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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
Research - both the category pictures and buttons. Almost any picture can be scaled down to a button size. So things for Hull, Armor, Weapons, etc.
I have all the ship buttons taken care of as those are generated from renders of the model.
Always the latest.
Thanks man.
Nope.
I'll have to look at uploading it elsewhere as filefactory is a bust right now.
http://www.gamefront.com/files/21399737/SotF+Blood+and+Chrome+R5.4.7z
Mucho Gracia.
Whilst hunting around for the R5.4 I gave your R6.2 a little play through. I ran into a significant point of frustration though. I thought I went and filled in the Descriptions of the ships from "Todo" to something with flavor text. Turns out I didn't. It still says "Todo". where are the Strings I need to fix?
The Below is purely questions for personal use and should by NO MEANS be taken as a suggestion. I'm just a BSG imagery junkie.
As I'm playing this mod only because its both so damn well done and I'm a complete BSG(RMS) Junkie, I'd really like to get rid of stock pirates and get something a little more chromy. Gimme a place to start and I'll do the rest myself. How to I edit what will be the "Grey NPC Pirates"?
If the above is possible, did the old "Sins of the 13th Tribe" MKII Basestar ever get finished? If yes, I'll go looking for it, otherwise I think I can get Kyogre's done on my own. I think I have a grasp of what it would take to create a special set of Pirates for personal offline use. It would be boss to replace the stock soase pirates with a few old Basestars with old Raiders as the "stock" pirate ships.
Final Question, as I've never tried it and I'm sure you'd be able to "yes/no" the possibility, can Strike Craft (or simply the models) be used as the basis for a unit, and said unit be independently jumpable? I ask purely because when I'm bored on my days off and feeling a solo game I canget as much of the Galactica Feel as possible, by having the much maligned toasters be able to send "Vulture Squadrons" as frigate.
(Side Note): For the record, I haven't read any of the fanfic (and TBH don't intend to), but I do like the models.
As far as the colonial Titan. I was think the Titan class might work.
If you want to send me some strings anytime that would be cool. I accept string entries all the time for my different races.
Also, a pirate addon sounds like a cool idea. We were also talking about an old school style militia as an option too. I'll look over the Pirate code some and give you some pointers to work on. If you get it finished I'd like to include it with the mod.
I think I have his Hades MkII mesh included in the mod now too. I do have all the other assets cleaned up some, I'll have to look them over again and let you know.
On strikecraft, it is possible to have frigates use small strikecraft meshes with fighter movement. They would be built from frigate factories and would dock with anything though. Basically, like the Rebellion Corvettes.
It's a cool looking model. In a practical sense I'll probably have to go for a bird in the hand unless someone steps up to model this beast.
I guess my question is more what string/other doc am I looking for edit that? I tried a File called "PlayerPirate" but nothing stuck, came out with game defaults. Most of what I've figured out has been "reverse" engineering what I've looked at so far or was in that short "Modding Basics" doc from Ironclad.
Do i need to create a new folder for a race "Pirates" in order to get it to work?
I guess I'll elaborate: What I'd like to do is have a "squadron of raiders" capable of jumping. My initial thought is to create a frigate that uses the Cylon Heavy Raider mesh, make said follow all the rules of a standard frigate, and give said heavy raider the ability to produce a squadron of vultures. If, as you daid the squadron is produced in a frigate factory, A.) will the factory produce a full squadron? and B.) Dock anywhere?! Elaborate please.
Also, I'll send yah anything I do, but please keep in mind I'm modding your mod on my end to be more cinematically in tune with the show: i.e Squadrons the right size and number, Cylons with more base stars, and swarming with vultures, getting fighters to turn on a dime and have vipers and raiders be more effective vs Capships, Adjusting ship abilities to be more like the show... stuff like that. Small but "vs. SOASE" unbalancing and internet lag intensive. Totally not meant to be played against human opposition.
That being said, one of my projects right now is making a particle effect of three Heavy Raiders rather than the ball that is Ion Blast. I shall call it "Steve". Or "Centurion Assault". Largely the same effect, but more "Showish" visual.
And speaking of said project, is there a special trick to getting particle forge to actually launch and not just "Stop Responding" upon attempt to launch.
Hey what ever happened to the Jupiter Titan of the Colonials? I remember seeing that on a previous BSG mod cant that be reintroduced into this mod plz its abilities and weaponary can rival the rebellion titans with ease!
OK, update, I tried running a "Cylons as Pirates" manifest... Result was a mini dump.
Tomorrow I'll try an edit that is less "Cut and paste" and "set to 0". Tips would be helpful
Have you used the Jupiter in your mod Z? If not.. could fit well..
Or maybe we could use the Thor Class as the Titan?
Modding pirates is an odd combination of files that need to be touched.
I currently plan to mod the pirates to use the Rogue fleet and it's Titan as a hard pirate addon.
