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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
has this mod stalled?
There is progress, i think how to redone the Jupiter all the time
edit:
I have already redone the model, and i'm preparing it for texturing,Cetus will be like Defensive Titan and Jupiter will be like Offensive Titan
No.
ZombiesRus5 i hope you don't mind that i remove the central part of Jupiter, and place there very big gun , something similar to the offensive rebel TEC titan.
Awesome!
How will the Cetus and Jupiter compare to the Cylon Colony in terms of size? I'm thinking that although closely matched in strength, the Colony should be larger?
What do you think Z?
VIP texture in progress
No offense, but those hangars look really dumb just hanging on the small center section like that. Try and make the center section larger and have the connections the hangars use to connect to it be a lot more robust. This really doesn't look at all like a battlestar. Keep in mind these ships need to store fuel, ammo, food, air, water, and spare Vipers and Raptors, and all that takes up space, so this really needs a massive central area.
something like the ankylon titan would certainly work
now those are some robust connections between the inner and outer shells
This is a image showing the top of the ship, i don't know if you see the actual ship in kyogre12 mod, but the hangars cover only aprox 15% of the wings, so there is a lot of place for fuel, ammo, food, air, fighter/bombers...
We will wait and see what ZombiesRus5 will write...
I sent a couple comments to Koobalt.
On the rebellion front, it looks like I can have my mod running in development shortly after it releases.
So if you have any idea for Titan abilities for the Colonials and Cylons poor it on
I'm still sorta floundering on the research trees for the colonials.
I'd like to do something different in regards to the trees because I'm sorta bored with the standard layouts. Just not really having any inspiration yet.
I agree that cylon colony should be larger then the Cetus and the Jupiter.
Great work Z and Koobalt. Thank you for a good April fools joke glad it wasn't true
still going to be diplomacy releses right?
They'll stop when I port to Rebellion.
ok anyone have any idea how to redone the Jupiter middle part??
One thing i don't like about the Jupiter design is that it doesnt have the "Gator Head" that all other battlestars seem to have, though in all honesty i don't even know whether or not that would work with the eight hangar sections surrounding it.. but i would definitely like to see the mid section be much larger and actually connecting fully with the hangar sections rather than having pieces connecting them together. It just looks flimsy having the small connection paths, like a single nuke or even a few well placed missiles would severely damage what is supposed to be a beast of a ship.
I wish stardok billed me when my mom actually still had a credit card damn ok
will we get the finished version for diplomacy at least?
Honestly, I never intended to finish a diplomacy version. The modding potential is so much greater with rebellion for creating mods with unique characteristics. I'll likely get the last of the models in place though with my final Diplomacy releases, but the real meat will be with Rebellion.
I would say eather make the middle part larger or make it more like a Battlestar
Z.... A while back, NHD-151 wrote this:
"Hey Zombie, I wonder if you read a post a couple pages back from me about researches? never got a response.
It just asked if it was possible to have two researches be dependent on the other NOT being researched, IE Research 1 is bought, so research 2 is now unavailable. Something i had thought of to find a way to distinguish between play styles (defensive vs offensive, or cultural/economical vs militaristic). And working off of that, i wonder if i might help you out with research tree designs. I'm drawing up a schematic of the research tree interface so i can tinker with tiers and the number of researches and how they link together. I am planing on starting with the cylons, as their offense research three currently has a bunch of weapon researches that are useless, same with shield research. I look forward to your input."
Looks like he's done a bit of work already? I've sent him a PM to ask him to help out.
Also, you've already posted a draft research tree for colonial a few pages back.... aren't you just working from this?
I'm also pulling together all of the suggested abilities that have been posted across this forum. Once I have compiled this, I'll shoot it through.
Also thinking of of ability ideas for the Colony....
Definitely needs to look more like a battlestar!
Hey Z, NHD-151 said that he actually posted up a mock research tree for Colonial at some stage. I've had a look back over the forum and I can't actually find it. Do you remember seeing it? I'll ask him.
I think he really does want to help out... All you would need to do is ask him. He's got some great ideas.
Some ideas for the Cylon Titans (ultimate abilities):
Ultimate Virus ability for Titan (Boomer Class): Super Virus: Can transmit a long range virus signal at a planet. For a period of time, the planet is crippled i.e. reduced credits, production, build rates, crystal/metal etc. Interestingly, this could also be the ability of a super weapon…
Ultimate ability for Titan (Colony): Total Atmospheric Expulsion: Atmosphere is literally "sucked" away from the planet, rendering it uninhabitable due to the atmosphere being destroyed (affect would look the same as the Vasari "Drain Planet" ability. I think that one of the Vasari Titans will have this ability?)
I'm thinking that it may not be a good idea to suggest any more until all the Titans are released? There may be some cool new abilities in there that we could use/repurpose for Cylon or colonial.
Also, I'm thinking that the Colony should have the ability to construct frigates? This would be true to the series... like a starbase ability.
What do you think of this Koobalt? (and everyone else!):
Well a little to star-trekish for me
And i all ready drop the big gun model, and model new more battlestar middle part.
I Think like Koobalt it's too Star Trek. This might give a good Idea what it could look like.
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