feel like a Tech or Vasari clone.
lol i just think about doing it, but sadly i don't have old basestar model
Z. I have been looking a various planet texture and have found some too use for the colonial planets. I was wondering if you can change the size of the planets in relation to how they appear in game? Thank you for your hard work.
Oh wow, if one of you guys could do it, that would be AWESOME! Trust me, the group of scenario's that I'm doing will be great and it will be worth it!
Z - will definitely pull together the Cylon sounds for you... some more hybrid and human model sounds. What are you currently using for the "event" trigger sounds i.e. when an artifact is found etc? How many new sound files do you need?
Koobalt... The old basestar model is here http://www.gamefront.com/files/21340047/CapitalShip_PsiColony.mesh
This model is a .mesh file and i don't have any software to convert this, for me to work on that i need a file in .obj format
and here you go: http://www.mediafire.com/?ajjuc60ha5ezbq9
fell free to add remove or completely redone this texture.
Testing part 2:
1. the Core flagship don't work for me (it doesn't spawn any ship):
2. the communication array for the cylon it's seams icon is from model i made but model itself is the old one
So i think it's all about the cylon faction, when i have more time i will make some test cylon vs colonial
Sorry man... this model was created by a guy called Larkis a few years back... and I don't have the .obj file...
Yep, I still need to drop that in the mod. I did the icon/buttons in one big batch and am trying to get all the new models in game still.
Works fine on my end with exactly the same enabled mods. Did you delete your previous installation prior to unzipping R6.2?
Also, while your order of activate worked it may not in the future: Planets->Addons->Militia->Races->Flagship->Core should be the order of activation.
Cool, need to start thinking about balance too... so much work still.
Here's a spreadsheet on the current balance.
http://dl.dropbox.com/u/5790092/sotf/ship_stats.xlsx
Need to setup the culture center now... Had it sitting on the back burner for so long...
Really like that new HUD for the Cylons. It's not overpowering to the eyes and fits them rather well.
I disagree... it looks strange to me. Should be more "chrome-like" or metallic. I don't see how the current HUD fits with Cylons? It just looks chunky, and when I first saw it I thought it was an error. Sorry, just my opinion. Also the white boxes surround "+" and "-" looks out of place. Should look more like:
Yeah I kinda agree with the HUD comment. It does look a bit out of place. I'm not sure what the red dot patterns are? Is it the red cylon programming code?
Actually when i see the new HUD my first thought was The Cylon Basestar corridor, don't know why but for me it fits cylon, but i need to say that the + and - buttons are a little out of place with the white background.
It is meant to be the cylon datastream.
If you like the TEC hud by all means mod it back in.
My role as a modder is to experiment by trying new things. I like the simpleness of this hud and the fact that it's obviously different from the other factions. Can it be improved? sure! Is someone else going to improve it? probably not! though it would be awesome if there were more hud makers for this game.
I'm not picking on you two either here so don't feel like I'm upset or anything. It's just more a discussion on what goes into making a mod and I appreciate the feedback ( most the time ). What I really want you to understand is that while you play this unfinished version I'll may try lots of new shit and then either expand on it down the road or pull it out because it just doesn't gel the way I thought it would.
My ideal hud would be something that encompasses the hybrid tank and water look on the right side with the datastream look incorporated in the middle and/or upper parts of the mod. I have very little graphics experience and no training/experience with graphics design so I'm doing the best I can with what little knowledge I've gleamed over the years.
The white part will be made transparent, it's just low man on the totem pole so it's easily forgotten while I'm working on other cool things like your models.
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