If you can't figure it out by then you could probably piggy back off my changes.
If the heavy raider has the squads then you would build the heavy raider. The vultures would dock with the heavy raider when you phase jump.
Well good point... I'll also warn you that your are modding off a moving target.
Might be some cool stuffs here, I'm still interested in you sharing stuffs I might include in the mod.
No idea... there's a thread somewhere about particle forge. I'd post in it and see if you get any help from other modders.
That's one plan as the model is actually available and was done by Koobalt.
Another possibility.
Even thought about scrubbing Pegasus and Galactica from the main textures and making them purely Mercury and Jupiter classes. Then the Titan so to speak would be the Pegasus or Galactica with beefed up stats and abilities. More like a hero ship basically.
No solid plans yet so dreaming is easy until something is actually coded.
You would be my hero.
Okay, to those strings, I have hunted and hunted for "Colonial_English" and for the life of me I can not figure out where there's an older string at. Still stuck with "stock" descriptions and stock names. I fore one like having more Greek in my name generator.
The Thor class could work but The Nova would be a better fit as the titan simply do to the shear size of the Nova class. But in the end it is your mod Z.
I really like the idea of using Koobalt's Jupiter as the Titan..
I've got it, I think it just needs some fixing of the tangent.
Rough Colonial Research Tree Items (Feel free to make suggestions).
Fleet Shipyards (Combat)
Fleet Designs
Defender Gunstar Ability?Alberio Gunstar Unlock -> HEIAP RoundsVigilant Skirmishstar Unlock -> Heavy Fallout -> High Yield WarheadsBerzerk Escortstar UnlockSentinal Gunstar UnlockMoebius Flattop Unlock -> Demolition TeamsTiger Gunstar Unlock -> Designate TargetAsgard Battlestar Unlock -> HEIAP Rounds, HEIAP Warheads
Weapons
Auto-cannon -> HE Rounds, HESC Rounds, HEIAP RoundsMissile -> HE Warheads, CR Warheads, EFP Warheads, Nuclear WarheadsKEW -> HE Rounds, HESC Rounds HEIAP Rounds
Reinforcement
Antimatter -> Nuclear Reactor, Improved Nuclear ReactorArmor -> Basic Ribbed Armor, Improved Smooth Armor, Basic Radiation Shielding, Improved Radiation ShieldingShield Mitigation -> Point Defense 3x
Angular Thurst -> Sublight ManeuveringHyperspace Charge -> FTL Calculations
CIC (Defense)
Most the technology works here except for the shield generator. I was thinking about having a special structure CIC that would boost player and friendly damage.
Need to remove/change some of the upgrades for the KEW defense turret too.
Other Ideas?
Colonies (Non Combat)
Trade Unions (Economy/Trade/Refineries)
Refinery -> Upgrades?
Trader Port -> Upgrades?, thinking something that increases population growth with trade ports present
Metal & Crystal Upgrades
Religion (Culture)
Culture Center -> Allegiance Boosts ( would like to integrate some of the god names into techs )
Other Ideas? Increase trade if culture center present?
Colonization (Planet/Population)
Ice/Volcanic/Gas unlocks -> Population increase
Terran/Desert population increase
Quorum of Twelve (Diplomacy)
Will mainly be standard diplomacy stuff to not break diplomacy (need ideas for names/descriptions though).
Ideas for Envoy?
Colonial Fleet (Logistics)
Need good names/descriptions for research.
Designing research trees is hard if you haven't figured that out yet. I've done 4 unique research trees so far and each one gets a bit harder to do.
Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go!
Looks good. as far the Colonial fleet ( Logistics ) maybe making one Picon HQ would work also.In Diplomacy The Articles of Colonization leads to the Quorum of Twelve might work?
Was just thinking... maybe this should be an armor increase instead? Enhanced hull plating? This would be more suitable considering that it is a "defender", rather than an "offensive" ship?
Sounds awesome!
Z... did you get a chance to have a look at the new sounds that I recorded for colonial and cylon?
And how hard will it be to get your mod to work with Rebellion? ie. converting it over?
well if you go but the colonial definition of a gunstar ether one would work. Never did like the defender class name. sounds to much like an old Atari game of that name. gunstars are basically escorts with both offensive weapons and defensive weapons.
To lazy to read it all; but my suggestion:
Weapon:
Advance targeting system (for fighter) - the higher the research is the better targeting system fighter has, the better chance to hit enemy fighter (deal additional damage)
Sounds cool!
@All - The comments look good. only one that is not possible is increased allegiance via an envoy from what I can tell.
Yes, just haven't had a chance to integrate them yet.
No one has any real idea as the modding tools for Rebellion haven't been released yet. I'm assuming a fair amount of work will be needed to convert to Rebellion just to support 4th level abilities and rebel/loyalist faction code.
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